RimWorldfeatures an array of customdifficultysettings that let players tailor the game to their unique preferences. These settings offer a way to customize various aspects of the gameplay, including the overall challenge, story events, and the behavior of the AI storyteller. Players can adjust the game's pace, the frequency and intensity of threats, and choose between a relaxed experience or a grueling survival test. The custom difficulty options provide a deep level of control, ensuring that players of all skill levels can shape RimWorld to match their desired style of play.
How to Access RimWorld Custom Difficulty Settings
1.LaunchRimworld.
2.SelectNew colony.
3.Picka scenario and clickNext.
4.ChooseCustom.
Threats
Setting
Description
Value
Threat Scale
Controls the size and difficulty of threats, including raids and infestations.
0% - 500%
Major Threats
Option to include significant challenges such as large-scale raids, infestations, and mechanoid encounters.
Toggle
Quest Threats
Determines whether quests involve violent encounters or remain peaceful.
Toggle
Intro Threats
Activates fixed introductory threats for an early game challenge.
Toggle
Predators Hunt Humans
Wild predators actively seek out and attack colonists.
Toggle
Extreme Weather
Includes severe weather events that can impact the colony.
Toggle
Wastepack cocoon infestation
(Biotech DLC) Adjust the chance of insect cocoons arriving when a wastepack is dissolved.
0% - 500%
Economy
Setting
Description
Value
Harvest Yield
Controls the quantity of materials obtained from harvesting plants and crops.
0% - 500%
Mining Yield
Adjusts the amount of materials extracted from mining.
0% - 500%
Butchering Yield
Sets the yield of resources obtained from butchering meat, leather, and mechanoids.
0% - 500%
Research Speed
Influences the rate of research progress.
0% - 500%
Quest Rewards
Adjusts the value of rewards obtained from quests. Quest rewards also increase with higher threat levels.
0% - 500%
Raid Loot
Controls the value of loot carried by raiders. Scaled based on threat level.
0% - 500%
Trade Price Disadvantage
Impacts trading prices, increasing purchase costs and reducing sale profits.
0% - 50%
Turret Rearm Cost
Adjusts the cost of refilling turrets.
1% - 100%
Scaria Rot Chance
Likelihood of a corpse immediately rotting due to Scaria infection.
0% - 100%
Enemy Death on Downed
Increased chance for enemies to perish instantly when incapacitated, affecting prisoner availability.
0% - 100%
General
Setting
Description
Value
Colonist Mood
A permanent mood adjustment for colonists and prisoners. Their base mood is 50%.
-20 - +20
Food Poison Chance
Adjusts the likelihood of getting food poisoning from meals.
0% - 500%
Animal Revenge Chance
Increases the chance of a wild animal attacking when injured.
0% - 500%
Infection Chance
Controls the likelihood of wounds becoming infected.
0% - 500%
Disease Frequency
Influences the frequency of random disease events.
0% - 500%
Insect Spawning Rate
Adjusts the rate at which insect hives produce new insects. Lower values increase time between spawns.
0% - 500%
Deep Drilling Infestations
Modifies the chance of triggering an infestation while deep drilling.
0% - 500%
Friendly Fire
Adjusts the likelihood of friendly fire incidents. This setting affects direct shots that would hit their target. It doesn't prevent damage from explosions or missed shots.
0% - 100%
Colonist Instant Kills
Reduces the chance of colonists dying instantly from attacks. Damage is adjusted to down them instead.
0% - 100%
Map Generation Ancient Threats
Ancient structures may contain dangerous threats like mechanoids and insectoids.
Toggle
Map Generation Natural Hives
Dormant insect hives may spawn in natural caves during map generation.
Toggle
Add Unwavering Prisoners
(Ideology DLC) Add unwaveringly loyal prisoners who cannot be recruited and do not have reduced resistance. They function like regular prisoners and can be enslaved.
Toggle
Player Tools
Setting
Description
Value
Player Can Build Spike Traps
Allows the player to build traps like spike traps and IED traps.
Toggle
Player Can Build Turrets
Enables the player to build static turrets. Captured turrets can still be used if disabled.
Toggle
Player Can Build Mortars
Allows the player to build mortars. Captured mortars can still be used if disabled.
Toggle
Classic Mortars
Mortars do not require reinforced barrels and are balanced for ease of use. Classic Mortars brings back the pre 1.3 mortars: no barrel swaps needed after 20 shots, a wider forced miss radius (13 instead of 9), and a higher steel cost for shells by 10. The Mortar Miss Radius Multiplier still applies.
Toggle
Adaptation
Adaptation controls the rate at which the game's difficulty increases when the player performs well. It is represented by an "adaptation score" that gradually increases over time, indicating that the game will become more challenging. However, when the player takes damage, this adaptation score is reduced, signaling that the game should ease up on the difficulty.
Setting
Description
Value
Adaptation Growth Rate
This setting adjusts how fast the adaptation score grows over time. Lower is easier.
0% - 100%
Adaptation Impact
This setting adjusts how much the adaptation score affects the difficulty. Lower is harder.
0% - 100%
Wealth-independent Progress Mode
By default, the game adjusts the challenges based on the colony's wealth and other factors. In this mode, the game removes wealth as a factor and instead uses a fixed timeline for increasing difficulty. The challenge will increase as time passes, regardless of the colony's progress. This mode offers a unique skill-based challenge but can be unforgiving if things go wrong, and it may also become too easy if the player gets ahead of the curve.
Toggle
Years until Maximum Threat
In wealth-independent mode, this setting determines how many years it will take for the game to reach its maximum difficulty level. Even with this setting, the game will still consider other factors, such as the number of colonists the player has.
1 - 20
Ideology
Setting
Description
Value
Low Pop Conversion Boost
Boosts the chances of converting a single colonist to the player's starting ideology. The selected value multiplies the conversion chance and reduces the impact of opposing conversion attempts. The effect is strongest with one colonist, halved with two, and nonexistent with three or more.
0% - 100%
Anomaly
Setting
Description
Standard with Monolith
The default Anomaly experience. Anomaly threats are connected to the activation of the void monolith.
Ambient Horror
The monolith remains absent, and Anomaly threats are uncommon but can still arise unexpectedly. This setting is ideal for players who want to engage with Anomaly content without it dominating their gameplay. The monolith endgame is unavailable in this mode.
Anomaly Incidents Disabled
Anomaly threats are completely disabled. Players who prefer to avoid Anomaly content altogether can choose this option.
Standard with Monolith
Setting
Description
Value
Anomaly Threats Inactive
Controls the likelihood of Anomaly-related major threats when the monolith is inactive. Only certain minor Anomaly incidents can occur when the monolith is inactive.
0% - 100%
Anomaly Threats Active
Adjusts the percentage of Anomaly-related major threats when the monolith is active. The percentage increases by 1.5x at monolith levels 2, 3, and 4.
0% - 100%
Study Efficiency
Boosts research gained from studying unnatural entities.
0% - 500%
Ambient Horror
Setting
Description
Value
Anomaly Threats
Adjust the percentage of Anomaly-related major threats
0% - 100%
Study Efficiency
Boosts research gained from studying unnatural entities.
0% - 500%
Children
Setting
Description
Value
Disable Children
Prevents pregnancy and the appearance of human babies/children unless chosen as starting colonists.
Toggle
Babies Always Healthy
Ensures human babies are born healthy and removes the risk of miscarriage or childbirth death.