RimWorld

RimWorld

gabgab01 Nov 28, 2018 @ 8:45am
best starting loadoud for cold biomes?
using prepare carefully, which loadouds do you think would be nice/easy/funny to try to survive with on a cold biome / ice sheet?
i'm always bad at choosing with which to start. either i pack too much food or not enough metal or something stupid like this, and jsut starting with 7000 steel and 5000 neals seems wrogn somehow.
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Showing 1-15 of 18 comments
Aturchomicz Nov 28, 2018 @ 8:47am 
Originally posted by gabgab01:
using prepare carefully, which loadouds do you think would be nice/easy/funny to try to survive with on a cold biome / ice sheet?
i'm always bad at choosing with which to start. either i pack too much food or not enough metal or something stupid like this, and jsut starting with 7000 steel and 5000 neals seems wrogn somehow.
Maybe this helps? https://www.youtube.com/watch?v=3kV4PHuKl2A
gabgab01 Nov 28, 2018 @ 8:51am 
hm. can't watch that video for soem reason :D
but i'm more asking for a direct lsit of items to use / take with me. tons of suggestions would be appreciated
KalkiKrosah Nov 28, 2018 @ 9:48am 
What biome are you leaning towards the most? Tundra, Boreal Forest, Cold Bog, Ice Sheet or Sea Ice?

Tundra and Boreal Forest aren't all that difficult. You can get by with the standard loadout. It's only cold about 2/3 of the year in those biomes so you have an opportunity to make use of the warmer months to mass grow stuff like cotton, rice and smokeleaf. You'l need a heater at some point but even a campfire will suffice if the rooms are not too large. The only thing you may find you are lacking in is wood in the late game since the cold weather slows down tree growth. Researching tree planting or just flat out buying wood will fix this.

Cold bog is annoying in that a lot of the land is unusable at the start which makes building up a long and tedious process. A good builder and lots of wood for bridges is recommended. Extra meds might also be of use since bogs have increased disease rates.


Ice Sheet and Sea Ice are extreme cold biomes. You will need heaters to do most everything so bring extra steel and definitely lots of components. Wood is also very precious as you will not be capable of growing your own. Limit wod usage to a minimum and only when necessary. Your heaters will be less effective so you will need lots of them. Growing crops outside will be nearly impossible so hydroponics is a must and that uses lots of components as well.
Most of the time you wil be researching newer technology so a colonist who has a passion for it would be wise. A good builder will also help get you off the ground sooner but they will be limited by resources so they should be competent in other areas as well.
Undergrounder would be a smart trait. A crafter who can make parkas would be wise. Wool of some kind for the parkas would also help. And an animal who can generate food for you would also be useful. Birds or big wooly mammals (chickens, turkeys, muffalo, cows) would be the only animals you would want. You can also go for cannibals who eat the raiders for breakfast. You would get a mood bonus as well from that trait.
But thats it really. Builder, researcher, parkas and tuques, undergrounder trait, cannibals, lots of steel and components, extra wood, commercial animals and patience. You probably won't need meals to be preservable, you won't need as much medicine (but still bring some), you won't need hauler animals (they will just eat too much food), no nudists, no gourmands, no drug addicts, no bloodlusters (more likely to social fight) and bring lots of patience because you wil most likely be bored with how slow the map is.
Astasia Nov 28, 2018 @ 9:50am 
The default crashlanding loadout works. Just rush hydroponics and hunt everything you can on the map when possible.

The crashlanding loadout also used to work on sea ice, but it might be a bit rough now with some of the research changes.
kevinshow Nov 28, 2018 @ 5:17pm 
Well I would say, construction and planting are 2 important skills because you want to be able to build the right buildings and devices right at the start, and you want to be able to plant heal root as soon as you can. (Rice or potatoes etc can be done with low skill but heal root needs higher skill).

Everything after that, can be learned more slowly, though I usually like to have shooting skill also to start.

Maybe you don't want to start with thousands of food and steel, but you can certainly do something like 50-100 food and 300-500 steel.

Give yourself a little bit easier time but not necessarily a bare start.

gabgab01 Nov 29, 2018 @ 8:28am 
in my experience, i found out that you can wall off a small patch of fertile soil if you find any (not on ice sheet) to mkae a simple indoor garden. so hydroponics aren't necessary, they just improve food production over the long term.
clothing is a big problem, as most clothign that would be enough to keep my colonists alive would give them troubles indoors by making them overheat in their bedroom while at the same time complaining about sleeping in the cold.

500 steel and 50 components should be okay? getting electricity over there is really hard as solar panels almost don't work and wind turbine are prone to breaking down a lot and eating up your components (at least when raiders attack).

Animals can be problematic, they need to be fed a lot, and especially in the case of chickens, growing food for them only for them to produce eggs is ineffective. it'd be more effective if i'd just used the soil to grow rice. same with milk. but muffalos would be okay, as they provide wool and occasionally milk and can be used to haul a lot for trade caravans.

question is: how much wood? again, if you go for the primitive indoor farm method you can actually grow trees indoors, but ti takes a lot of time for them to grow to a good size, and if the heater fails, it's gone.
and what would wood even be used for? you should be able to replace it with steel easily, and you can buy it from traders.

and how many people should i take with me? one dedicated builder, one dedicated animal handler? do i need a cook if i'm going to use a nutrient paste dispenser? can't the doctor and the crafter be the same person?
CMDR Emotions Nov 29, 2018 @ 12:21pm 
I have all my experience in Ice Sheet back when you needed a MOD to play in it, allways went for the most extreme tile on the map with -20 or lower being the max temperature.

Even with animals added, it's clear their a bad idea startng off on Ice Sheet, their a drain on food. Disease is rare and early raids are likely to freeze to death before reaching you so a medic isn't recommened either as they'll have little to do if they don't have research.

IMPORTANT ITEMS

Parkas, Touqes, wool clothing - All needed to stop your pawns from standing still doing nothing because their soo cold. Theres a chance raids will just have a few guys wearing 12 touqes if that bug is still in the game.

Wood is valuable, avoid using it for ANYTHING, use metal or stone for what you can.

Most effecient food item you can bring. Basicly anything works, since it will probably always be below freezing, food won't rot.

Pawns

1 Builder/Miner - Mountain homes are the most viable on cold maps. He'll spend most of his time mining.

1 Farmer/Cook - Untill you unlock nutrient paste, you need a cook to keep morale up with the little food you can farm undergroud.

1 Scientest/Social - It's going to be hard to get people to join, mainly because they freeze to death. High social skills are important.

Any pawn with the new trait that removes cabin fever is important. It's hard to deal with on ice-sheet. Everyone should have an okay shooting skill, melee is undesierable without a doctor. Especialy since you didn't bring one.

Ice-sheet is important to be on mountainous terrain. It gives you the best chance of out-lasting sieges, mortars can't pen overhead mountain, and keeps the heat inside. Barracks are recommened because individual rooms take forever to mine and furbish. Ice-sheet also doesn't have farmable terrain without terrain rehabilitation. You WILL be farming underground. Remember to build your batteries under a roofed area, preferable inside, but not heated.

Make sure your pawns can get to both tiles of the battery incase it DOES still zzt. The Farmer/Cook can have other skills if you want, as long as he can make fine meals your good. A single steam geyser can easily heat a large section of the base, if making it a little toasty, even with a generator on it, it still puts out heat. Solars only work half the year, large battery banks are a must.

Cotton can be farmed underground for clothing if you don't get lucky and get a bunch of muffalo wandering in. Power armor can can someone alive in up to -80 celsius. Litterally anything can get hyperthermia if it's cold enough.

And remember, if theres an infestation, just move everyone down to the end of the hall and throw a molotov in. Everything should be stone anyways and won't burn. Otherwise let the bugs freeze.

I have no tips for sea-ice as there is litteraly nothing desierable there other than the lone-explorer challange on it. Boreal and arctic terrain is essier due to the short farming month and trees.
M.K. (Banned) Nov 30, 2018 @ 12:10am 
You want cold biomes, but you want to be well-prepared for them.

Ok.
Let's disregard ice-sheet, as that is a challenge class of its own.

Let's also assume you are using "prepare Carefully", and playing fair. I.e. set a limit to the points used.
Points are *immensely* better spend on colonist number and training, rather than on materials.

Important things to have:
+You MUST have at least one person with Construction 7 or greater. You need to be able to build electric + temperature tools.
+Get yourself a breeding pair of Huskies. They serve to make colonists happy, they help in combat, they kill vermin, they haul stuff from across the map, and they can stand *really* cold outdoors without mental breaks. Much easier to train and keep tame than Wargs or other combat models.
+Start with a parka for each colonist, or the materials to make them, or a hunter+tailor that can make you one pronto. Parka is the answer to cold weather, preferably Muffalo bluefur or Bearfur or other heavy fur like megasloth. Also don't laugh at Tribalwear, it is amasingly snuggle in the cold, despite the fashion letdown.
+You do not need hydroponics, but you DO need to be able to do indoor growing of some sort. Sunlamp + soil in a room is enough. Assuming you have soil, lack of this is what makes icesheet so different.
+It is a very good idea to start with one person that has enough grow skill to plant healroot, you will NOT find many naturally growing in the colder climates. And having zero medicine is a quick way to gamedeath.
+You do not need many material resources to start. Except for IceSheet, there will *always* be rocks and steel on the map, from which to construct walls + furniture + tools. Include a bit of wood in your initial loadout, for those first days before you have electric + heaters + stove running. Wood NOT to build with, just to provide flame before electricity.
+either have a good cook, or accept the Nutrient Paste pathway. Food will be scarce, and you cannot afford the inefficiency and foodwaste that goes with a bad cook's food poisonings.
Last edited by M.K.; Nov 30, 2018 @ 12:12am
KalkiKrosah Nov 30, 2018 @ 8:02am 
Most of what M.K. said above is good. Except two things:

Growing indoors also requires the use of a few heaters as well. Typically 2-3.

And healroot grows the most frequently in colder climates, or at least in Tundra and Boreal forest. Still, you will want to grow your own anyway, but you can find maybe a dozen or so growing wildly every year. You can even plant the healroot in the wild. They will not grow in the winter cold temperatures, but the cold will not outright kill them off like with rice or haygrass. Healroot grow slower in the wild but can be mass grown without a heated greenhouse.
Last edited by KalkiKrosah; Nov 30, 2018 @ 8:05am
Ok Thalmor Nov 30, 2018 @ 10:09am 
I do the rich survivor and give just a little more wood and a coat that will suffice for the temp this is on ice sheet and I make sure they are a good builder and a transhumanist. Primarily because I need a stone structure up asap and if they do lose a limb to say, a Scyther they will be happy if I give them a peg leg, or better yet bionics or archotechs. A crafter late game with 150% manipulation and a mood boost is just grand
Vats Nov 30, 2018 @ 11:49am 
Naked brutality let's you start without worrying about things such as loadouts or technologies.
M.K. (Banned) Nov 30, 2018 @ 12:10pm 
True, but Naked Brutality on an IceSheet start tends to be a very short game.
Vats Nov 30, 2018 @ 1:19pm 
Originally posted by M.K.:
True, but Naked Brutality on an IceSheet start tends to be a very short game.

You can build a hut near a steam geyser on a mountainous map with caves, so that you can leech on that insect Jelly until you are ready to fend for yourself while staying warm with the geyser emissions.
Last edited by Vats; Nov 30, 2018 @ 1:19pm
M.K. (Banned) Nov 30, 2018 @ 8:06pm 
Originally posted by Vats:
Originally posted by M.K.:
True, but Naked Brutality on an IceSheet start tends to be a very short game.

You can build a hut near a steam geyser on a mountainous map with caves, so that you can leech on that insect Jelly until you are ready to fend for yourself while staying warm with the geyser emissions.

Hunnybun, just WHERE do you locate caves and steam geysers on the abovementioned ICE SHEET?
Astasia Nov 30, 2018 @ 8:16pm 
Originally posted by M.K.:
Originally posted by Vats:

You can build a hut near a steam geyser on a mountainous map with caves, so that you can leech on that insect Jelly until you are ready to fend for yourself while staying warm with the geyser emissions.

Hunnybun, just WHERE do you locate caves and steam geysers on the abovementioned ICE SHEET?

You are thinking of Sea Ice.
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Date Posted: Nov 28, 2018 @ 8:45am
Posts: 18