Gold Now, Not Later — How to Get Gold in RimWorld (1.6) Fast
Gold Now, Not Later —
Note: This guide covers RimWorld 1.6. Odyssey and Anomaly content is marked as DLC only.
Def-backed quick facts: LRMS uses 700W and has base 4 days mean-time-to-find (guaranteed by 8) — scaled by your researcher’s Research Speed. Gold is 0.008 kg per unit — you can haul a lot without slowing down.
| Method | Speed | Risk | Needs | DLC? |
|---|---|---|---|---|
| LRM scan | Fast | Moderate | Research + small caravan / pods | Core |
| Buy from traders | Fast | Low | Comms + beacon + silver | Core |
| Deep drill setup | Setup | Moderate | Scanner + drills + defense | Core |
| Odyssey asteroid | Fast | Moderate | Shuttle/EVA planning | Odyssey |
| Transmute steel | RNG | Low | Special pawn ability | Anomaly |
| Gold quests | RNG | Varies | Pick low-risk offers | Core |
- Exotic goods (orbital) — commonly stocks gold (e.g.
200–400). - Exotic goods (caravan) — smaller but reliable (e.g.
40–80). - Settlements (standard) — can stock gold (e.g.
100–200).
These ranges are pulled from Core defs trader stock generators. Open “MORE…” for the exact def names.
- Scanner ping confirmed and route plotted
- Team: 2–3 miners, 1 medic, 1 builder
- Gear: meals, medicine, bedrolls, steel for a quick wall-in
- Weapons: midrange + smoke (and EMP if mechs)
- Leave immediately; mine only gold; extract without overfighting
Def-Backed Mini Tools (1.6.4633)
Source paths are from local game defs (examples: /game/Data/Core/Defs/ThingDefs_Items/Items_Resource_Stuff.xml,
/game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Misc.xml, /game/Data/Core/Defs/TraderKindDefs).
Quick yield intuition (Core defs): a MineableGold tile yields 40 gold; an LRMS precious lump is 3500–5000 total market value → roughly 360–520 gold if it’s a gold lump.
| Trader kind (defName) | Typical gold stock | Where |
|---|---|---|
Orbital_Exotic |
200–400 |
Orbital |
Orbital_BulkGoods |
50–200 |
Orbital |
Caravan_Outlander_Exotic |
40–80 |
Caravan |
Base_Outlander_Standard |
100–200 |
Settlement |
| Date | Patch | Why it matters for gold |
|---|---|---|
| 2025-06-11 | Odyssey + 1.6 announced | Introduces the space economy loop conceptually. |
| 2025-07-11 | Odyssey + 1.6 released | Asteroid mining becomes a new late-game gold source (DLC). |
| 2025-07-22 | 1.6.4528 | Early 1.6 fixes; recheck scanner behavior after launch. |
| 2025-07-29 | 1.6.4535 | Stability fixes for expeditions and economy pacing. |
| 2025-08-06 | 1.6.4543 | Scanning-related fixes (useful context for LRMS/GP scanner). |
| 2025-10-31 | 1.6.4630+ | Later stability/perf improvements for long-running colonies. |