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There are four things you must need in order to survive on a rimworld, in order of priority:
 
There are four things you must need in order to survive on a rimworld, in order of priority:
 
*'''Food.''' Colonists can technically survive for 4.7 days without food, but with a rapidly increasing mood and work penalty.
 
*'''Food.''' Colonists can technically survive for 4.7 days without food, but with a rapidly increasing mood and work penalty.
*'''Shelter.''' A basic [[bed]] and furniture, inside a room. In more extreme biomes, a naked colonist will be vulnerable to [[heatstroke]] or [[hypothermia]], so you'll need temperature regulation too.
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*'''Shelter.''' A basic [[bed]] and furniture, inside a room. In more extreme biomes, a naked colonist will be vulnerable to [[heatstroke]] or [[hypothermia]].
 
*'''Security.''' [[Randy Random]] can send raids on day 1. The other storytellers at least give a few days before the first [[Events#Mad animal|mad animal]], but you'll need defenses soon enough.
 
*'''Security.''' [[Randy Random]] can send raids on day 1. The other storytellers at least give a few days before the first [[Events#Mad animal|mad animal]], but you'll need defenses soon enough.
 
*'''Mood.'''  A "minor" break as a raid is happening can easily be fatal. With 1 colonist, extreme breaks (catatonic, given up, run wild) are direct colony-ending threats. At the very least, any mental break is a major time setback. While extremely low expectations and initial optimism are significant mood buffs, let your colonist eat, recreate, and sleep to avoid any sort of breakdown.
 
*'''Mood.'''  A "minor" break as a raid is happening can easily be fatal. With 1 colonist, extreme breaks (catatonic, given up, run wild) are direct colony-ending threats. At the very least, any mental break is a major time setback. While extremely low expectations and initial optimism are significant mood buffs, let your colonist eat, recreate, and sleep to avoid any sort of breakdown.
  
 
Remember that your most valuable resource is your starting colonist's '''time'''. Use it wisely, including pausing the game as needed. On the first day, your colonist should be focusing on the former two goals.
 
Remember that your most valuable resource is your starting colonist's '''time'''. Use it wisely, including pausing the game as needed. On the first day, your colonist should be focusing on the former two goals.
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=== Food ===
 
=== Food ===

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