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This guide details how to survive in one of the most hostile environments in Rimworld - an extreme desert. | This guide details how to survive in one of the most hostile environments in Rimworld - an extreme desert. | ||
== Brief == | == Brief == | ||
− | Extreme deserts are even hotter than a regular desert. Temperatures can be high enough to cause heatstroke for colonists | + | Extreme deserts are even hotter than a regular desert. Temperatures can be reach high enough to cause heatstroke for colonists not dressed for hot weather. |
− | + | Plants are scarce in an extreme desert, and there is a lack of fertile soil to grow your plants in. | |
== Starting area == | == Starting area == | ||
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− | + | You must select the terrain type wisely; there are four: Flat, Small Hills, Large Hills, and Mountainous. | |
+ | * 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. Foxes are the only threat present 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 buildable area due to water cover and there`s no algae or fish, just aesthetics. | ||
== Lost Tribe == | == Lost Tribe == | ||
− | : ''Main Article:'' [[ | + | : ''Main Article:'' [[Scenario_system#Lost_Tribe|Scenario system - Lost tribe]] |
<gallery widths="400px" heights="400px" class="center" mode="nolines"> | <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 mountainous growing zones.png|'''Extreme desert mountainous growing zones layout''' | ||
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</gallery> | </gallery> | ||
− | * Find | + | * Find the closest structure that can fit five 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 altogether 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 a [[Yorkshire terrier]]. Meat rots away in a couple of days, so don't go hunting eagerly, keep animals alive until you need them. |
− | * Immediately start growing rice | + | * Immediately start growing rice or you won't make it past a week. |
− | * | + | * The starter wood must be sufficient to build a butcher's table (95 wood) and a simple research bench (75 wood + 25 steel). Besides what was used to close your rooms, any left over wood can fuel the stove but will not be enough to reach full capacity. |
− | + | * Research: If playing a 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 [[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. | |
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− | * Research: If playing | ||
− | *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 | ||
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== Food == | == Food == | ||
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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. | 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 | + | Somewhere around your fifth 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 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. |
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<gallery widths="400px" heights="400px" class="center" mode="nolines"> | <gallery widths="400px" heights="400px" class="center" mode="nolines"> | ||
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− | If you are lucky, the same moment you need to open the ancient | + | If you are lucky, the same moment you need to open the ancient structure 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. |
− | [[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 | + | [[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. |
− | + | 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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− | Check your rice plantation periodically, as the plant can be harvested as early as 66% growth. While it may not yield much food, it | ||
Check on the few agaves, they may be ready for harvest by now. | Check on the few agaves, they may be ready for harvest by now. | ||
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[[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!!!]] | [[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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== Gathering materials == | == Gathering materials == | ||
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− | + | [[Gameplay]] | |
− | [[ |