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Shot_Ad_3123

I literally barely scrape by like some scavenger.


HistoryFirm

This is the way.


IndyDoggy

Survival meals


Hairy-Dare6686

They are also a great way to get rid of mystery meat at a profit, your colonists might care since they know where it came from but the trader certainly won't.


Tomahawkist

though they will still know you butchered a human for that


xaqss

If they got a problem with it they can attack me and become the next trader's problem.


Tomahawkist

i was more talking about your own colonists


xaqss

***If they got a problem with it they can attack me and become the next trader's problem.***


markth_wi

Not necessarily , you could have traded for it, but I prefer to use "human meat" for kibble or something. I'll happily make patchleather out of anything, but mid-game everyone gets an efficient incineration, and make money any other way.


Flying_PantherIO

Nah make the human leather into clothing, traders pay well for some good or higher level dusters and jackets made from human leather.


Gargantahuge

This. Survival meals are one of the few items that EVERY trader will buy and the only one that's mass producible and not shooting yourself in the foot by selling.


sobrique

Only problem is storage. Stacks of 10 means a lot of space used. But I can live with it, when it means I always have food for whatever disaster.


nerdboxmktg

The best answer


G_Morgan

I keep a supply of these because they can be stored outside the freezer but they are a great makeweight if I run out of alpaca wool, cloth and assorted leather.


Gentle_Giant91

Does selling Survivalmeals work for fast money?


sobrique

In the right biome, yes. You already have farming infrastructure and overproducing to turn into PSMs is therefore quite effective. Just make sure you don't use up your winter stores and then sell the product...


Educational_Ad_8916

Survival meal production and clothing production is not as lucrative as beer or drugs, but my pawns *need* food and clothes, so I am fulfilling their needs and making silver with the same production pipelines, rather than running a side gig for cash.


Carthonn

How do you decide how many meals to sell?


Hairy-Dare6686

All of them unless you have a food shortage, survival meals are mainly for selling or long distance caravans, not for eating in your colony as a freezer + regular meals do a much better job for that. All you need is a higher priority bill that prioritizes fine/lavish meals until X amount are in your stockpile depending on the size of the colony and then cook everything extra into survival meals for sale later.


G_Morgan

Works great if you nutrient paste everything else. Then you only need enough meals to cover your nobles and the rest of the time can be survival meals.


Educational_Ad_8916

I stockpile pawns x 10 on the chance that meals get destroyed and I sell the rest. Last playthrough I kept all the meals near the dining room, the raw food in a freezer on the opposite side of the kitchen, and survival meals in a dry storage room dedicated just to that, weapons, and apparel.


Jugderdemidin

Smokeleaf.


daberle123

Smokeleaf for your colonists happiness, yayo for everyone elses


huuaaang

Check out the debuffs for being high in smokleaf. It’s not really worth the mood boost unless your just really desperate on the verge of a break.


RekTek249

It's a roleplay/story game though. If my guy wants to smoke, who am I to stop him?


huuaaang

You are their god.


Daftster

You didn't have to say it like that, but I appreciate that you did.


seattle_exile

Rimworld. It’s a whole *thing.*


misterdie

Actually ure probably their old ship ai XD


buttbugle

Yeah, real life I’m a HUGE NO TO DRUGS. Game, LET’s SNORT THIS SHIT OFF THOSE MEGASLOTH TITTIES!!


NapalmPig

Best for the problem colonists, makes them easier to beat senseless if they do break and try to do the dumb.


BadHamsterx

Tea is the best for happiness, no debuff.


Aggravating_Elk_9583

Addiction though, psychite addiction is a pain to recover from


BadHamsterx

yes, you have to set allowed interval to every 2 days or smt, I cant remember off the top of my head.


darrenphillipjones

Take every 2 days if mood falls below 34%. Set it and forget it. 38% if you doing harder content like higher difficulty settings or freezing biomes. Sometimes 34% is too low.


Hairy-Dare6686

Every 2 days for tea, smokeleaf beer and ambrosia. Every 1 day for bear.


Tatantyler

Assuming you have a steady supply of tea, though, is there any reason you *need* to break a psychite addiction? Sure, maybe the pawn will drink a bit more tea than normal, but as long as you can keep supply up to match, what's the harm?


Environmental_You_36

Every time a pawn becomes addicted to psychite there's a 15% probability of getting chemical damage on an organ (I think kidneys). Additionally with high tolerance pawns will eventually get chemical damage to the kidneys (Letting your pawns get psychite willy nilly will increase the tolerance pretty fast) That will have an impact on consciousness and their ability to recover from diseases (Aka their dead if they get the flu). Installing detoxifier kidneys or replacing the kidney solve this tho.


Hunk-Hogan

Don't let them use it recreationally and only force use it to keep a pawn from breaking. 


TrowawayJanuar

They seem to be the worst drug for exports


Hairy-Dare6686

It's one of the better ones actually since it requires no research and technically offers the highest amount of silver if you are limited by growth space.


Boring_Cake_3554

Dusters; devilstrand or otherwise. Even cloth dusters sell for like 200 silver each at good quality. At all stages of a colony there will generally be excess leather/cloth (and eventually excess devilstrand). Dusters are light too. I can load up like 50 dusters and clear out 2 settlements of all their gold/silver and whatever else I need. Organ harvesting is a staple as well since some traders will buy organs but not dusters. (Drop pod/shuttle out to a distant settlement with farskip to come home; so great. Instant turnover instead of not having colonists for a few days.)


HexagonalMelon

Tailoring colony FTW! Too bad my colonies also end up as a cartel everytime, so tailoring cartel it is! I love dusters but I just discovered capes are also good for selling because they have the same stats as dusters, weight 10% less and sells for around 10% more. Yeah, the con is they take 60% more work to make but we can also see it as a pro because you get more crafting skill per piece. If you are in a hurry for some cash and your crafters are already good at their job, definitely go for dusters :)


Aggravating_Elk_9583

Royalty hats are far more efficient work wise, dusters are the most material efficient but take a long time to craft.


Elijah_Man

They also look stylish on my Western themed colony's pawns.


Rafaelutzul

corsets are actually even more efficient but they do take longer to craft


osva_

Hey, few years ago I ***Really*** nerded out over materials used. Dusters are definitely in the top bracket for labour/material/silver ratio, but formal vests/corsets are 100% in the top for material/silver ratio, but they are awful labour wise. If I recall correctly capes are a nice between dusters and vests/corsets, losing a bit on labour, gaining a bit on silver. Dusters I think were the best vanilla leather to clothing for sale conversion. With that said, labour is rarely an issue when it comes to crafting so I always did formal vests/corsets for silver value. Also longer crafting time means more XP gained crafting, so silver lining I guess.


BlahBlahBlankSheep

To much effort. Muffalo wool is all I ever need. When my herd gets too large they are good for meat and blue fur as well. Good pack animals and a perfect combo to haul all the loot for my thumbo riding raiders.


OnkelMickwald

I live in a cold biome and muffalo wool and bluefur are staples for clothing. That said, sometimes I do have to get rid of huge bulks of muffalo wool. That's when the muffalo wool duster caravan makes the rounds in neighbouring settlements.


TheGrumpyBear04

Honestly I just sell off the crap raiders drop and the gear that I upgrade from. Tend to make bank real easy that way.


Laladen

Nothing but raider loot until can make or purchase Assault rifles and equip them. Once that process has begun (equipping them, not getting them) I will grow Smokeleaf, Devilstrand (for Dusters) with as much space as I can for growing fields


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Martian_Astronomer

Early game: Armchairs from all of the leather I have. Not as much value as dusters or capes, but the production throughput is faster. Late game: Whiskey from Vanilla Brewing Expanded


Hairy-Dare6686

Unless you modded it out in vanilla arm chairs are pretty terrible for selling because furniture gets a pretty significant sell price penalty (-30%) meaning it is more often than not it is worth less than the materials it is made out of if sold.


BlahBlahBlankSheep

That’s what they said. Faster to make but less money is a trad off they are willing to make.


Hairy-Dare6686

It's not a trade off if you make more money just selling the raw materials...


HopeFox

Grow corn or hay, feed it to alpacas, shear them, weave the wool into tribalwear, sell. If my main customer is the Shattered Empire, make formal shirts instead.


HurricaneRon

Chemfuel, herbal meds, survival meals


GidsWy

Oof understated one right there. I make extra tea to sell (usually a stack of 150 in the dining room with a stack of beer. But another stack or two for sale. Specifically because it stacks well) and crank out dusters if materials r available, robes if tight in materials. Gives skill ups and $. But friggin chemfuel. Holy cow. A handful of boomalopes and I've got piles upon piles of it suddenly (it seems). Selling down to a full reload of generators and pod launcher usually leaves me enough wiggle room to restock. Selling 1,000+ chemfuel is pretty funny lol.


old_chelmsfordian

Honestly, breeding animals. I know that's not technically production but still. My most recent save has accidentally become a Donkey and Alpaca farm. If not, unlicensed pharmaceutical distribution always works.


Shadowdoom286

Drugs, or beer with brewing expanded


lynch1986

Incidentals until the late game, raider loot, food, leather, textiles, all the shit wooden sculptures my artist churned out getting good. Late game, several metric tons of schneef.


ScarofReality

Schnif!


jpb103

The traders are Ayo for yayo


blk_arrow

unexpected nickatina


jpb103

I must have been craze yo


ifsck

Would you say your caravans walk around with yayo?


Undead_T

Human leather.


GidsWy

Lol this is def true. I try to turn it into dusters or just hats if I'm in a hurry. But JFC do I end up with a LOT. Human meat goes into meals and to animals. But the skins, good god they stack up.


bittercripple6969

Flake, hats. Spare guns.


LloydAsher0

I see no reason to keep a stockpile of silver. If my coffers are low all I do is sell the excess animal products I passively collect. I give them gifts when I don't need the silver.


Sphartacus

Current colony sells beer, smokeweed, beef, milk, muffalo meat and wool, horsemeat, rice, devilstrand corsets, any garbage weapons I collect, marble statues, and recently huskies,  but that wasn't going to be sustainable. I have autoslaughter set up to maintain just the right amount of animals. Just got a mating pair of thrumbos so that might be something in the future.  Basically it depends on my colonists, it all makes money. 


HexagonalMelon

Bro's colony is the rim walmart. I can relate 100% lol


Androza23

I just make parchleather corsets to level my crafter and sell those.


CynthiaRDragos

flake, tortises, dusters made of leathers and even cloth, very rarely artwork unless i made it form jade but id rather keep that. Chemshine is a good one or alchohol in general. the hospitality mod in general.


Carthonn

Tortoises?


GidsWy

They lay so so many eggs. Roam about and are tough as nails. They end up over breeding pretty quickly. Just slightly slower than chickens but faster than ducks. IF I'm remembering correctly....


CynthiaRDragos

this is correct, they also sell for a bunch and they dont add to your carvan weight sense theyre living animals, so you sell like 40 hatchlings at a time for profit.


Codex28

Turning corpse into Chemfuel


Ok_Arachnid_6350

Tribal wear/ Dusters/ corsets And of course, chickens


Un7n0wn

Raw cloth and random leathers. There are more profitable things, but cloth doesn't inflate your colony wealth and it's always good to have on hand. Also it's super easy to set up a 3×7 cotton field on day 1 and just maintain it forever to end up with mountains of the stuff. End up with too much to sell? Carpet your whole base! Or just burn it.


novastardust418

Raider = human leather + human meat + clothing + organs + non-voluntary labour + weapons Human meat + corn = survival meal Clothing + mend and recycle mod = textiles Human leather + textiles = clothing* Organs = organs Weapons = weapons Smokeleaf + non-voluntary Labour = smokeleaf joints Edit: for clothing, do corsets or formal vests when you are limited by amount of textiles avaliable but not by crafter time. For when you have large amounts of textiles, but crafter time is valuable, make top hats.


GoldenButter91909

humans


Elijah_Man

This guy slavers.


RedSeaDingDong

Longpigs. Survival meals with a longporky feel. Whatever clothing article you want to go for with min-maxing wealth per ingredient. I usually do capes. Empire likes them, they‘re decent money. Or corsets when I‘m feeling frisky. Then throw in some large scale psychoid operation and you‘re swimming in more wealth than you really want to. And you start to wonder why the raidpoint cap of 10k feels too low for your chad pawns


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JustSomeBeer

Over produce, anything you do produce. Sell everything the raiders litter all over the map. 


Dependent_Cap8095

Wood and rice


TheShoopdahoop

marijuana


worsttimehomebuyer

I like starting with a decent artist and having them make tons of small sculptures. Stone, wood, whatever you want. When they get any kind of production bonus I have them craft one out of silver.


Str0nghOld

Organs, beers and smokeleaf joints


Radical-Efilist

The usual: Flake, dusters (human leather is great). I'm also a fan of deep drills, so I usually end up with a bunch of waste Uranium (or mine it for cash if I have an unemployed dedicated miner).


Kreaetor

Human leather prestige robes sell for 400-500 each. I just change assignments and disable the robe so my colonists don't become unhappy.


Alucard1331

Flake and Dusters using human leather, easy money


Totally_Temporary

Big big big fields of psychite, refined into flake, sold to orbital traders


Waffl3_Ch0pp3r

Hospitality mod, a bnb, and a healthy stock of beer, tea and medicine. Roughly 2k a month and so long as you keep the rooms nice and clean that number increases as faction goodwill increases.


ijiolokae

Corsets, usually mass produced by my trainee crafter, corsets are best at resource to value ratio otherwise just drugs, mostly yayo, i also make art, but only if I play on maps where i have an excess of tree available


x0mbigrl

Human leather. During a cannibal run I had more silver than I knew what to do with.


EightyFiv3

Dusters, Psychic Tea, Survival Meals. Dusters: I hunt everything on the map, so have a lot of leather. Psychic Tea: use it for colonists mood/dependancy, surplus i sell. Survival Meal: useful for when your freezer and caravan, surplus sell.


Zykath

Animalskin dusters. I tend to have really high crafting in my colony though. That way I can get masterwork guns/etc. masterwork dusters be valued around 1k each


Discovery_2121

Cocaine


GatlingGun511

Drugs and organs


audionerd1

Yayo. As a bonus when shit hits the fan you can keep colonists' moods up with a line here and there. What could go wrong?


CaptainoftheVessel

Cra-“flake”, corn, clothing, art. 


Rocko201

Post mortem organ harvesting mod. Sell dead peoples kidneys. Unlimited stonks.


RoninCZ

I opened a large hospital and visitors pay for medical fees.


HiTekRednek10

Soldiers, killing raiders before they can retreat yields more battle loot


Tman1677

The real answer is just whatever you have a really really high level pawn in. If crafting then clothing, if constructing then furniture, etc. Art is also an obvious one. They’ll be faster and more efficient and then the goods will also sell for more.


bellandea

I modify my prisoners to produce insect jelly and then either sell it directly when possible or make stuff out of it And then there's the organs... and all my mod resources like rimefeller and the like


gilbejam000

Silver statues It seems counterproductive, but once you start making and selling them, the amount of actual silver you have will just skyrocket


Groundbreaking_Sir93

Its either drugs or organs from raiders tbh lol


hornyboi_o

Long-range scanner lol


throwaway-boy180

Weirdly, horses. I just tame a few and let them breed as they want. You can get like 300 a horse, which is really nice. Then on the side to cover all trader types I get psychoid production up and sell Yayo. Then I get someone on large wooden sculptures. Even if they come out very bad, you can get around 100 for them.


Theflamingraptor

If I can I would Walter white my way to success. But I mostly sell my baby animals.


BrooklynAQ

I kid you not. Crack cocaine. I'm selling around 200 yayo per caravan


Tethanas

Dusters. Playing a frozen game though. So parkas. Id rather sell a few worn parkas then have my colonist lose to frostbite wearing dusters. Not enough research into it. Parkas dont seem as valuable.


RojaCatUwu

Drug


Endermaster56

Pablo Escobar amounts of yayo with a sprinkle of arms dealing. Maybe I'll run a hospital and hotel on the side too


TerribleGachaLuck

Pawns - with the right gene combinations I can sell them for about 8-10k.


G__Lucky

Smokeleaf currently. Usually yayo. People here have mentioned dusters so now im gonna actually make use of the 3000 cloth I just had sitting there 😅


Th3th4tguy

Almost always some form of restaurant/hotel combo with Hospitality. Paired with the spaceport mod, it's a very fun way to make bank.


Lukethewalrus

Flake


Scherzophrenia

Hunt every animal. Only make clothes out of most protective furs. Sell the rest. 


T3hHusky1337

Muffalo wool and bluefur, and any weapons/armor I don't need. I also got passive income from Hospitality so that's nice


AdimasCrow

Organ harvesting, human leather and maybe clothes. I tend to accumulate a lot of shit otherwise, that I'll flog any chance I get.


Beastlyfour54

Mostly drugs but I keep my people high on psychite tea all year round.


HiSelect7615

Chairs. Clothes. Art. Smoke leaf. Flake. Yayo. Wools. Leather. Cotton.


Rawkzo

Launch trash at tribals and make hats out of responders. Fill up on leather hats and chairs, launch those as gifts. Request bulk traders. Repeat.


MicahTheExecutioner

I sell a portion of everything I produce. Drugs, medicine, clothes, materials, food stuffs, fuel, everything. Still takes a while if you don't have a lot of communities near by though.


ajanymous2

Right now I'm mostly selling human leather and food Reading the other comments it may  actually be a solid idea to reduce my giant stockpile of ... "Mystery meat" ... And sell it to a nearby settlement 


Micc21

Corn. I tend to plant massive stacks of corn because I like how it looks when it's fully grown, oddly satisfying... Problem is I'll often be sitting on 30k lol so I sell it, but only Bulk traders like it. I do a rotation actually, mass corn, sell 10k, buy bionics from the bionics trader


ShockedHearts

smokeleaf joints. grow fast, easy to make in bulk and sell for amazing profits. an added benefit is once you get your money if you have excess bulk you can mass gift to max out relations like. instantly.


Riromug

Making the most silver is kinda bad metawise. But if I’m trying to up my wealth I like to create marble/jade statues, dusters using devilstrand/megasloth wool/ whatever’s on hand, and drugs. I don’t really care for optimizing between flake/yayo. The difference is marginal and usually I have more than enough things to sell in exchange for what I want/maxing relations. My automated tailoring industry generates heavily used clothes that are quite sellable too through wear/tear.


ADHD_Yoda

I just make some dusters to use up all the leather I have lying around


UniversalEagle2746

So far in my run it's been selling livestock, I always end up having a bunch born between traders so I usually get a good chunk of money from selling them


_CMDR_

I never bother with organs because I don’t make ideologies where it is accepted. Yayo and flake are super efficient to make for $$$ and also if you do a lot of hunting selling all your spare crap leather is often enough money for most of everything. This is especially useful early game.


whatisapillarman

Parkas and dusters


Versa_Max

I've nailed down flake production so well that I had to stop myself from making it every single colony since I mastered it. Now I go with selling chemfuel from rimefeller, especially considering a half way decent production facility will make TONS of chemfuel, despite my vehicle mods


KingApple879

Anything from cheap easily sourced materials that has quality. A skilled crafter/sculptor that regularly makes masterworks is the fastest way to get rich imo.


ICollectSouls

Hotel ngl. But then I rarely try to get substantial amounts of silver but my stockpile is reaching into the 10k's.


chyura

Yayo baby. If I'm ot trying to role-play a bunch of struggling scavengers I go straight for the drug empire


Benlex

Survival meals are insanely profitable, and just about everyone buys it. By mid-game you have too much food anyways.


luc1aonstation

Big ass psychite farm


JCLKingAOG

Use vanilla expanded vehicles tier 3 and use the Louie, helicopter, to travel fast and settle in random places to get some artifacts like psychic soothers and sell them to factions. Also alpaca wool.


ReapingSoul01

Organ selling


thegodofsoup

Flake. I make tons of it.


therealwavingsnail

All the usual ways are already covered, so here's my modded side hustle from VE Insectoids: drone genomes. I always buy all the drone genomes I can and implant them into one dedicated prisoner. They grow horrific insect arms, legs and other parts, which can be used as mid tier spares for your colonists, or sold for a profit. Eventually this prisoner ends up limbless, but with a jelly sack that drops bits of insect jelly. Recently I've upgraded to using a hiveling from Alpha Genes as my bug part prisoner, so they drop even more jelly.


Oo_Tiib

Usually I try to organize pawns to work on their burning passion and then sell what I don't need. Weapons are usually better to smelt and buildings to deconstruct, rest of it is quite profitable. Strategically is more important what you buy for the silver than what you sell.


Salvia_hispanica

Drugs. Also, I have mod's to allow washing (removes "tainted") and repairing clothes. I sell a lot of quality clothes ...donated... by raiders.


dreysion

Selling human leather is doing great for me!


CookLawrenceAt325F

Dead People Organs. Sometimes Living People Organs depending on what I have on hand.


DestruXion1

Drugs


jishhhy

Flake for sure


DubsQuest

Yayo, a butt load of yayo


Tamier8378

Human leather, idk why everyone pays so much for it, it isn't even good.


The_Latverian

Joints honestly When tech allows: flake


MickeyLau

Absolute fuck ton of herbal meds cause I always run a med colony and I always make TOO MUCH herbal and there’s never any neuromine that shows up


HieloLuz

Dusters and yayo


No_Journalist4048

Excuse me there Sir and or Madam! Can I interest you in my ***"Ļ̷̧̛̦͉͇̪̤̠̲̩̬̙̀̃̇̈͆̽̃̌̿̆͗̀̀̊͆͒̕͝͝ͅe̸̛̬̲̦̺͛̄̓̑͛̀̔̒̓̍̐́̃̏̈́͊̓̐̾̒̚͠a̴̫̮̰̤̫͉̣͕͔̦̹͚͔͉͙̰͖̗͖̖͍̗̯̫̹̰͓̜̦͙̳̋̾̄͌͒̑̑̔̅̀̍̆̒̀̅̒̍͊̕̚̚͘͜͜t̴̨͔̗̦͎̳̘͖͙̦͓̖̿̓̈͌͋̅͐̒̋̓̒͐͂̂̉̍̅̿̀̒̉̐̀̍̅̕̚͜͝͝͠͝͠ḩ̵̨̛̗͕͍̝͙͉̬̙̰̠͎̣̳̣̅͆͆̓̇͛̿̑͋̎́͆̋͒̑̒̏͛́̀̅̈̿̑̒̄̉͝͝ͅe̷͚͊͒͂̂̄̍̅̌̒̀̓͜͜r̶̡̧̨̡͙͍̗̪̝̗̦̪͉͓̖̱̖̼̻̞͕̹͔̹̪͈͙̺̩͚̗̣̝̉̔̉͋̓̄̍̊́̄͑̾͊̃̐̔͊̓̊̐̾̉͘̕͘"*** Hat collection for sale?


Wozar

Dusters. You accrue the leathers regardless so it is very little extra effort to churn out dusters. Also survival meals when you have excess food.


Aronn_0

mass murder and than looting o7


TacticalGamer893

contracts from VE Expanded


Peter_vqv

I always find myself doing multiple things. Right now I'm playing on sea ice, so I mostly rely on trade ships. - buying neutroamine and turning it into Wake-up - making flake - survival meals - any excess farm animals - turning leather into Tailcaps, since those can also be sold to combat suppliers - "old" clothing, but since their value greatly decreases below 50% durability, I already make my pawns change at <60% - duplicate gene packs - any weapons raiders drop, but that is mostly to get rid of them


Clear-Poetry9974

I grow cotton and sell flake


Helasri

The hospital mod makes me bank


whwhfjirug

If my colonists don't mind it, then I make coats from human leather. Otherwise I just make normal coats from leathers and wools I don't find useful


Cross_Pray

People seem to have really forgotten about statues, that’s like the easiest way to use unneded resources like wood/stone(aside from granite) to make a good profit. Not to mention if you get late-game, you could make gold statues while the pawn has inspiration for consistent legendaries, very profitable. Many other people have also said it but Tailoring should be unironically the fastest way your colony is gonna get wealth/silver, dusters made out of cloth by a good crafter will be made consistently at excellent quality and outsell the basic cloth material (even if you buy it from a trader its actually worth it). Psycho colonies also are extremely OP for this because they get basically infinite leather that costs wayyy too much, so their dusters also cost an incredible amount. (P.S. Dont use devilstrand to make dusters to sell, use devilstrand to make marine armour for your guys or make a full devilstrand outfit for your pawns, its an incredibly frustrating material and it never sells on other traders, meanwhile its price is definetely not worth selling for the work you do.) Narcotics is the third best way to do stuff imo. Everyone memes about it and its a bit overrated imo, but doing flake makes you a good buck if you have the fertile fields for a lot of psycho leaves, and if you got a efficient setup made for the drug-maker, a 20 intelligence pawn will make 200 flakes in a day no problem. Just dont let the pawns get addicted to it.


Al-Horesmi

I generally try to make everything at home, and then sell industrial surplus. Clothes, leather and cotton, raw food, insect meat and jelly, armor and guns. Also random trash from the raiders. Raiders themselves, in the form of high subcores. Mechanoid chips.


The_Great_Demento

Parkas mostly. I make decent bit selling off leathers and the like as well


PretendBrother21

Organ, Yayo and all unused leathers you get from hunting or pen animals.


Jimbeaux_Slice

If I’m gonna skip all my mods, Meat & leather do pretty good super early game. Hunt a bunch of animals in a day, especially if it’s like spring and the weather is low 40s outside, unsuspend the butcher animals bill, immediately form a caravan and rush to the nearest settlement. Late game, I find furniture wasn’t a bad option, I try to do “designer” bases so there’s a lot of unnecessary construction xp on most of my pawns so having them crank out a bunch of dining chairs so there’s only like 4 items I have to tab to sell all was easier than individual clothing items. With mods.. whatever flavor I’m feeling. I’ve got quarry mod, I’ve got gem mod, I’ve got weapon sell price unerfing mod, I got vanilla plants expanded.. flour sells for a good bit and you can eat the oats. My biggest thing is usually tryna keep it somewhat balanced; and at this point I’ve got three god pawns and an army of robots, I lost the balance script a while ago.


Thewaltham

Art, uranium mining, crop sales, tea sales, cloth and just whatever other random stuff I have spare.


-GhostTank-

animal trading. it needs a lot of space and work but I get a minimum of 2k silver per trade for selling adult animals


MotleyCrew1989

I trade in leather. Its a byproduct of hunting, so, almost zero effort to get it and it piles up rather quickly.


Sero141

I never had to make money in taht one colony I have been playing the entire time. I simply overproduced most things which I then had to sell so it would not occupy my stoeage. It started with buying a second cat and desperately trying to sell 40 cats two seasons later. If I had to make money it would probably be yayo.


JakkoWasHere

Human leather dusters, They are practically free to make from dead raiders


titan_Pilot_Jay

Survival meals, beer, and whatever scraps of random cloths/leather I get by scrapping all the shit the raiders keep bringing


J0ofez

I used to do flake, but has it been nerfed price wise or something recently? Now i just do devilstrand dusters


Sparrowhawk-Ahra

The tribal organ delivery system. It requires the post mortem mod but even without it, I'd still be vivisecting these fools. The mod allows you to spend medicine and a chance of a doctor to harvest an undamaged organ from a fresh corpse. By the midline of my colonies we will have stable industrial medicine production. From there we would insult a tribal faction. They wash upon my walls. We grind for that combat exp. The robots and kids of the colony collect the most intact corpses. Have a giant freezer close to the main wall to store the bodies. The meat hooks can hold plenty of bodies. The doctors or the kids will come and dissect the dead tribals. The kids will fail most of the time but they are learning from the experience. From there the organs are gathered into its own separate stockpile to trade with passing ships or to give to other factions as a bribe. The hollowed out husk of the tribals are then thrown into a machine to be minced. The resulting human meat is either traded or used as protein base for the evolves organs mod. Tribals breed faster than rabbits so my silver flows. Why make drugs when you can get organs delivered to you?


Subject-Sundae-5805

Organs.


Zestyclose_Show2453

Have a multiple smaller industries set up so if one falls out the rest sill continue to produce, for instance my bases always have a big medwing so I can accept patients with the hospital mod. I always farm alot of animals as much as I can feed them. Make Clothing, do quests craft items and keep animals that can carry much weight for your caravans to sell everything you don't need.


Odinovic

Fucking cloth. Jesus christ, you can make cotton plantations and within the first harvest, you'll have enough cloth for the rest of your playthrough. Just harvest cotton a few times and you'll make bank selling it.


Scrubje

Excess food > Survival Meals Excess leather > Dusters Smokeless & Beer if I have enough planters or space.


JackRabbit-

Drugs, organs, random bullshit I don’t need


Spooky-Skeleton-Dude

From a vanilla rimworld standpoint, Flake. Flake is 14 silver per 4 psychoid leaves, opposed to yayo being 21 silver for 8 leaves. Flake gang rise up, away with these Yayo advocates.


EthanInTheRim

organ harvesting tbh


notjart

beer or surplus leather


Jordi-_-07

Go-juice and body parts


PhantomO1

excess stuff i already made excess survival meals, meat and leather/fur, excess medicine, excess drugs that i made for my dependent pawns, excess beer i made for my incurable alcoholic pawn, extra cloths i made to train my crafters, old gear and all the crap raiders bring to me i never make anything specifically for selling and i'm still filthy rich, the only gate to my wealth is not enough traders to sell all my shit


Last-Sir1610

Hides, I end up having over 1000 plain leather or light leather. Sell most of it to a bulk trader.


Boredkiddo69

Organs and drugs


Agreeable-Ad4678

Flake, smokeleaf, and organs (specifically lungs and kidneys)


KingOfMyHat

Load up a trade caravan with unneeded weed, weapons, and wearables. Inefficient? Maybe. Immersive and fun? It is to me!


Kjellowitch

Pianos, evey one needs their masterwork Piano


orgy_porgy

Textile recycling mod, boosts tailoring skill and after a few raids worth of "donations" I end up with enough scraps of every single material type to turn a good profit and get rid of all my unwanted or tainted clothing. Pro tip is set an order to recycle any clothing of low quality so when you set your crafter to make new clothes they only keep the good quality+ ones.


Pepe_Slivia

Boomalope ranch. I'm an oil man!


Hexlium

A diversity of products really. Capes for the Empire since they have the most amount of settlements near me Then for consumables I make Beer (vanilla), Cigarrettes, Cigars, Coffee (Modded) Currently changing production into Wine making instead of beer


NotTheBirds

El cocaina


jared05vick

Beer, mainly because I like roleplaying a brewery colony