How do you guys make money in rimworld?

Started by cmitc1, January 31, 2017, 09:01:19 AM

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LordMunchkin

Selling alcohol. Beer in vanilla, rum with mods. I would sell luficerium (I'm using a mod that lets me harvest the raw ingredients for it from mechanoids) but I'm having too much fun turning my less than ideal colonists into living weapons.  :P

ruddthree

Smokeleaf joints. Just restrict every colonist to "No Drugs" and kill and pawns with "Chemical Fascination" and you're making 1000+ silver in no time.

hwfanatic

Excess stuff and stuff made from byproducts - mostly beer, smokeleaf joints, and apparel. Also, useless stuff that drops from space. I tend not to have dedicated moneymaking scheme and not to bother with dead man's clothing.

skullywag

Flake is actually more profitable than yayo btw, It only takes half the psychoid and is worth more than half the value of yayo, 2 flake is 28 value whereas 1 yayo is 23. Yayo also takes 400 ticks to make whereas flake takes 250, flake is superior.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Jake

Sculptures, booze, drugs and clothing, in that approximate order.

cultist

#20
I usually start out by selling smokeleaf joints because they don't require any investment - all you need is soil and a crafting spot. I then advance to clothing and sculptures once I have most of my rooms set up. Furniture is also a good place to start because you can make them from any resource you have in excess.

I find beer is too much work (plant hops, make wort, wait for fermentation and make sure it doesn't spoil) compared to what it sells for. It's fine once you have a large, effective colony but at that point you probably don't need the minor income you can make from beer.

TheMeInTeam

On study, art is pretty good.  More importantly, since you have a high level builder in almost every non-nomad game you do, any time you can grow cloth you can put up some pretty high quality cloth armchairs which have reasonably strong value/material and value/work values.  The major downside is that they are heavy, so unsuited for caravanning to other places by yourself.

Still, you very much need a grower and builder anyway, so this should be seen as a baseline and a great way to chew through extra cloth production if your tailor can't keep up.

Ace_livion

i like making cloth, i ask my colonists to stop using cloth at is close to 50%, that way i can sell all the used cloth and make sure my colonists never get the warn out appeal debuff.

i also make art. but that more of a lesser income.. since it takes a long time and is less useful then getting good skills in tailor and smiting.

drugs are also useful but they tend to make people addicted.
but once the craters start getting 18+ in tailoring those parkas sell for a lot

Stormfox

This game has more of a problem of lack of interesting and useful money sinks, usually.

During the early game, the very 1-2 thousand silver might be a problem if you play on a more difficult scenario, since calling caravans costs 600 each time in addition to whatever you want to buy (usually some kind of medicines and of course components), but after that, your colony should be producing something in excess and have enough excess loot from the raids to make the merchants max money the real bottleneck.

CrazyEyes

Smokeleaf is a great moneymaker as it grows fairly quickly, costs nothing to produce, stacks well, sells for a decent amount per joint and can provide advantages (mood boosts) to a colony with a large stockpile of it.

When the climate permits, I also craft devilstrand clothes for my colonists.  Devilstrand dusters aren't as efficent as parkas for selling, but they make great apparrel in reasonably temperate enviornments and have a good armor rating.  My colonists replace them at 51% durability, and after that I sell the worn-out ones for a fair amount.

Other than that I mostly get by selling raider clothes and weapons.  The problem is that there's nothing to really buy.  Neurotamine is a decent money sink but it's not enough.  With EPOE installed the situation is a bit better since I need a constant influx of steel, plasteel and gold, plus glitterworld medicine for all the surgery.  Besides that I can craft anything I need while I try to figure out where to put my mountain of silver.
Before you talk to me, I should warn you: I am kind of strange.

stu89pid

If in a year round growing biome, selling simple meals to exotic goods traders is incredibly lucrative since A16. I usually get around 19 silver per simple meal (Social skill 12-14 pawn).

Most exotic good traders show up with no more than 3k silver, so you unload around 150 meals (or more if you want any items off the trader, makes buying bionics very cheap) and clean them out, and before you know it, you have 10k silver and no longer need anything.

If you can grow a bunch of corn outside, this is the most efficient way to produce mass simple meals as I described above. I just set my builders to keep making simple meals until I have 900 so I always have enough for eating and selling. You will probably need a larger cooler to store this many meals, but it pays for itself in a single visit from a trader.

It's not the densest way to make money (You can only stack 10 meals, so about 200 silver per stack), but once you have everything set up, it requires no micro at all and is why it's my favorite way to make money. You can even make this work for tundra biomes, but it usually takes a full year to get enough base development to have enough hydroponics going to support this.

RemingtonRyder

Chess tables and armchairs.

Neither of them require a crafter to produce, and they sell for a decent amount.

Euzio

It depends on whether I can get a sizable farm going. In the past, I usually will just sell Beer. Now though, Smokeleaf seems to be a better choice.

If with mods, I used to make Sake since rice was very easy to produce quickly.

Art pieces also go for pretty good prices if you have a very good sculptor. An Excellent quality and above one will yield pretty good profits.

Guilty Omelette

I sell rice grown in hydroponic bays. With sunlamps and good temperature you get a full harvest every 2 days, and they sell to requested bulk goods traders for about 1.3 silver per unit. Rice takes a long time to spoil, and doesn't need any processing. Since my colonies use nutrient dispensers, i sell whatever excess i happen to have stored.

SuperSuit12

I need cloth and medicine.
I grow some cotton and medicine.
I use it for what I need.
I don't think to remove or disable the growing zones, so my colonists keep growing more and more herbal medicine and cotton.
I then sell all my cloth and as much medicine as the traders will buy from me.