Check the growing conditions before planting
Choose a crop in the growing zone’s inspect pane, then check terrain, growing period, temperature, light, and the grower’s skill before sowing.
RimWorld farming depends on growing zones, temperature, soil and colonist work priorities. Crops supply meals, textiles, medicine and animal feed, while hunting and ranching add meat and trade goods. Cold snaps, blight and raids can disrupt production, so preserve food and keep backup sources.
17 farming guides · PC / Global, current base game; DLC optional

Unlock requirements, costs and tips to help you get started.
Choose a crop in the growing zone’s inspect pane, then check terrain, growing period, temperature, light, and the grower’s skill before sowing.
A growing zone over wild plants can be set not to sow while leaving harvesting enabled, letting a grower collect them without turning the patch into a crop field.
Before using the Tame order, check that a qualified handler and food suitable for the animal are available. A failed attempt can provoke the animal.
Prioritize food and medicine, then animal feed and recurring livestock supplies, followed by setup and protection methods that help colonies handle growing-season limits and field disruptions.
A quick-turnover staple for establishing food reserves when the colony needs a harvest sooner than slower crops can provide.
A bulk food crop that can also provide trade surplus when the colony has time to wait for a longer growing cycle.
A food crop to consider for less fertile plots, with growth speed still governed by local conditions.
A renewable route to herbal medicine that supports medical care when wild patches or a suitable growing area are available.
Hunting converts local wildlife into meat and other usable carcass materials, with risk determined by the animal and colony’s…
A renewable feed crop that can reduce reliance on grazing when livestock need stored food.
Browse more guides in this category.
A quick-turnover staple for establishing food reserves when the colony needs a harvest sooner than slower crops can provide.
A bulk food crop that can also provide trade surplus when the colony has time to wait for a longer growing cycle.
A food crop to consider for less fertile plots, with growth speed still governed by local conditions.
Hydroponics supports indoor crop production, but a power or lighting interruption can threaten plants and calls for a backup…
Matching crop plans to soil fertility helps manage time to harvest without mistaking faster growth for greater per-plant yield.
Browse more guides in this category.
Hunting converts local wildlife into meat and other usable carcass materials, with risk determined by the animal and colony’s…
A managed herd can provide recurring materials such as milk, wool, or eggs, depending on the species kept.
Taming can establish livestock or other useful animals, but consumes handler time and carries a failure risk.
Browse more guides in this category.
A renewable route to herbal medicine that supports medical care when wild patches or a suitable growing area are available.
A renewable feed crop that can reduce reliance on grazing when livestock need stored food.
A correctly lit and temperature-managed indoor room enables crop production outside an ordinary outdoor growing zone’s conditions.
Two distinct textile crops: cotton for a more regular material supply and Devilstrand where the season can support a long crop…
Harvest assignment can improve the return from mature crops because Plants skill affects crop yield.
Browse more guides in this category.
Field layout and colony zoning help preserve food and material crops against grazing, fire, blight, and unsuitable growing…
Prompt cutting and separated crop fields can reduce how much of a harvest a blight outbreak reaches.
Psychoid and Smokeleaf can become trade goods through crop harvest and, when unlocked, additional processing.
Selling surplus crops can turn excess harvest into useful trade value when the colony has secured its food and feed needs.
Recommended farming guides. Search by item, goal or location.
A quick-turnover staple for establishing food reserves when the colony needs a harvest sooner than slower crops can provide.
A bulk food crop that can also provide trade surplus when the colony has time to wait for a longer growing cycle.
A food crop to consider for less fertile plots, with growth speed still governed by local conditions.
A renewable route to herbal medicine that supports medical care when wild patches or a suitable growing area are available.
Hunting converts local wildlife into meat and other usable carcass materials, with risk determined by the animal and colony’s…
A renewable feed crop that can reduce reliance on grazing when livestock need stored food.
A managed herd can provide recurring materials such as milk, wool, or eggs, depending on the species kept.
Taming can establish livestock or other useful animals, but consumes handler time and carries a failure risk.
Hydroponics supports indoor crop production, but a power or lighting interruption can threaten plants and calls for a backup…
A correctly lit and temperature-managed indoor room enables crop production outside an ordinary outdoor growing zone’s conditions.
Field layout and colony zoning help preserve food and material crops against grazing, fire, blight, and unsuitable growing…
Prompt cutting and separated crop fields can reduce how much of a harvest a blight outbreak reaches.
Two distinct textile crops: cotton for a more regular material supply and Devilstrand where the season can support a long crop…
Psychoid and Smokeleaf can become trade goods through crop harvest and, when unlocked, additional processing.
Selling surplus crops can turn excess harvest into useful trade value when the colony has secured its food and feed needs.
Harvest assignment can improve the return from mature crops because Plants skill affects crop yield.
Matching crop plans to soil fertility helps manage time to harvest without mistaking faster growth for greater per-plant yield.