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.

Brief

Extreme deserts are even drier than your regular desert. While water isn't a problem in Rimworld, temperatures can be burning hot in a desert, quickly causein heatstroke to unprepared colonists.

Plants are scarce in an extreme desert, and there is a lack of fertile soil to grow your plants on.

Starting area

  • Must select wisely the terrain type, there are five: Flat, Small Hills, Large, Hills, Mountainous and Impassable.
    • Flat maps will have growing zones scattered but still oasis shaped while high altitude maps will have growing areas at the foot of the mountains stretching thin and extensively across one end to the other which means you will need to cover a large portion instead of just one compacted space.
    • Flat maps are also likely to have more moving meat like Dromedary, Fennel foxes and Iguanas. Where the foxes are the only that present threat when hunting. And of course some Megascarab which while slow, they hit hard and it`s best to gather everyone against a single target than just one hunter. Mostly because having wounded members at the very beginning will pin your progress.
    • Coastal flat maps will have reduced grounds due to water cover and there`s no algae or fish, just aesthetics.

Food

Somewhere around your 5th day, your colony will have no food available at all and your only chance for survival will be opening an Ancient structure 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 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 structure will coincide with the timing of your first new comer 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 new comer may likely as well arrive with some Package survival meal, but 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 killed 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.

Check your rice plantation periodically, as the plant can be harvested as early as its 66% of grownth, while it may not yield much resource, 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!

Lost tribes

  • Find the closest structure that can fit in 5 characters without having to use much of the starter 500 wood for nothing else than beds and maybe some gap filling for open walls and a door.
  • Set priorities for all to construct and mine. Compared to other biomes, due to the harsh circumstance here, you may do better by building production benches all together than each with their own space.
  • The 300 Pemmican will not last past a day and you will need to hunt anything that there is, and build a Butcher`s table. You may find just one Agave plant but at five percent growth which is useless. Thanks to the high temperature and lack of berries, you will have to nurture your early tribe with only hot dogs.. Meat roots away in a couple of days, so don't go hunting eagerly, keep animals alive until you need them.
  • Immediately start growing rice or you won't make it past a week.
  • The starter wood must be sufficient to build the Butcher's table (95 wood) and Simple research bench (75 wood + 25 steel). Besides what was used to close your rooms, any left over can fuel the stove but will not be enough to reach full capacity.
  • Research: If playing Flat map, stonecutting will be your resource to build walls. And if playing mountainous maps, start caving in by mining and you can go straight for Electricity.

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 ain't much or 60 if selling the spare weapon.