Difference between revisions of "User:PigeonGuru/Archive"

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Note that they will charge immediately upon seeing colonists so this is a measure to buy time at best.
 
Note that they will charge immediately upon seeing colonists so this is a measure to buy time at best.
 
= Ice sheet guide (old) =
 
 
{|style="border-left:solid 10px Aqua;border-right:solid 10px Aqua;border-top:solid 20px Aqua;border-bottom:solid 20px Aqua; background-color: LightCyan; " align="center"
 
|
 
 
 
<font size="4"><center>[[File:Snowman.png]] '''This guide was written on a timeline fashion so that your story can go parallel with the content of this page.''' [[File:Snowman.png]]</center></font size>
 
 
 
== Ice sheet for Lost tribe ==
 
 
Ice sheet has no growing season, forget about plants. Livestock is limited, you will be hunting anything you can eat regardless of it's taste.
 
 
 
== Start ==
 
 
* Pause the game immediately and check the size of the [[ancient shrine]], the bigger it is, the more [[cryptosleep casket]]s it "may" be hosting.
 
* Spot all steam geysers.
 
* Pick an ancient ruin big enough to host your 5 characters leaving enough space for a [[butcher table]] and a [[research bench]], plus a campfire. Nothing else for the first quarter of the year. You should be able to finish electricity research in 2 seasons more or less (30 ~ 40 days). From the second quarter, you can build tables and chairs.
 
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
File:Screen Shot 2017-07-03 at 6.54.51.png|'''Ideal start corner that contains all: Ancient ruin next to the ancient structure plus two steam geysers'''
 
File:Base with 2 steams geyser rooms connected by corridor and two airlock gates connecting to ancient ruin.png|'''Base with 2 steams geyser rooms connected by corridor and two airlock gates connecting to ancient ruin'''
 
File:Long 40 days for Electricity.png|'''Party composition that took 40 days to research Electricity had 3 characters with skill level 0, and 2 characters with skill level 2 (none of them with [[Skills#Passion|any passion]], no need to be selective at character creation stage)'''
 
</gallery>
 
 
* Analyze your team, set their priorities. Haul everything towards your chosen ruin and don't use wood at all except for the campfire.
 
* Start mining steel as your main construction material or begin caving in. Play as minimalistic as possible.
 
* All you have to do at first is just research electricity. You don't need to build a fortress yet.
 
* Set an animal zone away from your food, you don't want them eating your food as you can't win the game with pets alone. Let them all die of starvation, sorry. Starving pets are excellent lures for predators and while wild animals attack your pets, they won't turn their hunger rage towards you and you can attack them without danger, so long as their target is mid to big size (terriers die in a bear hit or two).
 
[[File:Terrier bait to lure a cougar.png|400px]]
 
 
* Gather enough steel to build walls and several deadfall traps by setting everyone to mine. Use terrain features to get the smallest home you can make besides the initial ancient ruin rebuilding that is.
 
* Hunt every time you see meat, as animals have the tendency to leave the map and won't remain roaming around long. When you find one snow hare, you find the others. Double click on zoomed out view to reduce time spent on searching.
 
* Always keep an eye on the polar beer food bar.
 
 
 
=== Sauna ===
 
 
After you are done enclosing your ancient ruin and had built both benches. Your next job is to use the steam geyser as main home due to it's heat source. Living on top of a geyser provides warmth enough to 10 degree Celsius, just to escape hypothermia. If your colonists complain about "sleeping in the cold", you tell them to man-up. The only two reasons to build a campfire are: to cook and an emergency extra source of heat when hard snow hits during Winter or a cold snap. Build a wall around (10x10 , the geothermal power plant is 6x6 so between the wall and the steam, the 8x8 line will become a one tile surrounding corridor just enough to place beds around), either by emulating a heater in the center of your room or by pulling a one tile corridor towards your home, even possibly digging a tunnel depending on the terrain altitude map of choice.
 
 
Eventually, you should ideally repeat the same geyser-room procedure with other steams in proximity, this is because cold and starvation will not kill you, but mental breaks will. For example, having more than two characters on berserk. Sometimes, two geysers may be close to each other, allowing you to use them at both ends while you build everything else in between. This lucky situation can allow to start building individual rooms for your people and get rid of the barrack penalties.
 
 
 
=== Survival in cryptosleep like the spacers ===
 
 
You will survive in this biome, by sending all to cryptosleep except for the researchers. Be very careful here as occupants cannot eject by themselves and sending them all together won't let you continue playing unless a wanderer joins. You MUST keep an "active" hauler outside to open and free the others.
 
 
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
File:Ancient structure with hive means free food.png|'''Test your luck for free jelly permanent supply'''
 
File:Number of caskets plus three formula.png|'''Number of cryptosleep caskets plus three formula'''
 
File:Insectoid alcohol hammered.png|'''Immediately remove alcohol to prevent guardian insectoid death'''
 
</gallery>
 
 
 
Hives can become a valuable source of food, [[megascarab]]s are not guardians and unless [[megaspider]]s or [[spelopede]]s spawn; they won't last long.
 
 
 
==== Before sending everybody to cryptosleep ====
 
 
* Do open all [[Events#Area_revealed_.28blue_envelope.29|hidden areas]], as they may spawn hives. Contrary to other biomes, do not kill their guardians as without maintenance you will lose your flow of free jellies. Just go pick them up while the guardians are asleep. And of course let them multiply hives.
 
 
 
==== Events that can help you survive ====
 
 
* Animal herd
 
* Traders
 
 
 
==  Caskets plus three formula ==
 
 
There's really no need to murder your crew to reduce your roster numbers, instead, open the ancient structure. Let go of those who don't want to join if your original characters are too wounded by the time you are at this. Attempt capture if conditions are good. And also strip the downed as they may have pemmican, gold, components and/plasteel. How many characters you should have depends on many variants. A suggestion would be the total number of available cryptosleep caskets + 3. Between those three, two of them must be researchers and the other one extra a pawn that can serve the researchers by hunting, butchering and cooking for them. Then in any remaining time he/she would remain idle, join the researchers. Which means building additional two benches. Those that you choose to have them "awake" must have the capacity to '''HAUL'''. Or you won't ever be able to bring back those who you sent to cryptosleep.
 
 
There will always be variables that won't let any player fix a number of "active" characters at a time. If food is low, you can continue with just both researchers. Less than two, you won't finish electricity research in time. You can also bring everybody else back to activity when circumstances require more people, such as raids. Because of emergencies, it's best if you can send them to cryptosleep with their bellies full and in good mood. You don't want to have them back active with hunger and metal breaks when you need them as back-ups.
 
 
You can also store prisoners from pirate bands whose recruitment chance is over 95% as it may take too long and you don't want to waste food on them, and try to convince them only after you start to grow crops.
 
 
 
=== Pick your dream team ===
 
 
Wanderers welcomed, escape pods welcomed and refugees welcomed. Immediately after opening all the cryptosleep caskets, pause the game and run a full check on each surviving occupants. This is particularly important for those who play with the first five random characters given, without randomizing to cheesy convenience. Check the spacers and see who could become a valuable member of your main team based on what you originally lack. The rest will become food, but don't forget to strip them first so that you can use their clothes too. Otherwise, the "used by corpse" penalty will punish the wearer.
 
 
 
'''The number of cryptosleep caskets + 3 formula''' is very convenient because you may likely suffer some casualties along the way (heart attack, berserker killed by another member, etc.), just be careful not to lose the researchers. If you happen to have the "actives" in too much bad moods, consider switching formation with those in cryptosleep, so as to not lose the pace. Your wood storage shall be your countdown timer. You won't survive the game if you can't get electricity before you run out of wood.
 
 
 
== Cannibalism ==
 
 
It's inevitable. Just be very selective when butchering other humans as the character performing the action will receive mood penalties that can easily set it to mental breaks. It is okay if your characters complain of hunger. Again, keep your food supply on check and only feed your people when starvation kicks in, unless of course, their mental break is too dangerous to risk keeping them unhappy. When butchering human corpses it's best to set one same character to chomp many at once so that all the penalty goes to just that one rather everybody, and performing the action on same day will keep the penalty length shorter than extended after each consecutive day. Best the penalty wears off all together at once. Your best cannibal chef will be either of the two pair who just got married and is in honeymoon phase.
 
 
 
<center>[[File:Cannibalist freezer.png]]</center>
 
 
 
== Technology sequence ==
 
 
After electricity, go for Batteries, Solar panels and then Stonecutting so that you can start building plantation-rooms. [[Sun lamp]]s consume large amounts of electricity and you should by then have enough power and stored energy so that your crops grown steady. [[Solar generator]]s will not perform to their maximum capacity due to the short solar cycles common in polar regions as oppose to equatorian regions.
 
 
 
== Plantation room ==
 
 
After you have researched Electricity, Batteries, Solar Panels and Stonecutting AND crafted lots of stone blocks is when you can start building your first plantation room. Since the biome has scarce fertile tiles, you can easily select to mark a Grow zone and just drag your cursor on a 50x50 tiles area so that the game automatically marks where there is a "large" concentration of farmable area. Then just select the Sun lamp so that you can have the radius on your cursor ready to match such area. If you happen to lack said farmable tiles anywhere close to your base, you can fill in the blanks with hydroponic basins later on.
 
 
 
<center>[[File:Plantation room.png|800px]]</center>
 
{{clear}}
 
 
 
Then use "Delete zones" to remove all growing zones that were created during the scan for farmable tiles, and use the "order" to "plan" to draw a cross of 11 tiles with tile number six (the crossing), being the location where the Sun lamp will be located. This will give you the radius of the lamp so that you can start setting the structure plans. Do use double walls for better insulation and with an airlock system as well.
 
 
 
<center>[[File:Plantation room 2 double walls.png|800px]]</center>
 
{{clear}}
 
 
 
Once everything within the plantation room has been built, click the sun lamp and press "'''H'''" for the sun lamp itself to create a growing zone for you (instead of the conventional manual way). Start with rice, and harvest enough so that you can bring everybody else who has been in cryptosleep all this time for your colony to start running in full strength. Remind yourself that once temperature starts to drop again in Winter, you will need to install several '''[[heater]]s''' or plants will die.
 
 
 
<center>[[File:Plantation room 3.png|800px]]</center>
 
{{clear}}
 
 
 
In the meantime, there's no need to rush directly your research towards hydroponics. You can go through Complex clothing, Drug production, Penoxycyline and then Hydroponics. Of course each player will play different stories, so adjust to circumstances as needed.
 
 
 
<center>[[File:First harvest in 75 days.png|800px]]</center>
 
{{clear}}
 
 
 
In this demonstration, the first harvest takes place 75 days after start. Now you have both shelter and food. From here on, it's all up to you. Good luck!
 
 
 
== Extra content ==
 
 
=== Third year ===
 
 
Maximum capacity still restricted upon food limitations. Keeping some members on crypto sleep unless a party is announced, the mood bonus is cumulative. There has been no cannibalism since then but nonetheless keeping the extra meat. Solar flare can kill your crops so you still need to have wood stored to instantly build campfires to keep plantation rooms above -10 Celsius. Wild animal presence is rare compared to the beginning, even if leaving snow hares alive and feral, their predators hardly show up. Technological progress was crippled after losing a researcher, another one was recruited with 99% chance after a long convincing period. Wardrobe restriction of jackets, those who go hunting or mining will suffer hypothermia. Turtle march, slow but steady. While there is no need to build a large freezer, it is still necessary for summer and also because visitors with animals will eat your food (instead of theirs) if not stored in a closed area.
 
 
 
<center>[[File:Ice sheet base reformed 2 years after first harvest.png|800px]]</center>
 
{{clear}}
 
 
 
=== Fourth year ===
 
 
 
Food no longer an issue with cultivation switch from rice to potato. Loss of a cooker resolved by building a [[nutrient paste dispenser]]. By now, already extracting minerals for the [[ship|spaceship]] with the [[ground-penetrating scanner]].
 
 
A 10 member ship will require:
 
* {{icon|steel}} 6.800 steel
 
* {{icon|plasteel}} 1.250 plasteel
 
* {{icon|uranium}} 305 uranium
 
* {{icon|component}} 186 components
 
* {{icon|gold}} 100 gold
 
* [[AI persona core]] 1
 
 
 
<center>[[File:Ice sheet base three years after first harvest.png|800px]]</center>
 
 
 
=== Fifth year ===
 
 
 
<center>[[File:Ice sheet for lost tribe guide fifth year.png|800px]]</center>
 
 
 
Game pitfall, there's nothing else to do. From all materials to end the game only Components cannot be dug up. At this point, you are basically still in your fourth year, just waiting with nothing else to do. Nobody wants to build the [[Component assembly bench]] due to its poor investment and it's miserable output. If you are fed up waiting for traders, just launch and finished. If you want to send all your colonists to space, there are mainly three options besides mining everywhere (only worry not to make mines larger than 12 tiles on one of it's sides or a [[Collapsed rocks]] will kill your miner):
 
 
* If you have a lot of Silver, request [[Trade#Exotic_Goods_Trader|Exotic goods trader]]s every four days with the [[comms console]].
 
* If you don't have money you can settle Component exclusive outposts within the periphery of your main colony by changing your game Options and increasing the maximum number of colonies up to five.
 
* Lastly you can go trade with other Factions while wishing for an ambush to mine Components from the random map
 
 
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
 
File:Mine size.png|'''Mines larger than 12 tiles on one of it's sides run the risk of collapsed rocks killing your miner'''
 
File:Sole survivor of the five original characters the 80 yo lady.png|'''Sole survivor of the original crew was the 80 years old lady, probably the most expendable due her age but still made it'''
 
File:Full colony onboard.png|'''Full colony onboard'''
 
</gallery>
 
 
 
 
== Attacking other Factions ==
 
 
Viable only if within reasonable reach. [[Transport pod]]s can make it possible but too much work for little benefit. If the desire is high, multiple settlements will be needed.
 
 
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
 
File:Ice sheet for Lost tribe attacking pirates 12 days.png|'''Closest ETA 12 days (24+ days roundtrip)'''
 
File:Ice sheet for Lost tribe attacking pirates 1 season and 7 days.png|'''Second closets ETA 1 season & 7 days (almost a year roundtrip)'''
 
</gallery>
 
 
|
 
|}
 
  
 
= Extreme desert guide (old) =
 
= Extreme desert guide (old) =

Revision as of 11:40, 4 September 2018

Defense tactics/structures

Weapons (melee charge)

  1. High-DPS single-target weapons are optimal in this situation. Focus fire to break down shields and quickly down the exposed enemy.
  2. EMP weapons can be used to devastating effect by knocking out their shields with 1 hit. A lucky hit with an EMP shell can take out most of the shields in a melee raid.
  3. Explosive weapons may be used to break their shields, though they block the entire explosion so a single explosion won't hurt them much. They should be used in conjunction with EMP weapons if you're looking for #damage.
  4. Incendiary weapons penetrate the shield and set the raider on fire, distracting them. While their shields continue to block gunfire, the distraction makes it easier for them to be broken, as well as scatters enemies apart.
  5. Sniper rifles are capable of breaking a weaker shield with a single shot. Combined with their long range, this makes them a good supporting weapon to weaken an incoming charge.
  6. The Firefoam popper is a surprisingly effective option in this situation. In addition to spreading a wide field of foam over the ground that slows down anyone walking over it, the popper will deplete shields, stripping melee attackers of their crucial protection.

Weapons (manhunters)

High DPS weapons are good at taking down packs at close to medium range.
Long-ranged weapons work to provide long-distance firepower when paired with other high damage weapons, but are inadequate on their own.

The sniper rifle works well against larger animals, but is poor against hard-to-hit small animals, as a missed shot is punishing due to its long reload, and its high damage is grossly overkill.

Longswords, or any other high-damage melee weapon, are a must-have to fight off animals at melee range, which often happens with fast animals.

Crowd control

The Minigun is an excellent weapon against manhunter packs of any size. At a distance, it can destroy the tightly packed groups of incoming animals, while at point-blank, it can rip large animals to shreds, often with just a single barrage of bullets. Aim for an animal in the middle of the pack, and the bullets will hit others around it as well.
Chain shotguns are also a good choice at defeating manhunter packs at close to point-blank range, though its short range makes it risky to use against faster enemies.

Explosives are excellent at clearing out manhunter packs, when used carefully. They can hit a lot of animals at once, and don't miss easily, especially against small animals which can evade bullets.

  • Rocket launchers are an effective yet easy-to-use one-use solution. Be careful when using them near your base or colonists though, and disengage if animals come dangerously close to allies.
  • Mortars aren't very useful as animals generally run faster than the mortars can hit, but if you have a kiting colonist or trained animals distracting them and you aim ahead, you can still achieve great results.
  • Grenades are good for groups, but are too short-ranged to be safe to use against raging animals.

Distraction structures

Once you have lots of bulk materials, but don't have enough industry to build proper defenses, you can build an distractions to temporarily delay raids.

Doing this can delay raids in early-mid game if you have the effort and materials, but as you enter mid-late game it's better that you replace the suppressor with something else, such as a killbox, which can actually bring the hurt.

Attention suppressor

A full-size attention suppressor with a 1-wide path, built out of granite.

Start like you're making a 29-wide room, but instead of doors, just leave one-tile openings at opposite ends. That way it doesn't get a roof. If needed, use a no roof area. Down the middle of the attention suppressor leave an open path, which will actually be traveled by your colonists. Pack the sides with alternating walls, leaving numerous blind alleys branching off the open path. The attention suppressor should look like two giant combs facing each other across the path.

A raider entering through an attention suppressor is presented with numerous blind alleys, each one of which could hold something important (in their perspective). Raiders will typically only resist the lure of a dozen or so blind alleys, before turning off into one to look for something to attack. In many cases they'll attack the walls, but the general effect is that a raiding force will spend a long time milling around in the attention suppressor, deeply distracted, and slowly trickle out of it toward your base alone, or (for a large raid) in twos and threes. This slow trickle of raiders is easily handled by a few colonists with basic weapons, or later a few turrets and a repairman.

Colonists and visitors with specific business on one side or the other of the attention suppressor will go quickly down the middle without being distracted. However, colonists pursuing joy activities like going for a walk will usually be diverted to do so in the blind alleys of the attention suppressor. As a result, it's not safe to fill with deathtraps.

Pros

  • Effectively distracts and delays raiders

Cons

  • Does not deal damage
  • Takes up large amounts of space
  • Expensive and time-consuming to build a lot of walls
  • Makes it harder to eliminate all raiders at once

Dummy power grid

Place many wires randomly around the area. This causes enemies to stop and ignite or fight the wires, delaying them.

Note that they will charge immediately upon seeing colonists so this is a measure to buy time at best.

Extreme desert guide (old)

This guide details how to survive in one of the most hostile environments in Rimworld - an extreme desert.

Brief

Extreme deserts are even hotter than a regular desert. Temperatures can be high enough to cause heatstroke for colonists that are not dressed for hot weather.

In an extreme desert plants are scarce and there is a lack of fertile soil to grow plants in. Although in normal deserts there are still small parches of arable land, in an extreme desert there are only gravel patches available to farm on.

Starting area

It is important to consider the terrain of your extreme desert. The main two options are flat maps and hilly/mountainous maps.

  • Flat maps will have growing zones scattered on the map randomly while high altitude maps will mostly have growing areas at the foot of the mountains. This means it is possible to centralize your colony on a flat map while on a high altitude map your growers will have to travel further.
  • Flat maps will have more animals like Dromedaries, Fennel foxes and Iguanas. Foxes are the only threat present when hunting. There may also be some Megascarab on the map which while slow, can cause a lot of damage to your colonists so it is important to take care of them early on.

It is not recommended to pick flat maps near the sea since they have less area available for building and the water cannot be used for fishing.

Lost Tribe

Main Article: Scenario system - Lost tribe
  • Find and claim an intact structure that can fit five characters. The starting wood should be reserved for doors and coolers only.
  • Prioritize mining and crafting. It is important to conserve materials therefore place all production benches inside one large room.
  • Hunting will be one of the main food sources at the beginning since the starter pemmican will run out quickly. Hunt everything on the map and build a butchers table. Harvest any agave and other resources on the map. Starter animals can also be a source of food.
  • Immediately start growing rice at the beginning.
  • Only build essential production benches such as a stonecutting bench and a butchering bench. Try to use steel that can be found on the map instead of the starter wood.
  • At the beginning feed your colonists raw food until you research electricity.
  • If there is a heatwave build passive coolers. This is the reason wood needs to conserved since a heatwave can easily wipe out your entire colony.
  • Using a tailor bench, craft cowboy hats and dusters as soon as you can from leather, and later on once you have a good supply of food, from cotton you have planted.
  • Research: If playing on a flat map, stonecutting will be important to allow you to build more walls. If playing on a mountainous maps, it is possible to build a colony inside the mountain and start researching electricity first.
  • The very first visitor will be your savior as will be bringing some pemmican, but with just 200 starter silver, you can only buy like 55 units which isn't much or 60 if selling the spare weapon.

Food

Immediately start growing rice or you won't make it past a week. Rice is not a good choice of crop in poor soil, but they grow fast. Once you have decent food stocks, replace this with potatoes as they perform better in poor soil.

Somewhere around your fifth day, your colony will have no food available at all and your only chances for survival will be opening an ancient shrine and hope there is at least one hive that has a spelopede or megaspider to hunt. These creatures will chase any intruder up to some 30 tiles away from their hive so they won't chase you forever, but they are very fast. Since you only start with two short bows and a bundle of pila, it is still possible to hunt without harm but will require good concentration and familiar tactic knowledge of kitting. To kite, means having a fast bait run towards a direction where nobody else is, while at the same time, the others shoot at the chasing creature. Use the Plan grid to draw their attack range.


If you are lucky, the same moment you need to open the ancient shrine will coincide with the timing of your first newcomer who might be better equipped to hunt, most likely a pistol. Which means you can go to up a max of four hunters. One more mouth to feed but safer hunting. The newcomer may likely as well arrive with some packaged survival meal, but it won't be enough for more than a day.

Insect jelly will start spawning, which will become another nutritional source, and this one never rots. But, hives will live so long as there is a guardian keeping maintenance, and if you kill them all, they will stop producing jelly. Soon after, by the time you might be picking them up. Glow pods will appear too, replacing torch lamps.


Animal herds may also help you survive from starvation.


Check your rice plantation periodically, as the plant can be harvested as early as 66% growth. While it may not yield much food, it's still better than nothing.

Check on the few agaves, they may be ready for harvest by now.

Check if any other life form has ventured to your territory.

Reached your first 100% ready harvest? Congratulations, you made it!

Managed to reach your first 100% harvest ready means you made it!!!

Gathering materials

Due to the lack of trees, instead of using wood (Saguaro cactus provide merely 13 wood), it is best to build with steel as there's abundance in comparison, so it is wise to start mining this resource before you need them. Later on after researching stonecutting, you can upgrade to stone.

Those in high elevation areas should start caving in. During this process you may likely strike other minerals, which are slower to mine. But their empty space will do better for laying out a proper cave system, otherwise you will find yourself mining too much when going after said minerals gaining more work afterwards with the increasing need to build walls where those minerals were located to avoid mountain roof collapse.

Remember that ancient shrine? That room can also be used to build more facilities.

Continuing research

Did you notice winter temperature is around 30 Celsius? Imagine peak summer time. Double time on research to get electricity. Lucky if you have a night owl in the team.


Summer

Summer is going to start soon, and while the season itself is not a threat, heat wave is as it rises temperature up to 60 degrees Celsius. You will need to build passive coolers which require 50 wood each so that your colony doesn't die of heatstroke. Any temperature below 30 degrees Celsius will allow your people to recover at night.

Base relocation or upgrade

After you have gone past your first heatwave, it's time to make life more comfortable so that none of your people are psychologically nor emotionally disturbed. Try to make the most of the whole map with as less effort as possible. And the rest it's up to you. Good luck!

Ice sheet guide (new)

This guide details how to survive in one of the most hostile environments in Rimworld - an ice sheet. We focus on the Lost Tribe start because it is the hardest one to thrive in hostile environments since you got more people to feed and less technology to help you.

Introduction

Ice sheets are the coldest option of cold maps. They have very little animal life and no plants. In fact, you should not expect to find anything more than five snowhares in your start. You should also not expect to see more than one new snowhare every five days and one new polar bear per month.

In addition to that, they do not have any soil available, if you wanna grow something you would be doing it in stony patches around hills and mountains. But you can not, because it is too cold outside. You will struggle a lot until you get a heater and a sun lamp, then you can plant something indoors.

Even the warmest ice sheet it really cold. Their average varies from -20 °C (-4 °F) to -40 °C (-40 °F) and they never have growing periods due to the temperature. You still need to eventually make a freezer though, because the summer temperature is hot enough to spoil your food. You should expect to have problems with hypothermia during fall, winter, spring and during cold snaps in summers.

Landing site

Example good landing site.

In all maps you should to choose carefully your landing site to increases your chances of survival. You want to build a colony in an area with some of the following characteristics:

  • Near to tundra (faster moving around)
  • Near to a friendly faction base (faster trading)
  • Near to a road (faster moving around)
  • Without many mountains around (faster moving around)
  • With coast (to turn into large growing areas later)
  • With caves (early food source)

Ice sheets do not have roads or rivers, but that does not mean you can not settle close to a road. While you should not be surrounded by mountains, the landing site itself can be mountainous.

Of course you do not need to land in an area in all those characteristics, but try to get as many of them as you can.

Starting colonists

Ice sheet is so harsh that you will have to resort to cannibalism, so you wanna have a crew that can tolerate that. That means having one butcher that does not mind butchering people and everyone resistant to mental breaks.

Your butcher should be either Cannibal, Bloodlust or Psychopath.

And all your crew should ideally be either Cannibal, Sanguine, Optimist, Iron-Willed, Steadfast or Masochist with scars. Couples also enjoy extra happiness so try to bring couples instead of bachelors, likewise Beautiful and Pretty colonists are also good since they are more likely to became in love with someone.

Surely you do not need to have all five starting colonists with those characteristics, but the more resistant colonists you have the better.

Base area

Once you choose your landing site and colonists you should also choose your base area. It is important to notice that this area does not need to be final, it is just the area where you are more likely to survive the early game.

You want to find an area with the characteristics: near steam geysers, near steel, more growing areas and more easily defendable.

More growing areas means more stony patches and more easily defendable area is an area with few entrances where you gonna lay down your traps. Your priority is steam geysers. You have to make the base on top of a steam geyser, otherwise you will die of hypothermia very fast.

Since you do not have trees, you can not build a big base yet. You can then either take a ruin, make a cave or make a small steel base. It all comes down to what you have near the steam geysers. If you have a ruin, take it. If you have a hill, make a cave. If you have none of these, make a small steel base.

Good starting area near the geyser.

First agenda

  • Get some easily accessible steel and use it to build your stuff, so you do not have to use wood.
  • Make your starter base on top of a steam geyser. Give people a place to sleep, eat and play.
  • Hunt those snowhares before they leave the map.
  • Kill your starting animals.
  • Only use wood to make campfires, either for cooking or heating up. Make sure your wood is forbidden so they do not refuel it unnecessarily.
  • Get rid of some colonists.

Notes

Now you gonna be struggling for food for a long time. If you have caves in your map, it will help a lot. You wanna keep the insects alive, so make sure to seal off the caves so that they do not freeze during winter and the hive does not dies due to lack of maintenance. Enjoy while it is warm and go visit your nearby friendly base to trade whatever you can for food. For that, you gotta get something you can trade:

Regardless, you still will not have enough food for five people for so long, you simply have to get rid of some of them. The best way is to put some of them inside the ancient cryptosleep caskets.

Opening the ancient structure is dangerous! Bring them one by one and use your animals as meat shield.

You can also send some people out while it is warm to raid the closest base outside the ice sheet, try to not raid your closest friendly neighbor. Hunt the animals and harvest the plants around the base and run back to your base. You can make peace with them later. You have to bring the colonists back in the beginning of next season before it gets too cold.

Another more undesirable option is to sell some colonists. They are usually worth a lot, but do not expect to see them again.

Likewise, another even worse option is to kill some colonists, but they are not worth many meals.

But you gotta do something, feeding five people will not happen. Three people is about what you can you feed.

Base on top of geyser. Two colonists were sent on a raid mission.

Second agenda

Notes

Now the cannibalism starts, you will eat anyone that is not one of your starting colonists or from a friendly faction. That includes anyone who tries to join your colony, that also means offering help to refugees just so you can eat them later. You also better be sure you got clothes before fall starts.

You will not have time to make your own clothes, you will have to use the raiders tainted clothes. Try to get some of them alive, drop them near your base, strip them and kill them. That way, their clothes will not be tainted. But you should also buy cloth to ensure everyone has a parka and a tuque.

Early raid. Time to feed!

Since you gonna often offer help to refugees, you better make a proper killbox with lots of deadfall traps. The fighting starts outside though, with all the ice and snow the raiders gonna be really slow. Shot them while they are approaching because it takes a while for them to move to cover. Then once they are in cover, go back to your killbox.

Remember that human leather is worth a lot and it is better to make something with it first, then sell it. First give your colonists bedrolls to sleep, then make dusters since they are more profitable then anything else. Cannibal and Bloodlust colonists will want to wear human leather clothes, give them human leather button-down shirts and human leather pants, but do not give them human leather parkas. The material is just too bad at insulating.

Colonists sent to raid mission barely came back before freezing.

Third agenda

Notes

Once you have your colonists with parkas and tuques you should take every opportunity available to go to another map. If you placed your colony near tundra, then it is likely that the quests will appear in tundra maps and that they will have much more resources than your frozen home.

Look at all those delicious-looking animals and people.

Whenever you reach a quest location, you wanna look for berries, healroot, animals and wood. Animals should be butchered before leaving, if the meat is too heavy and you still have time you can use the local wood to make lots of campfires and turn all into meals to reduce weight.

Winter is coming, it is gonna so cold that not any parka will do. Anything with worse insulation than cloth should be replaced by cloth. Cloth is average in insulation but really cheap to buy.

We are here to rescue you... not.

Fourth agenda

  • Replace the cloth parkas for better insulating parkas.
  • Use stone to reinforce your walls with a second layer for better insulation.
  • Research electricity.
  • Research battery.

Notes

Now it is cold, so cold that even cloth parkas are not enough.

Try to replace your cloth(cold insulation 18) for bearskin(cold insulation 20), bluefur(cold insulation 20), foxfur(cold insulation 20), devilstrand(cold insulation 20), alpaca wool(cold insulation 22), synthread(cold insulation 22), wolfskin(cold insulation 24), muffalo wool(cold insulation 24), megasloth wool(cold insulation 26), hyperweave(cold insulation 26),chinchilla fur(cold insulation 30), heavy fur(cold insulation 30), thrumbofur(cold insulation 34).

Likewise, now you should only send people out on quests if you got a strong insulating parka for them.

Raiders are now more numerous and if you keep doing quests you should have enough food to feed five people.

So so cold... that raiders might freeze before start attacking.

Fifth agenda

Notes

Winter is gone and summer is coming, you should get ready to make a freezer so your food will not spoil.

Finally you are ready to make a greenhouse and plant potatoes. Ideally, try to connect your greenhouse to your steam geyser.

Since you got a reliable food source, you can now accept more people. You are not free of cannibalism yet, but you can stop offering help to refugees and stop going to quests just to get more food.

First greenhouse.

Sixth agenda

Notes

With hydroponics basins you may make greenhouses without having to stick to stony patches. Getting anything planted here is expensive, so you should make a nutrient paste dispenser to save on food, once you got one you may stop doing cannibalism.

Since the worse is gone, you can now move to a proper area, a more central location where you can build that huge colony you always dreamed of.

Moving out.

Finding a large pound is much easier than finding a large stony patch. If happen to have a large pound in a central location or your map has coast you should focus on moisture pumps, with them you can create larger crops fields so you do not need to stick to stony patches around mountains.

Before a pound (left) and later a greenhouse (right).

Extreme desert guide (new)

This guide details how to survive in one of the most hostile environments in Rimworld - an extreme desert. We focus on the Lost Tribe start because it is the hardest one to thrive in hostile environments since you got more people to feed and less technology to help you.

Introduction

Extreme deserts are the most arid option of hot maps. They have the least amount of animal and plants. In fact, you should not expect to find anything more than three iguanas and a single cactus in your start. You should also not expect to see more than one new iguana per week and not a single plant ever growing in the wild.

In addition to that, they do not have any soil available, if you wanna grow something you will be doing it in stony patches around hills and mountains.

They are not necessary hot though, their average varies from 30 °C (86 °F) to 10 °C (50 °F) and growing periods varies from all year to half year days due to the temperature. You should expect to only have problems with heatstroke during summer and during heat waves.

Landing site

Example of good landing site.

In all maps you should to choose carefully your landing site to increases your chances of survival. You want to build a colony in an area with some of the following characteristics:

  • Near to a friendly faction base (faster trading)
  • Near to a road (faster moving around)
  • Without many mountains around (faster moving around)
  • With a river (enable watermills)
  • With coast (to turn into large growing areas later)
  • With caves (early food source)

While you should not be surrounded by mountains, the landing site itself can be mountainous.

Of course you do not need to land in an area in all those characteristics, but try to get as many of them as you can.

Base area

Once you choose your landing site you should also choose your base area. It is important to notice that this area does not need to be final, it is just the area where you are more likely to survive the early game.

You want to find an area with the characteristics: more growing areas and more easily defendable.

More growing areas means more stony patches and more easily defendable area is an area with few entrances where you gonna lay down your traps.

Since you do not have trees, you can not build a big base yet. You can then either take a ruin, make a cave or make a small steel base. Ruins might look like good starting locations but are often on undesirable areas. It is easier to make a cave in a good location, since choke points are always surrounded by hills and mountains. But if you happen to get a ruin in the right place, then go for it. If you can not find a hill or a ruin in a good area then just make a small steel base.

Area between the two hills make a good choke point.

First agenda

  • Get some easily accessible steel and use it to build your stuff, so you do not have to use wood.
  • Make your starter base. Give people a place to sleep, eat and play.
  • Hunt those iguanas before they leave the map.
  • Kill your starting animals.
  • Only use wood to make campfires and passive coolers, for cooking and cooling down respectively. Make sure your wood is forbidden so they do not refuel them unnecessarily.
  • Plant rice. You can not survive long enough to wait grow anything else yet.
  • Plant strawberries, if you do not have much growing area then plant potatoes.
  • Make your research bench and start researching stone cutting so you can start using stone instead of steel.

Notes

Surviving until your first rice harvest is the hardest part. Your pemmican plus your hunting plus your starting animals is not enough. If you have caves in your map, you can go insect hunting and that might be enough, but if you do not... You gotta go visit your nearby friendly base to trade whatever you can for food. For that, you gotta get something you can trade:

One smart way to reduce your food consumption is to put some colonists inside the ancient cryptosleep caskets until your first harvest.

Opening the ancient structure is dangerous! Bring them one by one and use your animals as meat shield.

You can also go to the closest base outside the extreme desert and attack them. Hunt the animals and harvest the plants around the base and run back to your base. You can make peace with them later.

Another more undesirable option is to sell some colonists. They are usually worth a lot and it results on a lower food consumption which makes things much easier, but do not expect to see them again.

Likewise, another even worse option is to kill some colonists, but they are not worth many meals.


If you do survive though... Now life will be much easier.

First rice harvest is a glorious moment.

Second agenda

Notes

Hopefully, now you grow strawberries, so you will not need to worry about wood. If you decided to stick with potatoes, you gonna have to make some extra visits to your nearby friendly base and buy wood for cooking because your cactus plantation gonna take a while to kick in.

Summer is coming, focus on getting cloth to give your colonists dusters and cowboy hats. After that you can replace their tribalwears for button-down shirts and pants.

You can also make some smokeleaf joints to help with the moods.

Always keep a stock of wood with you because if a heat wave happens you will need those passive coolers.

If you want, now you can accept more people in your colony.

Now the usual threats start, time to make some deadfall traps to defend your base. Since you do not have wood and probably not enough steel, you will have to go for stone deadfall traps.

First defenses with stone.

Third agenda

  • Research eletricity.
  • Research battery.
  • Research air conditioning.

Notes

Your colony is looking better, you have food, wood, clothing, drugs and defenses. You should focus on making a freezer for all that food you got.

Since the worse is gone, you can now move to a proper area, a more central location where you can build that huge colony you always dreamed of.

Moving out.

If your map has coast you should focus on moisture pumps, with them you can create larger crops fields so you do not need to stick to stony patches around mountains. They also remove the patches of soft sand preventing you from building.

Before a beach (left) and later a crop field (right).