Difference between revisions of "Extreme Desert Guide"

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This guide details how to survive in one of the most hostile environments in Rimworld - an extreme desert.
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This guide details how to survive in one of the most hostile environments in Rimworld - an extreme desert. We focus on the [[Scenario_system#Lost_Tribe|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.  
  
== Brief ==
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== Introduction ==
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.
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{{see also|Biomes#Extreme Desert}}
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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 3 iguanas and a single cactus in your start. You should also not expect to see more than a one new iguana per week and not a single plant ever growing in the wild.
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 +
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 {{Temperature|30}} to {{Temperature|10}} and growing periods varies from all year to 30/60 days due to the temperature. You should expect to only have problems with heatstroke during summer and during [[events#heat wave|heat wave]]s.
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 +
== Landing site ==
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[[File:extremedesertsite.png|300px|thumb|right|Example good landing site.]]
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 +
In all maps you have to choose carefully your landing site to increases your chances. You want to build a colony in a area some of the following characteristics:
 +
 
 +
* Next to a friendly faction base (faster trading)
 +
* Without many mountains around (faster moving around)
 +
* With a road (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.
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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 area ==
 
== 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.
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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 jut the area where you more likely to survive the early game.
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You want to find an area with two characteristics: '''more growing areas''' and '''more easily defendable'''.
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More growing areas means more stony patches and more easily defendable area is a area where you can close it off more easily to lay down traps around the few entrances.
 +
 
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Since you do not have trees you can not build a proper base yet. You can then either take a ruin or make a cave. 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.
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[[File:extremedesertarea.png|400px|thumb|center|Area between the two hills make a good choke point.]]
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== First Agenda ==
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* Get some easily accessible steel and use it to build your stuff, so do not have to use wood.
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* Make your starter base. Give people a place to sleep, eat and play.
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* Hunt those iguanas before they leave the map.
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* Kill your starting animals.
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* Only use wood to cook and make [[passive cooler]]s once you need it. Make sure your wood is forbidden so they do not refuel the campfire.
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* Plant [[rice]]. There is hardly any food on the map and you can not survive long enough to grow anything else yet.
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* Make your research bench and start researching stone cutting so you can start using stone instead of steel.
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* Plant [[strawberry plant|strawberries]], if you do not have much growing area plant [[potatoes]].
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=== First harvest ===
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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 and trade whatever you can for food. For that you gotta get something you can trade:
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* You can mine expensive things like [[component]]s, [[plasteel]], [[jade]], [[silver]] or [[gold]].
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* You can open the [[ancient shrine]] and sell whatever you find there.
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One smart way to reduce your food consumption is to put some colonists inside the ancient [[cryptosleep casket]]s until your first harvest.
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[[File:meatshield.png|400px|thumb|center|Opening the ancient structure is dangerous! Bring them one by one and use your animals as meat shield.]]
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=== Desperate measures ===
  
==  Lost Tribe ==
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If that fails 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.
: ''Main Article:'' [[Scenario_system#Lost_Tribe|Scenario system - Lost tribe]]
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
 
File:Extreme desert mountainous growing zones.png|'''Extreme desert mountainous growing zones layout'''
 
File:Extreme desert flat growing zones.png|'''Extreme desert flat growing zones layout'''
 
</gallery>
 
  
* Find and claim an intact structure that can fit five characters. The starting wood should be reserved for doors and [[cooler]]s only.
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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.
* 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 [[Events#Visitors|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 ==
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Likewise, another even worse option is to kill some colonists, but they are not worth many meals.
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.
 
  
  
<gallery widths="400px" heights="400px" class="center" mode="nolines">
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If you do survive though... Now life will be much easier.
File:Ancient structure opening purely for survival.png|'''Opening ancient structure purely for survival'''
 
File:Hive guardians persuit range 30 tiles plan grid.png|'''Hive guardians pursuit range of 30 tiles'''
 
</gallery>
 
  
If you are lucky, the same moment you need to open the ancient shrine will coincide with the timing of your first [[Event#Wanderer_joins_.2F_.28relationship.29|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.
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[[File:firstrice.png|400px|thumb|center|First [[rice]] harvest is a glorious moment.]]
  
[[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 pod]]s will appear too, replacing torch lamps.
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== Second agenda ==
  
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* Plant [[cotton plant|cotton]]. Later you will use it to make [[duster]]s and [[cowboy hat]]s.
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* Plant [[healroot]].
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* Make stone [[deadfall trap]]s.
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* Plant [[saguaro cactus|cactus]]. Your future wood source.
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* Plant [[smokeleaf plant|smokeleaf]]. This will help your guys relax later.
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* Research complex furniture. Once you done, make steel or stone [[bed]]s.
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* Research complex clothing. Once you done, make [[duster]]s and [[cowboy hat]]s with your cloth.
  
[[Events#Herd_migration:_.28Animal.29|Animal herds]] may also help you survive from starvation.
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== Second harvest ==
  
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Hopefully, now you grow [[strawberry plant|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 because your [[saguaro cactus|cactus]] plantation gonna take a while to kick in.
  
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.
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Summer is coming so focus on giving your colonists [[duster]]s and [[cowboy hat]]s. After that you can replace their [[tribalwear]]s for [[button-down shirt]]s and [[pants]].
  
Check on the few agaves, they may be ready for harvest by now.
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You should still always have a stock of wood with you because if a [[events#heat_wave|heat wave]] happens you will need those [[passive cooler]]s.
  
Check if any other life form has ventured to your territory.
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If you want, now you can accept more people in your colony.
  
Reached your first 100% ready harvest? Congratulations, you made it!
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== Defenses ==
  
[[File:Managed to reach your first 100 percent harvest ready means you made it.png|800px|thumb|center|Managed to reach your first 100% harvest ready means you made it!!!]]
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Now the usual threats start, time to make some [[deadfall trap]]s to defend your base. Since you do not have wood and probably not enough steel, you will have to go for stone [[deadfall trap]]s.
  
== Gathering materials ==
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[[File:firsttrap.png|400px|thumb|center|First defenses with stone.]]
  
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.
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== Third agenda ==
  
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.
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* Research eletricity.
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* Research [[battery]].
 +
* Research air conditioning.
  
Remember that ancient shrine? That room can also be used to build more facilities.
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== Third harvest ==
  
== Continuing research ==
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Your basing is looking better, you have food, wood, clothing, drugs and defenses. You can now play normally.
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.
 
  
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== Base relocation ==
  
== Summer ==
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Since the worse is gone, you can now move to the a proper area, more central where you can build your huge colony you always dreamed of.
  
Summer is going to start soon, and while the season itself is not a threat, [[Events#Heat_Wave|heat wave]] is as it rises temperature up to 60 degrees Celsius. You will need to build [[passive cooler]]s 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.
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[[File:dreambig.png|550px|thumb|center|Moving out of caves.]]
  
== Base relocation or upgrade ==
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== Moisture pumps ==
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!
 
  
<gallery widths="400px" heights="400px" class="center" mode="nolines">
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If your map has coast you should focus on [[moisture pump]]s, with them you can create huge crops fields so you do not need to stick to stony patches around mountains.
File:Ancient structure converted into primitive private rooms.png|'''Ancient structure converted into primitive private rooms.'''
 
File:Base relocation close to six geysers.png|'''Base relocation close to six geysers.'''
 
</gallery>
 
  
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[[File:crops.png|300px|thumb|center|Before a beach (left) and later a crop field (right).]]
  
 
{{nav/guides}}
 
{{nav/guides}}
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Revision as of 02:50, 22 August 2018

Template:Tocright 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 3 iguanas and a single cactus in your start. You should also not expect to see more than a 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 30/60 days due to the temperature. You should expect to only have problems with heatstroke during summer and during heat waves.

Landing site

Example good landing site.

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

  • Next to a friendly faction base (faster trading)
  • Without many mountains around (faster moving around)
  • With a road (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.

Starting 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 jut the area where you more likely to survive the early game.

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

More growing areas means more stony patches and more easily defendable area is a area where you can close it off more easily to lay down traps around the few entrances.

Since you do not have trees you can not build a proper base yet. You can then either take a ruin or make a cave. 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.

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 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 cook and make passive coolers once you need it. Make sure your wood is forbidden so they do not refuel the campfire.
  • Plant rice. There is hardly any food on the map and you can not survive long enough to grow anything else yet.
  • Make your research bench and start researching stone cutting so you can start using stone instead of steel.
  • Plant strawberries, if you do not have much growing area plant potatoes.

First harvest

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 and 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.

Desperate measures

If that fails 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

Second harvest

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 because your cactus plantation gonna take a while to kick in.

Summer is coming so focus on giving your colonists dusters and cowboy hats. After that you can replace their tribalwears for button-down shirts and pants.

You should still always have 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.

Defenses

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.

Third harvest

Your basing is looking better, you have food, wood, clothing, drugs and defenses. You can now play normally.

Base relocation

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

Moving out of caves.

Moisture pumps

If your map has coast you should focus on moisture pumps, with them you can create huge crops fields so you do not need to stick to stony patches around mountains.

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