Rimworld Trader Types

Fabrics and leather play an important role in RimWorld, because they can be used to make warm clothing for your colonists. This is not only important in the winter when the temperature is below zero, but also in summer.
  1. There are a few groups of traders in RimWorld and they come in large groups. The main difference between these groups is in items they’re carrying. For example, bulk goods trader offers and buys mainly food and other basic items, combat supplier – weapons, armour etc. Bulk goods trader caravan from Herterhelia is ready to trade!
  2. Buying slaves in Rimworld functions the same was as buying any other item in Rimworld. In contrast you can also choose to sell your colonists at any point in time to slavery. This will give every colonists a large mood debuff though. You can purchase new colonists as you would with any other commodity in Rimworld through the trading menu.
  3. Looking for mod that lets traders buy all types of items Help (Mod) Title says it all - I have around 30 wild boar I need to get rid of but no one wants to buy them, so I'd like to mod my game such that traders can then buy all item types.

With Rimworld's reduced number of skills and reduced number of pawns, NOBODY feels useless, and it's easier to get attached to your pawns. As another example, Dwarf Fortress is detailed to the point where there are separate skills for bone doctoring, diagnosing, surgery, suturing, and wound dressing, while Rimworld only has a blanket 'Medical.

Most rims are no nudists. Such colonists receive a debuff for wearing clothes. If you don't have nudists in your colony, everyone will need clothing to avoid the 'naked' debuff.

Rimworld Trader Types Free

Leather from Hunting

You can get twenty different types of leather from the various wild animals. Which wild animals occur in your region depends on the biome.

To hunt, select animals and click on hunt (shortcut 'O'). A hunter will soon walk by and kill the animals. It is crucial for the hunter that he is equipped with a ranged weapon and has a high value for 'shooting'. This way, he can do his job from a safe distance.

The various wild animals have a certain chance to take revenge if they are attacked. In such a case they become manhunters and attack any human being that gets in their way. It becomes particularly dangerous when this animal is in a herd. Then you will be attacked by all the animals in the pack.

If the animal to be hunted has a particularly high chance of taking revenge, it is advisable to send several hunters to one target.

The hunted animals should now be stored in a freezer until they are further processed on the butcher table (alternatively butcher spot). The butchering of animals is carried out by each colonist who is assigned to the task 'cooking'.

Depending on the size of the animal, you will receive a certain amount of meat and leather. This leather can now be used for the production of clothing.

If you have leftovers of different types of leather, you can process them to patchleather at the tailor bench. Patchleather has the lowest sales value and stats of any leather, but if you urgently need clothing, it's better than nothing.

FS19 JOHN DEERE X9 EDITED V1.0. By FS17 mods December 30, 2020. Description: Hey guys, back with another edit today! I bring you an edit of the x9 from Sidd. The X9 1100 can harvest up to 30 acres an hour in wheat. And it can harvest up to 7,200 bushels an hour in high-yielding corn, which is more than enough to fill 7 semi-trailer trucks per hour. That’s Harvesting to the Power of X. More power, without more fuel use. X9 Combines have a new John Deere PowerTech™ 13.6-liter engine, which delivers a 14% increase in power and an 11% increase in torque over the 13.5-liter engine. A high-pressure common rail system more efficiently injects fuel into the engine for additional fuel savings. You need an X9 Combine. These new combines deliver an average of 45% more harvesting capacity across all crops, with no sacrifice in grain quality — all while using 20% less fuel. The X9 1100 can harvest up to 30 acres an hour in wheat. Fs19 x9.

Wool and other Fabrics

In addition to leather, there are also different types of fabrics from which clothing can also be made. To get the wool from e.g. muffalos or alpacas, you need to tame them first. To do this, click on the wild animal and on 'tame' (shortcut: 'N').

For the tamed animal, it makes sense to build an extra room to protect your supplies from your wild roommate. Via Animals > Manage areas > New area you can define an area for the animal in which it should stay.

So that the animal does not starve to death, you now have to build a feeding station, which is also regularly refilled:

With this setup you now have a constant source of muffalo wool. This means that you never have the problem of being completely out of clothes.

Regular cloth can be made by growing the cotton plant in growing zones or in hydroponics.

Devilstrand can be harvested from the devilstrand mushrooms. In order to grow these mushrooms, you must first complete the research for devilstrand. In addition, a colonist must have the 'plants' skill at least on level 10 to grow this plant.

Synthread and hyperweave can only be purchased from traders or obtained via drop pods. Together with devilstrand, they are among the three most expensive fabrics in RimWorld.

Rimworld Trader Types

Making Clothes

For the production of clothing you either need a crafting spot (for stone age colonies) or a tailor bench (unlocked through the research 'Complex clothing'). There are various bills that can be created for colonists with the work 'tailor'.

Bills can be repeated differently. Depending on what you want, it makes sense to adapt it:

  • Do X times
  • Do until you have X
  • Do forever

When it comes to clothing, it makes sense to only make as much as you need for your own use (do until you have X). For this I always equip my colonists with a set of clothes, while another set of clothes is available in the stockpile if the current clothes are tattered.

If you also want to sell the clothes to traders, it makes sense to process all of your fabrics (do forever).

Rimworld Trader Mod

Different Types of Clothing in Comparison

In RimWorld there are different groups of clothing that can't all be combined with one another. Basically, the colonists' bodies are divided into different areas and layers. This explains which items of clothing can be worn together.

Rimworld Imperial Trader

While the cowboy hat protects against heat, the tuque only insulates against the cold. Depending on the season, a different headgear is therefore recommended for your colonists.

ClothingHeat InsulationCold Insulation
Cowboy hat+9°C-1,8°C
Tuque+0°C-9°C

The button-down shirt is a direct upgrade to the t-shirt and should therefore always be preferred. The button-down shirt has better item values at low additional costs.

ClothingHeat InsulationCold InsulationResources
T-Shirt+1,8°C-4°C40
Button-Down Shirt+1,8°C-4,7°C45

The only alternative to pants is tribalwear. While pants only cover the legs, tribalwear also covers the upper body. If you compare tribalwear with pants + button-down shirt, it protects better against heat and cold, but it does not cover the arms (which can be important for protection during combat).

Rimworld More Traders

ClothingHeat InsulationCold InsulationArm Protection
Pants + Button-Down Shirt+3,2°C-8,3°CYes
Tribalwear+10°C-10°CNo

To give your colonists a pullover, you can equip your them with a duster, jacket or parka. While the duster is good for hot biomes, the parka is the counterpart for the cold days. The jacket is the middle ground between heat and cold insulation.

Ship
ClothingHeat InsulationCold Insulation
Duster+15,3°C-10,8°C
Jacket+5,4°C-14,4°C
Parka+0°C-36°C

Rimworld Trader Spot

The insulation values and protection against injuries are also dependent on the material used and the quality of the item.

Common Combinations of Clothes

  • In warm biomes: Cowboy hat, button-down shirt + pants / tribalwear, duster
  • In cold biomes: Tuque, button-down shirt, pants, parka