Resources

From RimWorld Wiki
Revision as of 06:53, 16 January 2015 by Crystalline Cat (talk | contribs)
Jump to navigation Jump to search

RimWorld utilizes a variety of different resources. All resources have to be hauled to a Stockpile to be used.

Food

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Resources Menu Crafted Resources Exotic Items Food Medical Items Materials Textiles

Food is the basic source of nutrition to both humans and animals. Consuming food provides saturation. Deprivation of food leads to malnutrition and, if prolonged, death.

Summary

Food is measured in units of nutrition. Most raw foods, as well as certain cooked foods like pemmican, give 0.05 nutrition per unit. Prepared meals, such as simple meals or lavish meals, generally give 0.9 or 1.0 nutrition.

Baseline adult humans require 1.6 nutrition per day to avoid being hungry. They can "store" 1.0 nutrition at any one time. As they start to eat while they are "hungry" (0.25 saturation), certain types of meals are subject to overeating. A rough baseline of 2 meals per day, or 32 units of pemmican/raw food, is required to feed a person.

By default, colonists will eat the tastiest valid food; from Lavish to Raw. Certain traits or ideology preceptsContent added by the Ideology DLC may change their priorities. You can control what foods colonists are able to eat in the Assign tab. You can also select a colonist's or prisoner's food policy in the Health tab.

Raw food

Food found in its natural stage is raw. Most raw foods will give the −7 Ate Raw Food moodlet to an ordinary colonist. All raw food comes with an innate chance of food poisoning. Milk, berries, and insect jelly can be eaten without mood penalty, but can still give food poisoning.

You can cook food into meals at an electric stove, fueled stove or campfire, or process it at a nutrient paste dispenser. In addition to tasting better, cooked food allows you to get more nutrition off the same amount of raw food. For example, a simple meal costs 0.5 nutrition to make, but gives 0.9 nutrition when eaten - this equates to 180% more food. Food poisoning of a prepared meal is based off of Cooking skill and cleanliness of the room. Nutrient paste can never cause food poisoning.

Raw food can be obtained from a variety of sources:

Degradation

As of version 0.15.1279 (29 August 2016) there is a message telling you when food has spoiled.

Food will be destroyed if left unattended by two entirely separate factors: exposure and temperature.

  • Items dropped in an area without a roof will deteriorate over time, and lose item HP.
  • Storing food in temperatures above 0 °C (32 °F) will spoil over time. Temperatures below 10 °C (50 °F) will slow down spoiling by a factor of 1/temp in Celsius. See Temperature for details.
    • In the early game, food spoilage can pose a threat if located on warm biomes. A freezer room can be created by placing enough coolers in proportion to its size - the bigger the storage, the more coolers required.

For example: a raider is killed and drops a fine meal outdoors, while temperature is below freezing. The meal will not spoil, but it will still deteriorate, and lose HP. Conversely, a meal stored indoors at room temperature will spoil rather than deteriorating.

Once spoiled, food will vanish and can never be recovered. However, food can be eaten at any stage before spoiling with no negative effect. Food poisoning comes from other sources, such as a messy kitchen, an unskilled cook, or eating raw food.

Analysis

As a rough rule of thumb - 25 tiles of rice / potatoes / corn, in ordinary soil, is enough to feed a single colonist in Losing is Fun indefinitely, when:

  1. They are cooked into and eaten as simple meals.
  2. A grower's Plants skill is competent; 6 Plants is enough.
  3. Crops are harvested reasonably quickly. 25 tiles gives a little extra food in case of emergency, but assumes that Growing is priority #1 in the Work tab.
  4. Your colony has a year-round growing season.

20 tiles of rice/corn in rich soil (not potatoes) is also enough to feed a colonist, in the same conditions, with some food in reserve. A higher difficulty reduces plant yield; if playing in difficulties lower than Losing is Fun, then you technically need less crop to survive. If your biome doesn't have a winter, then just plant your tiles of rice, and you don't really have to worry about managing food unless toxic fallout happens.

Food crop comparison

Of the three "main" food crops:

  • Rice Rice grows quickly, but gives the least per harvest. Rice is stable; since each individual rice harvest is small, a blight will not impact a rice harvest as much as it does with other crops. However, because it needs to be harvested more often, you will need more work for the same amount of food. Due to its grow speed, it is a great food to plant at the beginning of the game, or as a "last harvest" when winter is fast approaching.
  • Corn Corn is the opposite of rice. It grows slowly, but gives the most per harvest. It needs to be harvested much less frequently, meaning corn takes much less work than rice. However, your corn harvest will be impacted more by disasters like blight and fire. Corn cannot be grown in hydroponics.
  • Potatoes Potatoes are in the middle in terms of speed, harvest size, and work. Potatoes are notable for their low Fertility Sensitivity, meaning the quality of soil impacts them much less. They are great if you are forced to plant in stony soil or gravel, but bad to grow in rich soil or hydroponics.

Rice, corn, and potatoes give roughly the same amount of food per day per plant, assuming regular soil is used. Rice is ever so slightly higher than the other 2 crops.

Of the other available crops:

  • Berries Strawberry plants give less food per day than any of the three food crops. It grows faster than potatoes, but slower than rice. Its niche is that strawberries can be eaten raw without a mood penalty, but this is rarely useful given that cooking food into meals will net you more effective food.
  • Hay Hay is inedible to humans, but gives the most food per day of all plants. Slightly less work efficient per than corn. Hay can also be used for straw matting.
  • Raw fungus NutrifungusContent added by the Ideology DLC is almost identical to potatoes; it grows slightly slower in regular soil, but has even less Fertility Sensitivity (slightly better in rough soil). Nutrifungus' benefit is that it has to be grown in complete darkness. This means that you can grow crops indoors, even during the winter, without having to use a power hungry sun lamp. As another benefit, nutrifungus is completely immune to blight. However, most ideoligions give −3 for Ate Cooked Fungus. Tunnelers enjoy eating fungus and despise any other plant. Tunnelers can construct fungal gravel to create fertile soil under their mountains.
  • Toxipotato ToxipotatoesContent added by the Biotech DLC have no fertility sensitivity at all, and are the only food source that can be planted in polluted terrain. They provide strictly inferior food per work and per day to the standard potato, but do reach full growth between one and three days quicker depending on the terrain.[Early harvest?] They have double the chance to cause food poisoning when eaten raw.

Comparison table

  •  NameNutritionTasteDeterioration
    rate (per day)
    Days to Rot
    Carnivore lavish meal a.pngCarnivore lavish meal1Lavish104
    Lavish meal a.pngLavish meal1Lavish104
    Vegetarian lavish meal a.pngVegetarian lavish meal1Lavish104
    Nutrient paste meal a.pngNutrient paste meal0.9Awful100.75
    Simple meal a.pngSimple meal0.9Simple104
    Carnivore fine meal a.pngCarnivore fine meal0.9Fine104
    Vegetarian fine meal a.pngVegetarian fine meal0.9Fine104
    Packaged survival meal a.pngPackaged survival meal0.9Simple0.25
    Fine meal a.pngFine meal0.9Fine104
    Egg small a.pngOstrich egg (fert.)0.6Raw215
    Egg small a.pngGoose egg (unfert.)0.5Raw215
    Egg small a.pngEmu egg (fert.)0.5Raw215
    Egg small a.pngGoose egg (fert.)0.5Raw215
    Egg small a.pngTurkey egg (fert.)0.5Raw215
    Egg small a.pngCassowary egg (fert.)0.5Raw215
    Egg oval a.pngCobra egg (fert.)0.25Raw215
    Egg small a.pngChicken egg (unfert.)0.25Raw215
    Egg small a.pngChicken egg (fert.)0.25Raw215
    Egg small a.pngDuck egg (unfert.)0.25Raw1015
    Egg round a.pngTortoise egg (fert.)0.25Raw215
    Egg small a.pngDuck egg (fert.)0.25Raw215
    Egg oval a.pngIguana egg (fert.)0.25Raw215
    HemogenPack a.pngHemogen pack0.15
    Chocolate b.pngChocolate0.1Fine8
    Raw fungus.pngRaw fungus0.05Raw40
    Berries.pngBerries0.05Simple614
    Potatoes.pngPotatoes0.05Raw630
    Hay a.pngHay0.05660
    Milk.pngMilk0.05Raw1014
    Agave fruit.pngAgave fruit0.05Raw625
    BabyFood c.pngBaby food0.05Terrible14
    Insect jelly b.pngInsect jelly0.05Fine6
    Meat insect c.pngInsect meat0.05Raw62
    Corn.pngCorn0.05Raw660
    Kibble.pngKibble0.05Raw6
    Meat human b.pngHuman meat0.05Raw62
    Pemmican c.pngPemmican0.05Simple270
    Rice.pngRice0.05Raw640
    Meat big a.pngMeat0.05Raw62
    Toxipotato.pngToxipotatoes0.05Raw660
  • Version history

    • 0.8.657 - Now spoils without refrigeration
    • 0.9.722 - Food poisoning added. Bad cooks are more likely to accidentally poison meals.

    Medicine

    Medicine

    Medicine

    A kit of industrial-era medical equipment. It contains basic drugs, tools for suturing and bone setting, diagnostic devices, and various pads and fluids.

    Base Stats

    Type
    Medical ItemsMedicine
    Tech Level
    Industrial
    Market Value
    18 Silver
    Stack Limit
    25
    Mass
    0.5 kg
    Beauty
    -4
    HP
    60
    Deterioration Rate
    2
    Flammability
    70%
    Rotatable
    False
    Path Cost
    14

    Medical

    Medical Potency
    100%
    Max medical tend quality
    100%

    Creation

    Crafted At
    Drug lab
    Required Research
    Medicine production
    Work To Make
    700 ticks (11.67 secs)
    Work Speed Stat
    Drug Synthesis Speed
    Resources to make
    Cloth 3 + Herbal medicine 1 + Neutroamine 1
    Technical
    defName
    MedicineIndustrial
    Bulk Product Amount
    Medicine


    Medicine, also called industrial-tech medicine in the Health tab, is an expendable item used in doctoring.

    Acquisition

    Medicine can either be purchased from traders, looted from raiders, or crafted at a drug lab using 3 cloth, 1 herbal medicine and 1 neutroamine (skill requirement: intellectual 4+ and crafting 4+). Crafting medicine requires the "Medicine production" research to have been completed. Its synthesis speed is dependent on the Intellectual skill.

    Summary

    Any form of medicine can be used whenever a doctor tends to an injury or disease. In most cases, medicine does not directly cause healing. Instead, using medicine and better medicine will increase tend quality, increasing the rate of healing for injuries, or slowing down progression of a disease. For gut worms and muscle parasites, tend quality is directly used to cure the disease.

    With a Medical Potency of 100%, medicine has a 100% multiplier on both tend quality and surgery success.

    Medicine does not spoil, but will deteriorate when left outside.

    Experience

    The amount of XP gained from tending depends on the type of medicine used, and what it is used on (human or animal). The equation for this is:

    XP = Patient XP Factor × Medicine XP Factor × Doctor's Learning Rate

    Where:

    • Patient XP Factor is a multiplier from the patient type. ×175 for animal patients, and ×500 for human patients.
    • Medicine XP Factor is the medicine's potency multiplied by 0.7, and clamped in the range of 0.5 and 1.
    • Doctor's Learning Rate is the doctor's own multiplier on XP gained for the medicine skill. See "Improving Skills" for more details.
    Medicine Potency XP Factor Tend XP from patient
    Human Animal
    Doctor care but no medicine.png None 0.30 0.5 250 87.5
    Herbal medicine Herbal medicine 0.60 0.5 250 87.5
    Medicine Medicine 1.00 0.7 350 122.5
    Glitterworld medicine Glitterworld medicine 1.60 1 500 175

    Analysis

    Superior to herbal medicine but inferior to glitterworld medicine.

    Industrial medicine is best used for diseases and surgery, where Medical Potency has the greatest impact. A dose or two of medicine can save a colonist's life from the plague. So long as patients are constantly treated by a decent doctor, resting full-time, and well-fed, this medicine should be enough against any disease.

    It is generally misused for bruises, cuts, and other injuries. These are usually too common to waste high-quality medicine on; use herbal medicine or no medicine instead. But if a colonist is bleeding out rapidly, you may want to use better medicine for its increased tend speed and quality. Note that colonists are set to use the best quality medicine by default. In the assign tab, you can set colonists and other pawns to herbal medicine or worse. You can also alter this in a colonist's Health tab.

    Regular medicine is enough to reach the 98% surgery success chance cap, under the right circumstances. A healthy doctor with Medical 8 can reach the surgery cap (for most surgeries) in a lit, clean room, using a normal quality hospital bed. Without a hospital bed (or sterile tile), Medical 11 is required for the same thing. Note that many factors, such as a dirty room or a surgeon's damaged Manipulation, will quickly lower your success rates.

    Gallery

    Version history

    • 1.0 - Received a new description.
    • 1.4.3523 - Added recipe for bulk medicine creation.

    Materials

    Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
    Resources Menu Crafted Resources Exotic Items Food Medical Items Materials Textiles


    Materials are the most basic resources. They are used for structures, buildings, apparel, weapons and more.

    Stuff

    Materials are grouped in five stuff categories:

    So called "stuffable" buildings and items (walls, armchairs, longswords, plate armor etc.) have stuff tags. They determine from which stuff categories the building or item can be made of. The player can choose any material from these stuff categories to build or craft that building or item. The stats of the end product are then affected by the modifiers of the used material.

    Comparison table

    The following table shows all materials, their stuff category and all their modifiers. The empty cells give a good overview which materials can't be used for what kind of building or item.

    • Fabrics and leathers can't be used for weapons, doors and beds
    • Stone can't be used for apparel. (Note that even though jade has armor and insulation modifiers, it can't be used for any type of apparel.)
    NameStuff CategoryMarket ValueBeauty FactorBeauty OffsetWork To Make FactorWork To Build FactorWork To Build OffsetMax Hit Points FactorFlammability FactorArmor - Sharp FactorArmor - Blunt FactorArmor - Heat FactorInsulation - Cold (°C)Insulation - Heat (°C)Melee Blunt Damage FactorMelee Sharp Damage FactorMelee Cooldown FactorDoor Opening Speed FactorRest Effectiveness Factor
    BioferriteBioferrite
    Metallic
    0.750.2502.52.520.751.10.50.52.500.91.3110.86
    Alpaca woolFabric3.81.51111.70.3601.13016
    Bison woolFabric2.71.51111.70.3601.12612
    ClothFabric1.511111.20.3600.181818
    DevilstrandFabric5.53.2111.30.41.40.3632024
    HyperweaveFabric95.5112.40.420.542.882626
    Megasloth woolFabric2.71.51111.70.801.13412
    Muffalo woolFabric2.71.51111.70.3601.12812
    Sheep woolFabric2.71.51111.70.3601.12610
    SynthreadFabric42.3111.30.70.940.260.92222
    BearskinLeathery3.41.9111.311.120.241.52020
    BirdskinLeathery1.8111110.670.141.51010
    BluefurLeathery2.31.3111.310.810.241.52016
    CamelhideLeathery2.31.3111.310.810.241.51624
    Chinchilla furLeathery6.53.611110.670.141.53016
    Dog leatherLeathery21111.310.810.241.51416
    Dread leatherLeathery3.51111.3511.270.241.52012
    Elephant leatherLeathery2.421.6111.511.120.241.51412
    FoxfurLeathery3.5211110.810.211.52016
    Guinea pig furLeathery52.8110.610.670.141.53818
    Heavy furLeathery3.31.85111.511.240.241.53014
    Human leatherLeathery4.21111.310.640.241.51212
    LightleatherLeathery1.9111110.540.141.51212
    LizardskinLeathery2.11.211110.810.271.51212
    Panthera furLeathery31.7111.310.930.241.51624
    PatchleatherLeathery1.5111110.450.190.999
    PigskinLeathery1.91111.310.640.241.51212
    PlainleatherLeathery2.11111.310.810.241.51616
    Rhinoceros leatherLeathery4.22.4111.511.290.241.51414
    ThrumbofurLeathery14811212.080.361.53422
    WolfskinLeathery31.7111.311.020.241.52416
    GoldMetallic104200.90.90.60.40.720.360.363010.75111
    PlasteelMetallic9102.22.22.801.140.550.65300.91.10.811
    SilverMetallic126110.70.40.720.360.363010.85111
    SteelMetallic1.9101110.40.90.450.63011111
    UraniumMetallic60.501.91.92.501.080.540.65301.51.11.10.751
    Granite blocksStony0.9101.361401.7010.651.30.450.9
    JadeStony52.5101.450.500.90.450.54301.511.311
    Limestone blocksStony0.9101.361401.55010.61.30.450.9
    Marble blocksStony0.91.3511.155.51401.2010.61.30.450.9
    Sandstone blocksStony0.91.101.151401.4010.51.30.450.9
    Slate blocksStony0.91.101.361401.3010.61.30.450.9
    WoodWoody1.2100.70.70.6510.540.540.4840.90.411.21

    Textiles

    Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
    Resources Menu Crafted Resources Exotic Items Food Medical Items Materials Textiles

    Textiles are materials typically used to make clothing. Textiles are divided into two categories:

    Both can often be used interchangeably to produce items, though exceptions exist and specific materials differ as to value, beauty, and combat and temperature protection values. As such, there are some textiles that are best used for different clothing, some for armor, some for hot/cold weather, some for furniture, etc. See the relevant item's article for details and analysis on material selection.

    Comparison table

    Below is a list of material effects for fabrics and leathers. When a stuffable item is created from a textile, each of its base stats is multiplied by a factor for that stat belonging to the material used. Take "Armor - Sharp" for example. For this stat, Cloth has a factor of 0.36 and a duster has base stat of 0.3. Thus, the final "Armor - Sharp" of a Cloth Duster before quality multipliers is: 0.36 * 0.3 or 10.8%

    This process is then repeated for each stat. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. Insulation is not expressed as a percentage and is thus slightly different. For an example of how to calculate the insulation for a given piece of apparel, see Apparel

    Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. See Market Value for details.

    TextileStuff CategoryBeauty FactorMax Hit Points FactorArmor - Sharp FactorArmor - Blunt FactorArmor - Heat FactorInsulation - Cold (°C)Insulation - Heat (°C)Flammability FactorMarket Value
    Alpaca woolFabric1.510.3601.130161.73.8
    Bison woolFabric1.510.3601.126121.72.7
    ClothFabric110.3600.1818181.21.5
    DevilstrandFabric3.21.31.40.36320240.45.5
    HyperweaveFabric5.52.420.542.8826260.49
    Megasloth woolFabric1.510.801.134121.72.7
    Muffalo woolFabric1.510.3601.128121.72.7
    Sheep woolFabric1.510.3601.126101.72.7
    SynthreadFabric2.31.30.940.260.922220.74
    BearskinLeathery1.91.31.120.241.5202013.4
    BirdskinLeathery110.670.141.5101011.8
    BluefurLeathery1.31.30.810.241.5201612.3
    CamelhideLeathery1.31.30.810.241.5162412.3
    Chinchilla furLeathery3.610.670.141.5301616.5
    Dog leatherLeathery11.30.810.241.5141612
    Dread leatherLeathery11.351.270.241.5201213.5
    Elephant leatherLeathery1.61.51.120.241.5141212.42
    FoxfurLeathery210.810.211.5201613.5
    Guinea pig furLeathery2.80.60.670.141.5381815
    Heavy furLeathery1.851.51.240.241.5301413.3
    Human leatherLeathery11.30.640.241.5121214.2
    LightleatherLeathery110.540.141.5121211.9
    LizardskinLeathery1.210.810.271.5121212.1
    Panthera furLeathery1.71.30.930.241.5162413
    PatchleatherLeathery110.450.190.99911.5
    PigskinLeathery11.30.640.241.5121211.9
    PlainleatherLeathery11.30.810.241.5161612.1
    Rhinoceros leatherLeathery2.41.51.290.241.5141414.2
    ThrumbofurLeathery822.080.361.53422114
    WolfskinLeathery1.71.31.020.241.5241613

    All textiles have the following modifiers in common:


    Miscellanous

    Shell

    Shells can be traded for profit. In the future, they will be used in Mortars.