Editing Extreme Cold Guide

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
==Before you start==
 
==Before you start==
If you picked a [[Biomes#Sea Ice|Sea Ice]] biome, then none of the below really matters. Build up a tiny indoor area, build turbines, research hydroponics as soon as possible (You only need to build a few), and sacrifice everyone except for your two ascetic psychopaths. Raids from mechanoids can be easily dealt with by hiding inside.
+
If you picked a [[Biomes#Sea Ice|Sea Ice]] biome, then none of the below really matters. Build up a tiny indoor area, build turbines, research hydroponics ASAP(You only need to build a few), and sacrifice everyone except for your two ascetic psychopaths. Raids from mechanoids can be easily dealt with by hiding inside.
  
 
== Getting off on the right foot ==
 
== Getting off on the right foot ==
  
As with any landing, pause and survey the site. Plan your entire endgame base BEFORE you even start building.
+
As with any landing pause and survey the site. Plan your entire endgame base BEFORE you even start building.
  
 
If you wish to try your hand at harnessing an enclosed geothermal vent for heating then make sure to locate these early as it may influence where your first shelter goes.
 
If you wish to try your hand at harnessing an enclosed geothermal vent for heating then make sure to locate these early as it may influence where your first shelter goes.
Line 32: Line 32:
 
Set up your farms as soon as you can spare the construction effort.  If you have a summer grow season then get that in and planted up somewhere outdoors as soon as possible with a fast crop.  If you don't have a grow season then you can still begin farming before going to all the hassle of unlocking hydroponics provided you have dirt on your biome. If you are in an ice sheet biome, potatoes are your savior as not much grows in the minimal gravel in an ice sheet environment. Build a quick room over the dirt and place the grow zone inside, then a heater set to around 14 degrees Celsius.(10 c is actually the threshold for growth but this covers fluctuations as the door opens).  A sun lamp is the only option for sunlight for your crops as standing lights do not provide the necessary light levels (regardless of how many are built). Keep in mind sun lamps draw a considerable amount of power so always try to have different sources of power (wind turbine or solar panel). You should be able to pop a decent crop before winter however, especially if you can find rich soil and run fast species (such as rice).
 
Set up your farms as soon as you can spare the construction effort.  If you have a summer grow season then get that in and planted up somewhere outdoors as soon as possible with a fast crop.  If you don't have a grow season then you can still begin farming before going to all the hassle of unlocking hydroponics provided you have dirt on your biome. If you are in an ice sheet biome, potatoes are your savior as not much grows in the minimal gravel in an ice sheet environment. Build a quick room over the dirt and place the grow zone inside, then a heater set to around 14 degrees Celsius.(10 c is actually the threshold for growth but this covers fluctuations as the door opens).  A sun lamp is the only option for sunlight for your crops as standing lights do not provide the necessary light levels (regardless of how many are built). Keep in mind sun lamps draw a considerable amount of power so always try to have different sources of power (wind turbine or solar panel). You should be able to pop a decent crop before winter however, especially if you can find rich soil and run fast species (such as rice).
  
Just in case a devastating power failure happens and your colony plunges into coldness and darkness, build a room around a nearby steam vent (about 10x10) as a place to seek refuge until the power comes back online. Many colonies have perished to the bane that is Cassandra Classic. Due to this, hydroponics also aren't a direct ticket to success, as plants will quickly die under the solar flare's wrath. Keep in mind, however, that in a biome that does have summer such as Boreal Forest, you can still get a [[Events#Heat wave|Heat Wave]]. If it's early on and you've built all your structures around a vent, you can paradoxically find your whole colony downed by heatstroke. The upside is that cold snaps are not much of an issue in extreme cold biomes. In a tropical biome a cold snap is a big problem. But for your colonists, it's Tuesday.
+
Just in case a devastating power failure happens and your colony plunges into coldness and darkness, build a room around a nearby steam vent (about 10x10) as a place to seek refuge until the power comes back online. Many colonies have perished to the bane that is Cassandra Classic. Due to this, hydroponics also aren't a direct ticket to success, as plants will quickly die under the solar flare's wrath. Keep in mind, however, that in a biome that does have summer such as Boreal Forest, you can still get a [[Events#Heat_wave|Heat Wave]]. If it's early on and you've built all your structures around a vent, you can paradoxically find your whole colony downed by heatstroke. The upside is that cold snaps are not much of an issue in extreme cold biomes. In a tropical biome a cold snap is a big problem. But for your colonists, it's Tuesday.
  
 
As winter approaches and the first snows fall, get some paths designed for any outdoor stretches that your colonists repeatedly use. These need to be flagged as snow clearance zones; someone with the Cleaning task will then come and shovel. If the journey is any considerable distance you should pave it as soon as possible, once the real cold sets in you want the few moving around to do so swiftly.  
 
As winter approaches and the first snows fall, get some paths designed for any outdoor stretches that your colonists repeatedly use. These need to be flagged as snow clearance zones; someone with the Cleaning task will then come and shovel. If the journey is any considerable distance you should pave it as soon as possible, once the real cold sets in you want the few moving around to do so swiftly.  
  
Another option for routes you'll need to travel frequently is to set up pillars and roofs along the path. This will keep snow from accumulating with no effort from your pawns, and will also allow them to travel further during [[Events#Toxic fallout|Toxic Fallout]] with minimal toxic buildup. Pay attention to where these pathways are relative to your killbox, however. Raiders can and will use them as cover, and sections of roof may collapse if the pillars supporting them are destroyed.  
+
Another option for routes you'll need to travel frequently is to set up pillars and roofs along the path. This will keep snow from accumulating with no effort from your pawns, and will also allow them to travel further during [[Events#Toxic_fallout|Toxic Fallout]] with minimal toxic buildup. Pay attention to where these pathways are relative to your killbox, however. Raiders can and will use them as cover, and sections of roof may collapse if the pillars supporting them are destroyed.  
  
 
Tailoring the winter gear takes a pretty good amount of time unless you have a genius in your first 3, get it started in good time. Stripping downed raiders before they die may be a viable route to get un-tainted parkas and tuques. The gear may be poor quality but it will keep your colonists alive and save them time.
 
Tailoring the winter gear takes a pretty good amount of time unless you have a genius in your first 3, get it started in good time. Stripping downed raiders before they die may be a viable route to get un-tainted parkas and tuques. The gear may be poor quality but it will keep your colonists alive and save them time.
Line 51: Line 51:
 
**Don't use wood for walls as wood is fuel
 
**Don't use wood for walls as wood is fuel
 
**Don't waste time - make your shelter immediately!
 
**Don't waste time - make your shelter immediately!
*Research Electricity then Stonecutting (Stonecutting can go first if your biome has a warm season)
+
*Research Electricity then Stonecutting
 
**Start stonecutting immediately
 
**Start stonecutting immediately
 
**Set up non-wood power sources even more immediately
 
**Set up non-wood power sources even more immediately
Line 63: Line 63:
  
 
{{nav/guides}}
 
{{nav/guides}}
[[Category:Guides]]
+
[[Category:Gameplay]]

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)