RimWorld Guides - Gamer Empire https://gamerempire.net/category/rimworld/ Everything Gaming Thu, 13 Apr 2023 08:32:50 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.5 https://gamerempire.net/wp-content/uploads/2019/09/cropped-Gamerempire-logo-black-n-orange-512-150x150.png RimWorld Guides - Gamer Empire https://gamerempire.net/category/rimworld/ 32 32 RimWorld – Uranium Guide: How to Get & Use https://gamerempire.net/rimworld-uranium-guide/ https://gamerempire.net/rimworld-uranium-guide/#respond Thu, 13 Apr 2023 08:32:46 +0000 https://gamerempire.net/?p=43353 There are many materials and resources that players will gather and use in RimWorld, and uranium is one of the most important ones.

Unfortunately, you won’t get to use uranium until the late game, which makes it a rare material that players will usually hoard for a long time.

Recommended Read: How to Install Prosthetics in RimWorld

Uranium is mainly used to craft the best armors in the game, power armor, and the spaceship parts that will allow you to leave the RimWorld.

To get uranium in RimWorld, you will either have to mine uranium ore, salvage it from ancient cryptosleep caskets, deep drill, or purchase it from traders.


Table of Contents


How to Get Uranium in RimWorld

One of the easiest ways to get uranium in RimWorld is to find uranium ore tiles and mine them.

In general, most maps will have at least one uranium ore deposit, which should have around 5 to 10 mineable tiles.

Each one of the ores will yield around 40 uranium per tile, which should be good enough at the start. However, one of these uranium ore deposits will not be enough to make a ship or make a lot of power armor.

You can also get uranium in RimWorld by doing these things:

  • Deconstruct ancient cryptosleep caskets
  • Deep-drill uranium veins
  • Find deposits using a long-range mineral scanner
  • Purchase from outlander/imperial faction bases

Deconstruct Ancient Cryptosleep Caskets

If you have an ancient ruin on your colony map or around your colony as spawnable outposts, you can raid them and deconstruct the ancient cryptosleep caskets. Unfortunately, you will only get 4 uranium out of each deconstructed casket.

Deep Drill Uranium

This is why, one of the best ways to get uranium in RimWorld is to deep-drill uranium veins.

To do this, you will need to get a ground-penetrating scanner and wait and pray that it will find a uranium ore vein.

Once you find a uranium deposit, set up a deep drill and take as much uranium from it. Usually, you should be able to get around 70 uranium from one of these underground deposits.

The only risk with this method is the possible insect attacks that happen when you use the deep drill. There is no way to stop them, so it would be best to be prepared. Insects aren’t that powerful if you have the right weapons when they come.

Find Uranium Using the Long-range Mineral Scanner

Usually, mineral deposits that are above ground will get you a lot more resources than the ones underground in RimWorld.

This is why if you want to spend time waiting to find uranium ore deposits, the long-range mineral scanner might be a better choice than the ground penetrating scanner.

This way, you will find random locations close to your base that can hold around 600 to 800 uranium that you will need to mine.

The only problem is that you will usually also have to face some enemies at the location, and you will need to haul the resources from that map to your colony.

Purchase Uranium

The last way you can get uranium in RimWorld is to buy it. Bulk traders always carry some, but they are relatively rare to come by.

The best method to purchase uranium is to form a caravan and head over to one of the outlander or imperial faction bases.

These factions will always have most of the resources in the game at their bases, so just head over and get what you need. Uranium costs around 9 silver per rock.


What to Do with Uranium in RimWorld

Usually, at the start of the game, all you can do with uranium is either sell it or use it to make blunt weapons. There is no real reason to keep it, as most of the items that need it will become available very late.

If you do reach the late-game, uranium in RimWorld can be used to craft three things:

  • Long-range turret
  • Ship parts
  • Power armors

Uranium Slug Turret

One of the things that will require a lot of uranium is the uranium slug turret. This is the automatic turret with the longest range in the game. However, it can’t shoot if enemies get too close to it.

In general, this beast costs a lot of resources, especially uranium, and will require another 60 uranium each time it shoots 30 slugs.

If you really want to use a long-range assault weapon, a mortar might be a better choice.

When it comes to its abilities compared to the other automatic turrets, the other two might be more useful if you can build your base in a way that provides enough defense from the start.

Ship Parts

Three of the vital ship parts that you will need to leave RimWorld will require high amounts of uranium:

  • Ship cryptosleep caskets
  • Ship engine
  • Ship reactor

Each casket that you will want to make will require 14 uranium, while the ship engine and reactor will need 70 uranium each to craft. However, you will need to make 3 ship engines to take off.

This means that if you want to build the ship and leave the planet in RimWorld, you will need at least 294 uranium to build all the necessary parts.

Power Armors

If you’ve played the game long enough, you know that power armors are the best armors in RimWorld. Though most of them will lower your move speed, the amount of damage negation they provide is insane, especially at higher rarity levels.

Here is a list of all the power armors you can craft in RimWorld, and the amount of uranium needed to make them:

  • Recon armor – 10 uranium
  • Locust armor – 10 uranium
  • Prestige recon armor – 10 uranium
  • Marine armor – 20 uranium
  • Grenadier armor – 20 uranium
  • Prestige marine armor – 20 uranium
  • Cataphract armor – 50 uranium
  • Phoenix armor – 50 uranium
  • Prestige cataphract armor – 50 uranium

That’s everything you need to know about how to get uranium and what to do with it in RimWorld!

Have any input or suggestions for this guide? Let us know in the comment section below.

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RimWorld – How to Install Prosthetics https://gamerempire.net/rimworld-how-to-install-prosthetics/ https://gamerempire.net/rimworld-how-to-install-prosthetics/#respond Wed, 12 Apr 2023 07:50:31 +0000 https://gamerempire.net/?p=43264 In the hostile environment of RimWorld, colonists will constantly have to suffer constant injuries that will leave them without limbs and important body parts.

When this happens, players can only do two things: ignore the situation or give them prosthetics. These artificial body parts can either be worse than normal human body parts or better with enough technological advancement.

Recommended Read: Best Armor to Use in RimWorld

Your best bet in RimWorld is to give your pawns prosthetics, even if they are worse than normal body parts, if someone is missing them entirely.

To install prosthetics in RimWorld, all you need to do is select the pawn you want to give the artificial body part, open their Health tab, go to Operations, and add a bill to install the prosthetic.


Table of Contents


How Prosthetics and Artificial Body Parts Work in RimWorld

You have probably obtained some body parts, such as livers and hearts, during your RimWorld playthroughs through operations or trade. If you are using some kind of mod, you will also probably obtain limbs that you might think could be used as prosthetics.

In general, in vanilla RimWorld, there are only four types of prosthetics/artificial limbs that you can install on your colonists:

  • Wooden limbs
  • Prosthetics
  • Bionics
  • Archotech

Wooden limbs, such as peg legs or wooden hands, will be available from the start of the game, and you will always see them as bills in the Operations menu. These wooden prosthetics are 60% as efficient as a normal limb, but they will do if you are totally missing that body part.

Once you discover Machining, you can also research Prosthetics, which work 85%, as well as organic limbs. This makes prosthetics an easy choice if your pawn is suffering from major injuries that can’t be fixed.

The last type of prosthetics that you can research and craft is bionics, which is superior to organic body parts. However, they can be quite expensive to make.

Usually, if you can afford them, it might be a good idea to give everyone bionic body parts, as they can’t be normal diseases.

Archotech is the highest-level prosthetics in RimWorld which can only be obtained through trade and raids. These are incredibly powerful organs or limbs that will make your pawns superhuman.


How to Install Prosthetics in RimWorld

You can install prosthetics on colonists in RimWorld by following these steps:

  1. Select the pawn that should receive the operation.
  2. Open their Health stats.
  3. Select the Operations tab.
  4. Click the Add bill button and select the Install prosthetic option.

Once you have selected to perform the surgery, the pawn will head to a medical bed and wait for a doctor to perform the operation. You will also need medical supplies to perform the surgery.

Depending on what types of prosthetics you have in your storage, they will appear there as choices. If you haven’t crafted the prosthetics beforehand, they won’t appear there as options. Simple prosthetics can be crafted at the machining table, once you’ve finished the Prosthetics research.

Also, if the pawn still has their organic body part where you want to install the prosthetic, know that you will forever remove it. For example, if you do an operation to install a peg leg on someone, the doctor will cut off the organic leg they had there if there is still one present.


That’s everything you need to know about how to install prosthetics in RimWorld!

Have any input or suggestions for this guide? Let us know in the comment section below.

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RimWorld – What Is the Best Armor to Use? https://gamerempire.net/rimworld-what-is-the-best-armor-to-use/ https://gamerempire.net/rimworld-what-is-the-best-armor-to-use/#respond Wed, 12 Apr 2023 07:37:19 +0000 https://gamerempire.net/?p=43261 In a colony-sim such as RimWorld, survival is the most important part. You can’t do anything in this hostile world if your colonists die from a simple gunshot.

Usually, players will be able to survive if they have a good doctor and can constantly replace pawns, but some of them are just too important.

Recommended Read: How to Use the Neural Supercharger in RimWorld

The best way to make sure that you don’t lose colonists is to give them amazing armor that negates almost all damage.

The best armor that your colonists can use in RimWorld is the phoenix armor combined with a cataphract helmet.


Table of Contents


How Apparel/Armor Layers Work in RimWorld

All armor and clothes in RimWorld will cover one layer of the colonists. These layers exist to stop pawns from wearing more than one pair of pants, for example.

There are 5 layers of clothing that pawns can use to equip themselves with apparel and armor in RimWorld:

  • Skin
  • Middle
  • Outer
  • Headgear
  • Belt

Usually, pawns will use the “skin” layer to wear shirts and pants, the middle/outer for armor and more protective clothing, headgear for helmets or hats, and the belt for special useful items.

In general, you won’t be able to wear two types of clothes that are part of the same layer and that cover the same body parts. So, you can wear pants and a shirt, even though they are both part of the skin layer since they cover different body parts.

However, pawns can’t wear tribalwear and pants together since they are both skin layers and they both cover the legs.

Due to the existence of these many layers, some players either prefer wearing skin, middle, and outer clothing combinations, using three items, or just a skin and armor combination, since most heavy armor work as both middle and outer layers.

In general, your colonists should always wear a pair of high-quality pants and button-down shirts, combined with either good armor or nice clothing, such as dusters or parkas. Also, good headgear will always be a must, as pawns can easily die from a random shot to the head.


How Damage, Armor Penetration, and Armor Percentages Work in RimWorld

When a colonist in RimWorld is hit with an attack, the game will do some calculations to figure out how much damage they receive. The attack will have to go through each layer of clothing before hitting the pawn.

Depending on the armor rating of the clothes, the attack can either go through and deal full damage, lose half of its original damage, or completely fail to do any harm. The attack will go through this process for each layer of clothing.

So, an attack to the torso will have to go through that “damage test” process through the outer layer, then through the middle layer, and finally through the skin layer. Even though most armor works as both middle and outer layer clothing, it will only test an attack once.

When you look at a piece of clothing’s stats, you will see that it has an armor rating for sharp, blunt, and heat damage. In general, sharp damage is the most common type of damage in RimWorld. All bullets deal sharp damage, which has a chance of dealing the bleeding effect.

When a bullet hits one of your colonists, that bullet will first test its damage against the outer layer. If the outer layer has, for example, 100% sharp armor, there will be a 50% that the attack will deal 0 damage and a 50% that the attack will deal half damage.

This is because when you receive damage, the game will select a random number from 0 to 100 which will be tested against your armor rating.

If the number is over your armor rating, you will receive full damage. If it is under your armor rating, you will receive half the damage. However, if the number is under 50% of your armor rating, you will receive no damage.

This means that a 200% damage rating will render most attacks null if they don’t have armor penetration.


What is the Best Armor to Use in RimWorld

When it comes to armor in RimWorld, players will have to ask themselves if they consider movement speed important in battles. Because if they do, most armor will actually be quite horrible.

Even though the best armors in the game can usually lower most damage to 0, they will also slow your pawns down to a halt. Considering this, there are two armor combinations that could be considered the best in RimWorld:

  • Flak Vest + Duster + Cataphract helmet + Button-down shirt + Pants
  • Phoenix Armor + Cataphract helmet + Button-down shirt + Pants

Skin Layer

Usually, you should always have button-down shirts and pants made out of hyperweave, devilstrand, or thrumbofur. These are the best materials for defense and climate conditions.

Headgear

The cataphract helmet is the best headgear in RimWorld, and there is no disadvantage in wearing one. At legendary rarity, it even has 200% sharp armor, protecting your head from most attacks in the game.

In general, as long as a colonist doesn’t have a reason to wear something else, everyone should wear cataphract helmets when you get close to the late game.

Otherwise, try to get flak helmets as soon as possible until you can get to marine helmets and the mighty cataphract helmets.

Middle + Outer Layers / Armor

Here comes the question if you prefer moving or fighting to the death. High-level power armors will usually lower move speed by 0.8. Considering that the normal move speed is 4.6, this means that most power armors will lower move speed by around 20%.

The phoenix and cataphract armors, which are the best power armors in RimWorld, are a much better choice if you think that your colonists will get hit more often than not.

However, if you think they will be safe most of the time, a flak vest plus outer layer clothing combination should be enough to keep you safe from insta-kills. Worst-case scenario, you can use this combination in the mid game and convert to full power armors in the late game.

Otherwise, the real question between players is which armor is better, the phoenix or cataphract armor. Well, the phoenix armor is a variant of the cataphract that lowers sharp and blunt damage in exchange for a -70% flammability chance.

Considering that a legendary phoenix armor also gets 200% sharp armor, which is the cap for resistance, and lowers the chance of burning alive and causing your pawns to start running around aimlessly, the phoenix armor is much better.

It also offers more fighting capabilities, giving you a flamebolt launcher that can burn a lot of targets at once.

The only disadvantage of the phoenix armor is the lowered blunt armor, compared to the cataphract. But, blunt damage is relatively rare in RimWorld, making this difference relatively irrelevant.


That’s everything you need to know about the best armor to use in RimWorld!

Have any input or suggestions for this guide? Let us know in the comment section below.

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RimWorld – Neural Supercharger Guide: How to Build & Use https://gamerempire.net/rimworld-neural-supercharger-guide/ https://gamerempire.net/rimworld-neural-supercharger-guide/#respond Tue, 11 Apr 2023 17:44:52 +0000 https://gamerempire.net/?p=43267 The transhumanist ideology in RimWorld will allow your colonists to achieve incredible things at the expense of constant energy use.

These pawns will have constant demands for special buildings, such as the neural supercharger, which will give you a few bonuses and benefits.

Recommended Read: What Is the Best Food Source in RimWorld?

However, they will be very angry if they don’t have them, and the neural supercharger, for example, will use a lot of electricity to function.

In this guide, we will explain exactly what the neural supercharger is, how it works, how to build and place it, and how to use it in RimWorld.


Table of Contents


What is the Neural Supercharger in RimWorld

The neural supercharger in RimWorld is a special building that you can only make if your ideology has the transhumanist meme. This, along with the sleep accelerator and the biosculpter pod, is needed to keep your pawns happy.

If your colony follows a transhumanist ideology and they don’t have a neural supercharger in the colony, every believer will get a -6 moodlet debuff.

In theory, the neural supercharger is a machine that boosts the brain capacity and efficiency, giving the user the Neural Supercharge buff. The real effects of the buff are +10% Consciousness, +25% Global Learning, and +20% Hunger Rate.

What the +10% Consciousness buff actually does is boost stats such as Manipulation and Talking by 10%. If you also already have problems with Consciousness, it will help bring it back to a normal level (100% being the norm), which will also improve the Moving stat.

The best thing about this buff is the +10% Manipulation, which boosts the colonists’ skills in Plants, Crafting, Medical, and Construction.

The Neural Supercharge buff will last for 24 in-game hours. The machine also takes 24 hours to charge, which means that if you have enough superchargers, you can keep the buff constantly going 24/7.

The only real debuff is the +20% Hunger Rate, which shouldn’t be a problem for transhumanists. Since they have no problem with eating nutrient paste, food shouldn’t be a problem compared to the advantages.


How to Build a Neural Supercharger in RimWorld

To build the neural supercharger in RimWorld, you will first need to research it. The Neural supercharger project should become available for research after the Microelectronics project. Luckily, you won’t need anything else to complete this research, such as techprints.

Now, to actually build the neural supercharger, you will need 50 steel and 4 components. You can find it in the Ideology category in the Architect menu.

Only pawns with a transhumanist meme in their ideology are allowed to build this machine. If you researched it but have no transhumanists in your colony, you won’t even find it in the Architect menu.

The exact location where you place the neural superchargers is not that important, as they are passthrough and don’t work any differently if there is light or the room is dirty. The only thing that the neural supercharger needs to work is electricity.

This machine will constantly use 400w of power, and you can’t make it use any less. Since it will constantly charge, it will need that constant flow of power. Since there are no debuffs for not using the neural supercharger, you won’t need to make a lot of them, saving you some power.

However, if you truly want to benefit from this machine, you will need to make one for each colonist. But, this will take a huge amount of resources and electricity.

The best way to make sure that you get the most out of the neural supercharger is to place them in each bedroom. This way, you will always be sure that your pawns are getting their daily dose of supercharge buffs.


How to Use a Neural Supercharger in RimWorld

You won’t have to do anything to use the neural supercharger in RimWorld. There are only two special buttons that appear when you select the neural supercharger.

One of them will allow you to select who should use it, and the second one will allow guests to use it. For the first button, you will have three choices:

  • Nobody uses it
  • Transhumanists use it
  • Everyone uses it

In general, pawns will use the neural supercharger as they use food. When they see the opportunity to use it, and if the machine is selected to allow them to supercharge, colonists will approach the neural supercharger by themselves and will use it.

To use the neural supercharger, you will first have to wait for it to charge for 24 hours. You will see a bar slowly filling up over the machine that will show you how long you have until it is charged.

Once it’s charged, pawns will automatically approach and use them, starting the charging process again. Usually, it might be best to set it to allow anyone to use it, as there is no reason to stop colonists with a different belief from gaining benefits from it.


That’s everything you need to know about the neural supercharger in RimWorld!

Have any input or suggestions for this guide? Let us know in the comment section below.

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RimWorld – What Is the Best Food Source? https://gamerempire.net/rimworld-what-is-the-best-food-source/ https://gamerempire.net/rimworld-what-is-the-best-food-source/#respond Tue, 11 Apr 2023 08:21:58 +0000 https://gamerempire.net/?p=43189 RimWorld is a colony-building simulation game that likes to make players and their colonists suffer. There will be many challenges along the way, but one of the worst ones will be providing your people with food.

There are many sources of food in RimWorld, ranging from crops to livestock. However, some are more efficient, while others will leave you waiting for days for a sign of nourishment.

Recommended Read: Best Starting Colonists in RimWorld

Players very often tend to underestimate the amount of food they need each time they recruit a new colonist, so knowing which source of food is the best will help out a lot.

The best food source in RimWorld has to be crop farming, and you should aim to grow both rice and corn for maximum efficiency.


Table of Contents


Best Food Source in RimWorld

There are around four ways you can consistently get food in RimWorld:

  • Farming
  • Raising Livestock
  • Hunting
  • Foraging

Foraging is just something players will do at the start of the game when their crops are just beginning to grow, so we won’t even go over it.

Hunting is also just something that players might want to pursue if they didn’t plan accordingly when they planted their crops or they might have random needs for quick meat.

Raising Livestock in RimWorld

The only two food sources that can be considered the best in RimWorld are farming crops and raising livestock. However, the livestock that you raise shouldn’t be a constant source of meat. They should most likely give you milk and eggs.

If you have plans to grow animals to kill them for meat, we have bad news for you. This strategy just isn’t worth it. Animals won’t reproduce fast enough to provide your whole colony with enough meat.

Especially considering their constant need for food as well. If you want to use livestock for food, animals that produce eggs and milk might be the best choices.

This way, you can butcher 99% of males when they reach adulthood for meat and farm the females for their resources. Chickens and cows are incredible for these kinds of farms.

The only problem with making livestock one of your main sources of food is that you will have to micromanage a lot. Players will have to constantly keep an eye out for their animal population and butcher all the extra livestock.

If you have a really large pen with a lot of livestock, you will also have to feed them kibble or hay to keep them from starving to death. This will also take a lot of time from your pawns that they could have used for something more useful or efficient.

Farming

The best food source in RimWorld is a basic crop farm. No matter what crops you plant and grow, they will always be the best food source in the game.

Crops are consistent, fulfilling, and easy to grow if you have at least one or two people with decent skill in Plants. The only problem with them is that they take a lot of time to plant and harvest.


Best Crop Food Sources in RimWorld

There are three main crops that are the best when it comes to food in RimWorld:

  • Rice
  • Potatoes
  • Corn

The difference between them is their growth time and yield. Rice grows the fastest, but it has the lowest yield. Corn takes a long time to grow, but has a huge yield. Potatoes are in the middle.

In general, the best way to go is to plant only rice at the start of the game and start slowly changing the production to corn. Since corn has the highest yield, it will also require less time and work from your pawns to grow.

Just plant the corn once, wait a lot of days, and harvest a lot of food. However, since many players tend to plan poorly on how their colonists will eat, planting only corn might result in a few starvations.

So, it might be best, in the mid to late game, to have a small rice patch and, besides that, plant only corn. This way, you will make sure that you still have food to go on and get that huge corn harvest later.


That’s everything you need to know about the best food source in RimWorld!

Have any input or suggestions for this guide? Let us know in the comment section below.

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RimWorld – Best Starting Colonists https://gamerempire.net/rimworld-best-starting-colonists/ https://gamerempire.net/rimworld-best-starting-colonists/#respond Thu, 06 Apr 2023 08:08:58 +0000 https://gamerempire.net/?p=42998 One of the best ways to make sure that your colonists survive in RimWorld is to prepare the perfect circumstances for them.

You will have to choose the best location for your purposes, a really useful ideology, and, most importantly, you will need to select which colonists to bring on your playthrough.

Recommended Read: How to Make Chemfuel in RimWorld

You will have a long list of possible candidates, but you will also have the chance to randomize them to get better colonists. Some players may even use mods to customize pawns however they want and select them for the journey.

The best starting colonists in RimWorld will need to have no health issues, be capable of all tasks, and have at least a burning passion for the most important skills in the game.


Table of Contents


All RimWorld Starting Colonists Stats Explained

To figure out what makes a pawn good in RimWorld, and a suitable choice as a starting colonist, we will need to go through all the possible stats that they can have:

Age

Though age might not seem that important in a sci-fi game where you can reverse age effects, it can be very problematic at the start.

Since old colonists will get age-related diseases and health problems, it might be best to roll again if you get someone with a biological age over 50. Also, children can’t use most skills, so they are also a bad choice at the start.

Colonists with that age will get health problems extremely fast in the playthrough, even if they don’t have them from the start. Cataract, which lowers the pawns’ vision, dementia, and frailty are some of the problems that come with old age.

Of course, age can be combated with the help of technology, but you shouldn’t be able to access such important resources from the start. And, it might be better to help new recruits in RimWorld with such problems rather than your vital starting colonists.

So, the best age for your starting colonists in RimWorld should be somewhere around 17 to 50.

Childhood, Adulthood, and Incapable of

The reason we put all of these together is due to the childhood and adulthood backgrounds of colonists only affect one thing that matters: the “Incapable of” category.

Yes, they also influence some of the skills of the colonists and will help that person keep a stat at a higher level without degradation easier. However, skills can be maintained through work.

One thing you cannot change from a background is a lack of skill. If a pawn is incapable of “dumb labor,” or any other important skill, they should instantly be replaced.

You might sometimes think that you can ignore your scientist/medic not being capable of violence, until your first dangerous raid.

Not being able to do tasks is horrible and this can only be forgiven if the pawn can’t do Artistic or Cooking tasks. Those will usually need to be done by highly skilled individuals, so it might be negligible if one pawn can’t do those jobs.

In general, avoid pawns that are incapable of violence, dumb labor (cleaning and hauling), and social, as these are the most annoying to deal with. As long as your starting colonists in RimWorld are capable of those tasks, they are good to go, no matter their backstory.

Traits

For some RimWorld players, traits are the second most important aspect when choosing a colonist. They might even select them sometimes, even if they have bad skills, due to an amazing trait combination.

In general, you should aim to get colonists that don’t have bad traits. If they don’t have interesting traits, that isn’t necessarily a problem. Traits can often cause more problems than they solve. As long as they aren’t pyromaniacs, you should be able to handle any trait.

However, if you bump into a colonist with two or three of the best traits in RimWorld, you would really miss out on an amazing opportunity.

In general, you should look out for pawns with the Jogger, Quick Sleeper, Iron-willed, or Sanguine traits, as these are incredible and will always help.

Skills

The skills are the most important part when you need to decide which starting colonists are the best in RimWorld. Usually, you should try to form a balanced team with skills that bounce off each other.

Don’t get 3 burning passion Intelligence colonists. It would just be a waste. The exact number for the skills won’t be as important as the existence of passion. Yes, you should be wary if you get a doctor with 2 Medical and burning passion.

However, that doctor can easily level up their skill with enough operations on prisoners and will do a much better job than a 0 passion, level 10 Medical doctor long term.

So, the most important skills that should be present in your starting colonists in RimWorld are the ones listed below, in order of significance:

  1. Construction
  2. Plants
  3. Medical
  4. Intellectual
  5. Social

Burning passion in Construction is a must-have for your starting colonists. You can even get two that are good in Construction at the start, as it will be a full-time job.

As long as you aren’t in a desert biome, you will also plant a lot of crops. Since this is also a full-time job, try not to get someone with plants that is also good at something vital, as they won’t have a lot of time for it.

Most players usually forget about the Medical skill when choosing their starting colonists in RimWorld. However, they must have forgotten how it is to lose a pawn to the flu. Since doctors often also get sick and injured, you can aim to get at least two people with the Medical skill.

A lot of RimWorld fans will also suggest getting a pawn with amazing Shooting and one with incredible Melee, but that is not necessary. You should be able to handle most raids at the start without killing machines on your side.

Health

This category might be the simplest to keep an eye out for, as all you want to see here in RimWorld is “no health conditions.”

As long as a colonist has no health conditions, they are good to join the team. You might sometimes be tricked by their health problems since they sound minor.

A simple scar or gunshot wound in the leg will make that pawn slower until you replace that leg with a bionic one.

The most annoying simple wounds are to the eyes, legs, arms, fingers, and toes. These body parts, if damaged, will ruin that pawn’s ability in most of the normal skills in your base.

Though the game won’t specify it, these wounds will have negative effects on the pawn’s move speed, manipulation, and vision. So, a colonist with 78% efficiency for their left leg will move slower, even if it isn’t specified, as it would be for a disease.

Also, try to avoid “aching” wounds, as those will give the pawn constant pain forever. This will keep them in a lower mood all the time and will also increase their chance to faint fast in battle.

So, in general, try to avoid any colonists with health conditions and only accept them if their wound doesn’t lower their move speed, manipulation, or vision.

Relations

The last part of the stats screen for starting colonists will be the Relations category, which won’t even appear for some.

This will tell you their relationship status with other colonists you have created/randomized. Unfortunately, this doesn’t matter at all.

Depending on how you play, a colonist having a family member or lover from the start can be either very nice or annoying. This is purely based on personal preference and shouldn’t really affect your choice before pressing the “Randomize” button again.


The Best Starting Colonists in RimWorld

Here are all the requirements your starting colonists in RimWorld will need to meet to be considered the best:

  • Age between 17 to 50.
  • No “Incapable of” tasks and skills.
  • No low-quality traits. Preferably, at least one high-tier trait.
  • No health conditions.
  • At least one pawn with passion in Construction.
  • At least one pawn with passion in Plants.
  • At least two pawns good in Medical. Only one needed with passion.
  • At least one pawn with passion in Intellectual.
  • At least one pawn good in Social (for trade and recruiting prisoners).
  • At least one pawn good in Cooking (to avoid food poisoning).

That’s everything you need to know about the best starting colonists in RimWorld!

Have any input or suggestions for this guide? Let us know in the comment section below.

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RimWorld – How to Get/Make Chemfuel https://gamerempire.net/rimworld-how-to-get-make-chemfuel/ https://gamerempire.net/rimworld-how-to-get-make-chemfuel/#respond Mon, 13 Mar 2023 09:25:01 +0000 https://gamerempire.net/?p=40894 There are many ways to get your hands on energy and electricity in RimWorld. There are the natural, renewable sources and more aggressive types.

Chefuel is a very important resource in RimWorld that will help you with electricity and a lot of explosive weapons.

Recommended Read: What Are the Best Weapons in RimWorld?

Luckily, you can get your hands on chemfuel in RimWorld by milking it from boomalopes or by processing wood in a biofuel refinery.

If that wasn’t clear enough to get the job done, you can read below a detailed explanation of how to get or make chemfuel in RimWorld.


Table of Contents


How to Get Chemfuel in RimWorld

There are two simple ways to get or make chemfuel in RimWorld:

  • Milk it from Boomalopes
  • Use a Biofuel Refinery

Milk Chemfuel

The boomalope has other uses besides annoying you when they explode next to your base. These large exploding antelopes will produce chemfuel if tamed and farmed.

In many ways, the boomalopes are the best source of chefuel in RimWorld, as they only require grazing lands and the occasional kibble or hay to survive.

To get chemfuel from them, you just need to treat them the same way you would a cow or goat. Just keep them fed, and your pawns will occasionally milk them for chemfuel. A boomalope will produce 11 chemfuel per day, which is an amazing yield.

To tame a wild boomalope, you will need at least level 5 in Animals. They are herbivores, so make sure to have hay or kibble on hand.

Make Chemfuel at Biofuel Refinery

The most industrial and straightforward way to make chemfuel in RimWorld is by building a biofuel refinery.

You can unlock this building by researching Biofuel refining right after Electricity. To build it, you will need 150 steel and 3 components.

Make sure you know exactly where you want to leave this building, as you can’t move it once it has been placed, just deconstructed.

The biofuel refinery works as most workshops in RimWorld. To make chemfuel, you will need to set a bill at the refinery.

You will have two choices:

  • Wood
  • Raw food

The first choice will be to set a bill to turn wood into chemfuel. To do this, you will spend 70 wood to get 35 chemfuel.

Otherwise, you can use 3.5 worth of raw food nutrition to get the same amount of chemfuel.

Infinite Chemreactor

Even though we said that there are two ways to get chemfuel in RimWorld, there is also another, more unique way to make it.

The infinite chemreactor can produce 75 chemfuel every 10 days as long as it is connected to power. This special building can only be obtained from quests, which means it is not something everyone can get.

Since quest rewards are random, there is no way to make sure that you can get the infinite chemreactor in your playthrough.


That’s everything you need to know about how to get/make chemfuel in RimWorld!

Have any input or suggestions for this guide? Let us know in the comment section below.

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RimWorld – What Are the Best Weapons? (Tier Lists) https://gamerempire.net/rimworld-what-are-the-best-weapons/ https://gamerempire.net/rimworld-what-are-the-best-weapons/#respond Sun, 12 Mar 2023 20:18:21 +0000 https://gamerempire.net/?p=40891 RimWorld is an incredibly hostile game that will do its best to destroy every last colonist you have. This is the main attraction that keeps bringing players back to this game.

However, there are a lot of weapons that your pawns can use to combat all the raiders, insects, and mechanoids. Some are better, while some can be a lot worse.

Recommended Read: How to Do Quests in RimWorld

The best weapons in RimWorld are, by far, guns. But there are a lot of different guns and some melee weapons that also hold their ground.

Here are all the best weapons (melee, ranged, and explosives) in RimWorld that you can use to keep your colony safe from constant attacks.


Table of Contents


Best Melee Weapons in RimWorld

To make everything easier, we have compiled a tier list of the best and worst melee weapons in RimWorld, to let you see the differences between them.

After that, you can find a detailed explanation for the best weapons in the game:

Melee WeaponTierNormal Quality DPSDamage Type
Persona monosword

S

14.53Sharp
Persona zeushammer

S

13.17Blunt + EMP
Persona plasmasword

S

10.66Sharp + Burn
Monosword

A

11.45Sharp
Zeushammer

A

9.82Blunt + EMP
Longsword

B

7.96Sharp
Plasmasword

B

7.65Sharp + Burn
Mace

B

7.01Blunt
Spear

C

7.88Sharp
Knife

C

7.23Sharp
Gladius

C

7.13Sharp
Warhammer

C

6.83Blunt
Axe

C

6.75Sharp
Ikwa

D

6.75Sharp
Breach axe

D

6.3Blunt
Jade knife

D

5.83Sharp
Eltex staff

F

4.62Blunt

There are two types of damage that you can deal with melee weapons in RimWorld: Sharp and Blunt. Due to this, there are two melee weapons that can be considered the best in RimWorld, and each one is part of the other category.

Both of them are only available if you have Royalty DLC. However, we have also listed the second-best weapons, which are accessible to vanilla RimWorld, without the DLC.

You should also know that these weapons are persona weapons, which means that they bond with their user. Only one person may use a persona weapon, and only when they die can the owner change.

Due to this special requirement, persona weapons tend to be a lot more powerful than normal weapons. So, if you find a persona weapon with an owner, just kill the owner to start using it.

Also, be careful when selecting its user, as it will be for life. A persona weapon user also can’t use other weapons besides that one unless they have the Freewielder special trait.

Best Sharp Melee Weapon in RimWorld

The best sharp-damage melee weapon in RimWorld is the Persona Monosword. This magical sci-fi sword can cut through any kind of armor like its paper.

The persona monosword has a 90% armor penetration rate which makes it the best sharp melee weapon by far.

Besides that, the monosword doesn’t get any other interesting advantages, like some of the other advanced weapons. But, the armor penetration is more than enough to destroy enemies.

Unfortunately, the monosword cannot be crafted and can only be obtained from traders and quests.

Some might say that the plasmasword is the best melee weapon, but it has extremely low armor penetration in comparison, and the burning effect that it leaves on enemies can sometimes be detrimental.

The second-best sharp-damage melee weapon that players can use in vanilla RimWorld without the Royalty DLC is the Plasteel Longsword.

Best Blunt Melee Weapon in RimWorld

The best blunt melee weapon that players can use in RimWorld is the Persona Zeushammer. Many fans, including us, consider the zeushammer the best melee weapon overall in the game.

If you want to make sure that nobody gets past your pawns, then the persona zeushammer is the weapon of choice. This powerful hammer has an amazing ability that delivers an EMP attack every time it hits.

This is extremely useful when fighting mechs, turrets, and mortars, as they will be stunned for a few seconds each time the zeushammer-wielding colonist hits them.

However, this can also be disavantageous, as mechs get the “Adapted” immunity for around 35 seconds after being stunned once with an EMP. Since the stun time of the EMP of the zeushammer is 4.5 seconds, some might prefer the stun abilities of other EMP devices.

Nevertheless, the persona zeushammer still helps players strategize less and just admire their pawns as they destroy every enemy in sight.

The zeushammer also has around 40% armor penetration at normal levels, making it an amazing weapon overall for any situation.

One reason why the persona zeushammer can be considered better than the persona monosword is the use of blunt damage.

If, for example, a zeushammer destroys the toe of an enemy, they can also damage the leg in the same attack. This means that extra damage from an attack will transfer to a parent organ.

The monosword would just cut the toe cleanly off without doing damage to the rest of the leg. Due to this, the zeushammer should be considered the best melee weapon in RimWorld.

The other best blunt melee weapon in RimWorld, accessible to people without the Royalty DLC, is the uranium mace.


Best Ranged Weapons in RimWorld

In the following table, you can see the ranking of each ranged weapon in RimWorld, ranked in tier list format.

Ranged WeaponTierDamage
Charge rifle

S

15
Assault rifle

S

11
Sniper rifle

A

25
Heavy SMG

A

12
LMG

A

11
EMP grenades

B

50
EMP launcher

B

50
Charge lance

B

30
Bolt-action rifle

B

18
Chain shotgun

B

18
Pump shotgun

B

18
Greatbow

B

17
Revolver

B

12
Machine pistol

B

6
Doomsday rocket launcher

C

50
Frag grenades

C

50
Triple rocket launcher

C

50
Recurve bow

C

14
Autopistol

C

10
Incendiary launcher

C

10
Minigun

C

10
Molotov cocktails

C

10
Smoke launcher

C

0
Pila

D

25
Flamebow

D

6
Short bow

F

11

We consider that ranged weapons are far superior to melee weapons in RimWorld. This is only because ranged weapons increase the chance of survival by a lot.

Spending time far away from enemies helps you keep safe from their attacks. By approaching every enemy in every battle, you risk permanent injuries that can’t be fixed without new body parts.

Of course, there are armors that can combat that risk, but it will never be a risk-free method. Ranged weapons, however, will usually keep pawns safe from danger.

When it comes to ranged weapons, guns are the best by far. The greatbow is a decent weapon, but it will never compare to an assault rifle.

We will first tell you which guns are the best to use in RimWorld, and then we will also go over some of the best weapons for hunting.

Best Guns in RimWorld

There are two easy choices when it comes to guns in RimWorld:

  • Assault rifle
  • Charge rifle

Depending on the circumstances, all of the other modern guns are very good. However, the AR and charge rifle are the most versatile out of the bunch.

When it comes to battles out in the open and offensive attacks, the assault rifle is the best choice in RimWorld. It has really good accuracy for all ranges, and it deals really good damage.

It also shoots relatively fast compared to most guns, and it shoots three bullets per attack. The reason why this weapon is the best ranged weapon in RimWorld is its versatility.

Not many guns can be good in every situation. The AR is good in close quarters against infestations, good in the open, and great during offensive attacks.

However, the reason why the charge rifle is also present here is due to its higher DPS. The charge rifle is the best ranged weapon when it comes to pure damage and armor penetration.

But, one problem that doesn’t make the charge rifle the best overall ranged weapon is its lower accuracy and range. Since the charge rifle is also more expensive to make, you will usually have a higher chance of getting masterwork ARs rather than charge rifles.

Depending on how you use these guns, either one is a really good choice long term. For killboxes, for example, the charge rifle is the best choice. Since you will position your pawns in the perfect locations, they will deal a lot of damage with a low chance of missing, making the higher DPS weapon a better choice.

Best Gun for Bad Shooters

The AR and charge rifle will help your better shooters defeat almost any enemy, but what about bad shooters? There will be a lot of pawns that will still need to carry a weapon even though they can’t hit for their life.

For these sad colonists, you will need the Heavy SMG. The heavy SMG has incredibly high accuracy in close quarters, and it also shoots often.

It also has some of the best damage at close range, making it the ideal weapon for weaker shooters that need to stay alive and be helpful.

They can also be useful in defense, as they can help hold the line when enemies such as insects or mechs get closer.

In close quarters, the heavy SMG will deal even more damage than both the assault and charge rifles, making it perfect for backup shooters.


Best Hunting Weapon in RimWorld

The best hunting weapon in RimWorld has to be the Sniper Rifle. With the longest range in the game, the sniper rifle will allow your pawns to easily hunt any wildlife on the map while avoiding combat.

Since pawns start shooting at the edge of their shooting range when hunting, the weapon with the best long-range accuracy makes this job a breeze.

It is also the best weapon to increase the Shooting skill of a pawn, allowing you to also make the colonist a better shooter by sending them hunting.

However, if you also want your shooter to get their kill faster, then the bolt-action rifle would also be an amazing choice. If you need the meat to survive, it would be best to go with this weapon.

It has a really good range faster shooting time, and it is relatively easy to make at any point in the game. Since you will also get a lot of them from raiders during the early to mid-game, you can start using them very early for all your hunters.


Best Explosives in RimWorld

There are only two explosive weapons that you will probably use all the time in RimWorld:

  • EMP grenades
  • EMP launcher

Though you might think that these are situational weapons and are only useful sometimes, they become mandatory in the late game.

The worst enemies you will face in RimWorld are the mechanoids. With the Biotech DLC, they also got a lot of upgrades that made them even better.

Also, powerful humanoid raiders in the late game will also have belt shields that will make them immune to your powerful attacks.

With the help of those two EMP weapons, you can render both of these problems useless and take care of them as you would with any normal attack.

The reason why EMP grenades and the launcher are equally important is their range and explosion area. The grenades have a short range but a larger explosion area.

This is why the EMP grenades will still be useful even after getting your hands on a launcher since they can be very useful when enemies get really close to melee combat.


That’s everything you need to know about the best weapons in RimWorld!

Have any input or suggestions for this guide? Let us know in the comment section below.

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RimWorld – How to Do Quests https://gamerempire.net/rimworld-how-to-do-quests/ https://gamerempire.net/rimworld-how-to-do-quests/#respond Sun, 12 Mar 2023 13:55:35 +0000 https://gamerempire.net/?p=40888 Quests are a big part of the RimWorld experience. Since there are dozens of factions scattered across the world, you will need to befriend them.

These quests that they will offer you are the second-best way to befriend them and also an amazing way to get powerful items in the early game.

Recommended Read: What Are the Best Stone Types in RimWorld?

There are a lot of types of quests that can give you problems. Some will require you to leave your camp, while others will just need you to fulfill various tasks across your colony.

Here is how you can do and fulfill quests successfully in RimWorld, without angering all your neighbors.


Table of Contents


Quests in RimWorld Explained

All of the quests in RimWorld you can start, are doing, or are finished can all be found in the Quests tab at the bottom of the screen.

Almost all of your quests will be offered by other factions, besides the occasional independent charity quests and the ones from AIs.

Each time you get a quest, you will have to read its description and choose one out of three rewards. Usually, the first two rewards are powerful items, and the third one is a bonus relationship with the quest-giving faction. The second reward can also be a possible new recruit.

Most quests will get two timers. One for when you need to decide if you want to accept the quest and a second one after you’ve accepted it, telling you how much it has been since you’ve accepted the mission.

The only missions that don’t have timers are end-game quests that you can accept at any time (i.e. the Ship to the Stars quest).

There are a few ways to fail quests in RimWorld. The most obvious one is to let the timer for the quest end and not pick it up. Usually, there won’t be any repercussions for not accepting quests.

If you’ve got the reward for the quest right after accepting it, then it doesn’t matter how you finish the quest. However, there will be some missions that will only give you a reward after finishing the quest.

All quests have a difficulty that will decide how powerful the raids are compared to your current wealth score. This rating goes from one star to four. Only end-game quests have 4 stars.


All Types of Quests in RimWorld

There are two clear types of quests in RimWorld that can easily be categorized by their completion location:

  • Colony quests
  • World Map quests

For a lot of quests, you will just have to do a task on your colony map. A person could fall from the skies next to your colony, a faction is asking you to defeat their enemies as they attack your base, or just protect a random noble from animals.

These are the simpler quests where the storyteller will send challenges at your base as they would raids, but you are the one choosing if they happen or not.

Sometimes, you won’t even have to fight. There will be quests where you can just accept having horrible weather for a while and get a reward for it.

The other type of quests you can get in RimWorld will involve you leaving your colony and heading to other locations on the world map.

To fulfill these quests, you will usually have to form a caravan and travel around on the world map to the desired locations. You can access the world map by pressing the World button in the bottom right corner.

On this map, you will see spots close to your home that, if you click on them, will say that they are related to a quest. Work sites and ruins are the most common quests.

There are also quests where you have to deliver items to the bases of a faction. To complete these types of quests in RimWorld, all you need to do is send a caravan to one of their settlements with their desired items.


How to Do Quests in RimWorld

Most quests in RimWorld have a clear goal that is properly described. You can see these, if you forgot, by opening the Quests tab. Then, go to the Active category.

Select the quest you have problems with and read the description again. In general, the game does a good job of describing what you have to do.

The quests where most players have problems are the ones where you have to leave the colony with a caravan to do something.

If it is a rescue mission, make sure to bring a lot of firepower. If it is a trade mission, just send some pawns with the items to one of their settlements. To easily find the location of your quest, select the mission from the Quests menu and press the “Jump to…” button at the bottom of the description.

Usually, all you need to do is learn how caravans and travel work in RimWorld, and those quests will become very easy to fulfill.


That’s everything you need to know about how to do quests in RimWorld!

Have any input or suggestions for this guide? Let us know in the comment section below.

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RimWorld – What Are the Best Stone Types? https://gamerempire.net/rimworld-what-are-the-best-stone-types/ https://gamerempire.net/rimworld-what-are-the-best-stone-types/#respond Sun, 12 Mar 2023 09:41:02 +0000 https://gamerempire.net/?p=40874 In RimWorld, you are faced with many architectural choices every time you try to build something. The game will always want you to choose from dozens of materials.

When it comes to stone, there are 6 types that you can use for your walls, floors, and furniture to protect yourself from fires and impress your pawns with their beauty.

Recommended Read: Best Clothes to Use in the Heat and in the Cold in RimWorld

Unfortunately, they are all very different from each other, and one can be better than another, depending on the circumstances.

In this guide, we will tell you which stone type is the best in RimWorld and in which situations to use them.


Table of Contents


Each Stone Type in RimWorld Explained

There are 6 types of stone in RimWorld:

  • Granite
  • Limestone
  • Marble
  • Sandstone
  • Slate
  • Jade

Each one of them offers different bonuses. Some are of higher health, one of them even has a beauty factor, and all of them are immune to fire.

Sometimes, it won’t even matter which stone type is the best for a situation. What matters is if it is present on your map.

When selecting where to land in RimWorld, you will also be limited to a maximum of three stone types that you can mine. Of course, you can still find the other stone types on other maps, but it won’t be an efficient source.

There are simple ways to describe most stone types in RimWorld:

  • Granite, limestone, and sandstone are resistant to damage.
  • Marble and jade are beautiful.
  • Slate is bland.

Even though just knowing these simple descriptions for each stone type is enough to know how and when to use them, we will still tell you exactly that below. So, let’s first see which stone types are the best for defense.


Best Stone Types for Defense in RimWorld

There are three obvious choices for the best stone types for defensive walls in RimWorld:

  1. Granite
  2. Limestone
  3. Sandstone

Their order is based on their HP. The more HP stone walls have, the more they will resist bullets, melee attacks, and other types of problems.

Granite walls have 510 HP, limestone has 465, and sandstone walls get 420 HP. The other three stone types get under 400, which makes them really weak compared to these chosen ones.

Even though granite is the best wall type for defense, you shouldn’t ignore the other two. Sandstone, for example, is the fastest to build. This means that in many situations, sandstone walls can save your life.

Usually, you will always have at least one of these stone types on your starting map. Choose the best one present on your map for your outer walls and defensive structures.


Best Stone Type for Beauty and Mood in RimWorld

Now that you know what to build around your base, what about inwardly? Pawns appreciate beautiful structures, and they will love nice walls in their rooms.

Either for the dining room, temple, or bedrooms, there is a stone type that players should always use if those walls won’t ever see combat: Marble.

Marble walls have 360 HP, but they also get 1 Beauty. None of the other stone types get a beauty rating for walls.

This is why you should always try to choose a map that has marble, as you can build beautiful walls for all the main rooms that your colonists frequent.

Doing this will raise the overall mood of everyone and will help you avoid long-term problems such as critical mental breaks.


Best Stone Type for Floors in RimWorld

Floors need to be built out of stone if you don’t want your whole base burning out. Luckily, there are many floor types you can build in RimWorld, and the stone you use won’t matter. The result will be the same.

This is why the best stone type to use for floors in a RimWorld base is slate. Slate is the least interesting stone type out of the bunch. This is why it’s best to use it for something that any stone type could do.

Since slate is also the lightest stone out of all of them, you can easily carry a lot of slate blocks with you from different maps.


Best Stone Type for Furniture and Art in RimWorld

If you thought that jade was useless compared to the other stone types in RimWorld, then you would be wrong.

Jade is a very expensive stone type that works really well if used for furniture and art. Other stone types get disadvantages when used to build beds, for example.

The rest rate would be decreased compared to a wooden bed. However, jade has the same rest stats for beds as wood.

It is also very beautiful and expensive, allowing you to make either very impressive art or furniture for your bedrooms.

Luckily, it is a lot cheaper than gold, and it is also available on most maps that have mountains on them. Being cheaper than gold allows you to build beautiful rooms without causing demonically overpowered raids.


That’s everything you need to know about the best stone types in RimWorld!

Have any input or suggestions for this guide? Let us know in the comment section below.

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