Resources

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


RimWorld utilises 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.

Raw food

Food found in its natural stage is raw, fruits can be consumed without cooking but vegetables and meat will taste better for the colonist when prepared. Raws can still be consumed without being heated but causes the Ate raw food thought with a -7 mood penalty. Eating raw food restores 0.05 saturation each. Foods cooked at an electric stove, fueled stove or campfire turn into meals, later on it can be processed at the nutrient paste dispenser as well.

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 (except for beer) by two factors: exposure and temperature.

  • Items dropped in an area without a roof will deteriorate.
  • 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.

Note that spoiling food and item deterioration are separate mechanics. For example: a raider is killed and drops a fine meal outdoors when the temperature is below freezing. That meal will still deteriorate, and eventually disappear when its HP reaches 0, even though it will get no closer to spoiling. Conversely, a meal stored inside a stockpile 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 or unskilled cook.

Comparison table

  •  NameNutritionTasteDeterioration
    rate (per day)
    Days to Rot
    Vegetarian lavish meal a.pngVegetarian lavish meal1Lavish104
    Carnivore lavish meal a.pngCarnivore lavish meal1Lavish104
    Lavish meal a.pngLavish meal1Lavish104
    Vegetarian fine meal a.pngVegetarian fine meal0.9Fine104
    Packaged survival meal a.pngPackaged survival meal0.9Simple0.25
    Fine meal a.pngFine meal0.9Fine104
    Nutrient paste meal a.pngNutrient paste meal0.9Awful100.75
    Simple meal a.pngSimple meal0.9Simple104
    Carnivore fine meal a.pngCarnivore fine meal0.9Fine104
    Egg small a.pngOstrich egg (fert.)0.6raw215
    Egg small a.pngCassowary egg (fert.)0.5raw215
    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.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
    Egg oval a.pngCobra egg (fert.)0.25raw215
    Egg small a.pngChicken egg (unfert.)0.25raw215
    HemogenPack a.pngHemogen pack0.15
    Chocolate b.pngChocolate0.1Fine8
    Meat human b.pngHuman meat0.05Raw62
    Pemmican c.pngPemmican0.05Simple270
    Rice.pngRice0.05Raw640
    Meat big a.pngMeat0.05Raw62
    Toxipotato.pngToxipotatoes0.05Raw660
    Raw fungus.pngRaw fungus0.05Raw40
    Berries.pngBerries0.05Simple614
    Potatoes.pngPotatoes0.05Raw630
    Hay a.pngHay0.05660
    Milk.pngMilk0.05raw1014
    Agave fruit.pngAgave fruit0.05Raw625
    Baby food0.0514
    Insect jelly b.pngInsect jelly0.05Fine6
    Meat insect c.pngInsect meat0.05Raw62
    Corn.pngCorn0.05Raw660
    Kibble.pngKibble0.05Raw6
  • 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
    15

    Medical

    Medical Potency
    100%
    Max medical tend quality
    100%

    Creation

    Crafted At
    Drug lab
    Work To Make
    700 ticks (11.67 secs)
    Resources to make
    Cloth 3 + Herbal medicine 1 + Neutroamine 1
    Technical
    defName
    MedicineIndustrial


    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

    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. 175x for animal patients, and 500x 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

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

    Analysis

    Superior to herbal medicine but inferior to glitterworld medicine.

    Best used for treating diseases and infections; misused if for standard injuries (unless a colonist is bleeding out faster than the herbal medicine completes to patch the wound).

    Good enough for surgical operations in many cases, with a low chance of failure. If the doctor is bionic-enhanced, trauma savant, drug-enhanced or inspired then you can guarantee the max 98% success rate for most surgeries.

    It is adequate against plague and malaria with ordinary beds so long as the patients are resting full-time, well-fed, constantly treated and the doctor is healthy with medicine skill 8+.

    Gallery

    Version history

    • 1.0 - Received a new description.

    Materials

    Template:Main Article

    Materials are utilised in the construction buildings and items.

    Lumber

    Metals

    Stone

    Textiles

    Template:Main Article

    Textiles are utilised in the crafting of apparel.


    Silver 3.8
    Meat 
    Alpacawool.png

    Alpaca wool

    Silver 3.4
    Meat 
    Bearskin.png

    Bearskin

    Silver 1.8
    Meat 
    Birdskin.png

    Birdskin

    Silver 2.7
    Meat 
    Bisonwool.png

    Bison wool

    Silver 2.3
    Meat 
    Bluefur.png

    Bluefur

    Silver 2.3
    Meat 
    Camelhide.png

    Camelhide

    Silver 6.5
    Meat 
    Chinchillafur.png

    Chinchilla fur

    Silver 1.5
    Meat 
    Cloth b.png

    Cloth

    Silver 5.5
    Meat 
    Devilstrand b.png

    Devilstrand

    Silver 2
    Meat 
    Dogleather.png

    Dog leather

    Silver 2.42
    Meat 
    Elephantleather.png

    Elephant leather

    Silver 3.5
    Meat 
    Foxfur.png

    Foxfur

    Silver 5
    Meat 
    Guineapigfur.png

    Guinea pig fur

    Silver 3.3
    Meat 
    Heavyfur.png

    Heavy fur

    Silver 4.2
    Meat 
    Humanleather.png

    Human leather

    Silver 9
    Meat 
    Hyperweave b.png

    Hyperweave

    Silver 1.9
    Meat 
    Lightleather.png

    Lightleather

    Silver 2.1
    Meat 
    Lizardskin.png

    Lizardskin

    Silver 2.7
    Meat 
    Megaslothwool.png

    Megasloth wool

    Silver 2.7
    Meat 
    Muffalowool.png

    Muffalo wool

    Silver 3
    Meat 
    Pantherafur.png

    Panthera fur

    Silver 1.5
    Meat 
    Patchleather b.png

    Patchleather

    Silver 1.9
    Meat 
    Pigskin.png

    Pigskin

    Silver 2.1
    Meat 
    Plainleather.png

    Plainleather

    Silver 4.2
    Meat 
    Rhinocerosleather.png

    Rhinoceros leather

    Silver 2.7
    Meat 
    Sheepwool.png

    Sheep wool

    Silver 4
    Meat 
    Synthread b.png

    Synthread

    Silver 14
    Meat 
    Thrumbofur.png

    Thrumbofur

    Silver 3
    Meat 
    Wolfskin.png

    Wolfskin


    Template:Clr

    Miscellanous

    High-explosive shell.png

    Artillery Shell

    Artillery Shells can be traded for profit or be used in a mortar for defense. Artillery Shells will explode if their health drops to 0 (this includes losing health from deterioration). The Deterioration Rate of an Artillery Shell is 1.00/d.