RimWorld utilises a variety of different resources. All resources have to be hauled to a Stockpile to be used.
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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:
- Wild bushes can be harvested to give agave and berries.
- Growing zones can be used to plant rice, potatoes, corn, strawberries and haygrass (for domesticated animals).
- Hydroponics basins can also be used to plant rice, potatoes or strawberries, and grows them at a considerably increased rate.
- Meat is obtained from fresh non-mechanoid corpses, whether hunted or if they died via other means. Corpses may be eaten raw or butchered at a butcher table.
- Occasional drops from cargo pods.
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/tempin Celsius. See Temperature for details.
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.
rate (per day)
|Days to Rot|
|Vegetarian lavish meal||1||Lavish||10||4|
|Carnivore lavish meal||1||Lavish||10||4|
|Vegetarian fine meal||0.9||Fine||10||4|
|Packaged survival meal||0.9||Simple||0.25|
|Nutrient paste meal||0.9||Awful||10||0.75|
|Carnivore fine meal||0.9||Fine||10||4|
|Ostrich egg (fert.)||0.6||raw||2||15|
|Cassowary egg (fert.)||0.5||raw||2||15|
|Goose egg (unfert.)||0.5||raw||2||15|
|Emu egg (fert.)||0.5||raw||2||15|
|Goose egg (fert.)||0.5||raw||2||15|
|Turkey egg (fert.)||0.5||raw||2||15|
|Chicken egg (fert.)||0.25||raw||2||15|
|Duck egg (unfert.)||0.25||raw||10||15|
|Tortoise egg (fert.)||0.25||raw||2||15|
|Duck egg (fert.)||0.25||raw||2||15|
|Iguana egg (fert.)||0.25||raw||2||15|
|Cobra egg (fert.)||0.25||raw||2||15|
|Chicken egg (unfert.)||0.25||raw||2||15|
- 0.8.657 - Now spoils without refrigeration
- 0.9.722 - Food poisoning added. Bad cooks are more likely to accidentally poison meals.
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A kit of industrial-era medical equipment. It contains basic drugs, tools for suturing and bone setting, diagnostic devices, and various pads and fluids.
- Tech Level
- Stack Limit
- 0.5 kg
- Deterioration Rate
- Path Cost
- Medical Potency
- Max medical tend quality
- Work To Make
- 700 ticks (11.67 secs)
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.
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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|
- 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|
Medicine does not spoil, but will deteriorate when left outside.
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.
- 1.0 - Received a new description.
Materials are utilised in the construction buildings and items.
Textiles are utilised in the crafting of apparel.
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.