RimWorld production/research — materials, bills and power

Cooking, stonecutting, tailoring, research and initial-power requirements. Check building materials, jobs, bill units, output collection and stalled processes.

Edition: PC Steam base game (app 294100), no DLC/mods. Examples use Crashlanded, Cassandra Classic, Community builder and temperate forest with a long growing season, without custom difficulty changes. Adjust for other scenarios, biomes and console editions

Verification scope: Normal 1.6 release branch. Official updates and June 8, 2026 Update 1.6.4850 checked on 2026-10-04. Running build untested: also inspect the title-screen number and Steam branch

Sources checked: 2026-10-04

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Separate work and machine prerequisites before counting materials

Base 1.6 Crashlanded; wooden benches use wooden material examples. Researched does not mean automatically built. Construct, assign the job and set bills before production can run.

  1. Check research first. Crashlanded starts with basics such as Electricity; do not repeat already-unlocked technologies.
  2. Read building materials and Construction requirements under Architect. Reserve product ingredients separately.
  3. Keep the work spot reachable and connect required fuel/power.
  4. Set product, quantity, ingredients and worker restrictions under Bills; enable the corresponding Work job.
  5. Choose output destination and watch one completion enter stock. Repeat only after supply and collection function.

Numbers are baseline construction/recipe values. Quality, material, capacities, temperature, difficulty and mods prevent fixed completion-time or daily-output guarantees.

Basic building requirements

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Basic building requirements: 11 entries
BuildingResearch / skillConstruction materialsOperating conditionsUse / exception
Fueled stoveNo additional research80 steelWood fuel, Cook and meal billNon-electric cooking; construction 80 steel differs from operating wood
Electric stoveElectricity; Construction 480 steel + 2 components350 W, Cook and meal billNo direct wood fueling needed
Wooden butcher tableNo additional research95 wood: 75 main material + 20 additional woodCook, unrotted animal corpse and butcher billProduces meat/leather; corpse count does not fix yield
Wooden stonecutter's tableStonecutting75 wood + 30 steelCraft, chunks and bill; no electricityOutput count does not scale with Crafting skill
Wooden simple research benchNo additional research75 wood + 25 steelResearch worker/topic; no electricityLater hi-tech-bench requirements are separate
Wooden hand tailor benchComplex clothing75 woodTailor and clothing billNo electricity; quality relates to Crafting skill
Wood-fired generatorElectricity; Construction 4100 steel + 2 componentsOperating wood, refueling assignment and network1000 W while fueled/on; consumes fuel separately from consumer demand
Wind turbineElectricity; Construction 4100 steel + 2 componentsClear front/rear obstruction area and connect networkWind output varies; do not budget it as constant
BatteryBattery70 steel + 2 componentsDirect adjacency to the same network, excess generation and roofing against rainNew batteries are empty and do not generate power
CoolerAir conditioning; Construction 590 steel + 3 components200 W while cooling; blue inward, red toward exhaust20 W idle; target differs from actual room temperature
HeaterElectricity; Construction 550 steel + 1 component175 W while heating; enclosed powered roomFor cold rooms; room size and other conditions can prevent reaching target

Different construction materials can change requirements. Wooden examples are not universal recipes for every material, including gold or silver.

Check bill units as well as amounts

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Check bill units as well as amounts: 5 entries
ProductResearch / equipmentIngredients / workBillUse / exception
1 simple mealCampfire, fueled stove or electric stove0.5 ingredient nutrition; 10 rice/potatoes/ordinary meat as examples; Cook, no minimum skillOne Simple meal bill; permit available ingredientsCounts vary by ingredient; edible ingredients differ from corpses
4 simple mealsSame as above2 ingredient nutrition; 40 rice if rice-only; CookRun the 4× bill once, separately from the single-meal billOne cycle makes 4 meals, not four cycles; insufficient ingredients can block it
Animal meat / leatherButcher table1 unrotted corpse, Cook; yield varies with species/injuriesAllow the animal under Butcher creatureMove resulting meat to cooking; butcher and stove are separate
Stone blocksStonecutting and stonecutter's table1 matching chunk → 20 blocks; CraftUse Do X times for the chosen stone, or a stock target5 cycles use 5 chunks for 100 blocks; Do until X counts finished blocks
ParkaComplex clothing; hand/electric tailoring bench80 matching textile/leather, Tailor; quality from CraftingOne Parka bill; choose material and workerCompare finished material/quality and wearer temperature range

Skills differ from Work categories: stonecutting uses Craft, clothes Tailor, butchering Cook. High skill alone does not start an unassigned job.

From one test bill to a stock target

Overproduction or apparent material shortages can result from restrictive bills. Start with one cycle and follow it into counted stock.

  1. Select bench → Bills → Add Bill. Set Do X times to 1 and ensure it is not suspended.
  2. Under Details, inspect ingredients, durability, worker/skill range and search radius. Confirm available ingredients satisfy them.
  3. Check earlier active bills on the same bench. Raise the needed one or suspend unnecessary work.
  4. Enable its Work category, then prioritize by right-click. Follow one finished item to its destination.
  5. Choose accepting storage/shelves. Initially use a reliable destination such as Take to best stockpile to confirm counted stock.
  6. For ongoing production, switch to Do until you have X. Set a target and optionally Pause when satisfied / Unpause at.
  7. Watch resumption when stock falls. With Drop on floor, provide a work-area stockpile/hauler to avoid overproduction of uncounted scattered items.

Meal target X is not a fixed recommendation. Adjust to preservation and consumption. Some unfinished products remain tied to their original creator rather than automatically transferring to another crafter.

Separate generation, connection, demand and storage

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Separate generation, connection, demand and storage: 8 entries
Reason for stoppageTarget / area / materialsActionSuccess check
Fuel depletedWood-generator fuel, refueling access and HaulSupply safely reachable wood and refuelFuel enters and output returns
Weak wind / obstructionTurbine output, white area, trees, roofs and buildingsRemove obstructions separately from natural wind variationObstruction warnings clear and output responds under comparable conditions
Connected to another networkStopped consumer's connection and Grid Excess/StoredInspect conduit breaks/adjacency/switches; Reconnect if neededConnects to a powered network
Power-toggle job unfinishedON/OFF order and Basic assignmentGive a worker access to perform the switchActual power state changes, not merely the order
Demand exceeds supplyInsufficient Grid Excess; Stored decreasingStop unnecessary consumers and compare generation/loadShortage ends and required machines run continuously
Only batteries were addedEmpty batteries, no excess generationProvide generation first; roof batteries and directly connect the same networkStored power rises during surplus
Solar-flare notificationElectrical equipment stopped together during the eventBatteries alone cannot solve it; inspect non-electric cooking/heating and stored foodRecheck power and temperature after the event
Power exists but cooking does notStove bills, ingredients and CookReturn from electrical checks to bill checksIngredients are delivered and cooking begins

A consumer connecting to nearby wire differs from distant generators sharing that network. Visible wiring alone does not establish adequate supply.

Test a small working network

Diagnostic example: 1 wood generator, 1 electric stove and 1 cooler. Not a finished colony-scale design.

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Test a small working network: 5 entries
CheckPrepare in this exampleSuccess criterion
Construction materials270 steel and 7 components for the three machines; wiring, walls, doors and roof are additionalAll blueprints complete with Construction 4/5 requirements met
Start operationFuel the generator and connect all three to one networkVerify 1000 W generation and each connection
Read the load350 W stove + 200 W cooling = 550 W; simple difference 450 WAssumes no other consumers; storage and standby are separate displays
CookingSimple-meal ingredients and one bill cycleA meal reaches storage and counted stock
PreservationCooler direction/exhaust, enclosed freezer and food acceptanceCheck actual temperature and Frozen status, not only setpoint

270/7 sum the three listed buildings. 550 W/450 W are arithmetic from their power figures. Excludes wiring, construction and lights; no fixed room size or heat-wave capacity is guaranteed.

Research needs a topic, worker and suitable bench

A bench alone does not begin research. Repeated manufacturing-style force orders are unnecessary.

  1. Choose an incomplete topic; read prerequisites and bench needs. Do not count already-researched nodes as new goals.
  2. Build a compatible bench and assign Research. Check Intellectual and worker Health.
  3. Check whether main jobs always come first. Consider another researcher without stopping essential food or medicine.
  4. Provide access and usable temperature/cleanliness. Watch points rise to distinguish slow work from no progress.
  5. After completion, find unlocked buildings in Architect. Separately choose the next topic and meet new construction/operating requirements.

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Research needs a topic, worker and suitable bench: 4 entries
PurposeRepresentative research / baseline costBench / prerequisiteNext action
Store variable powerBattery: 400 pointsElectricity; simple bench sufficientBuild batteries and connect surplus generation
Increase daytime generationSolar panel: 600 pointsElectricity; simple bench sufficientCheck placement and plan nighttime supply separately
Make clothingComplex clothing: 600 points at Industrial baselineNo prerequisite, simple bench; initially unlocked for CrashlandedPrepare tailor bench, textiles, Tailor and clothing bill
Process stoneStonecutting: 300 points at Industrial baselineNo prerequisite, simple bench; initially unlocked for CrashlandedChunk → stonecutting bill → finished-block stockpile

Costs use an Industrial start. Tribal costs and initial research differ. DLC research and an unverified complete tree are outside scope.

Final checks when materials exist but production fails

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Final checks when materials exist but production fails: 8 entries
Reason for stoppageTarget / area / materialsActionVersion difference / exception
Insufficient quantitySingle versus 4× bill, nutrition and material typesTest one single bill with matching ingredientsDo not give every food the same item count
Ingredient excludedDetails: material, durability and search radiusInclude only the intended materialNo need to allow every valuable material
Wrong job categoryCraft, Tailor, Cook or Research?Enable the matching category under WorkDLC/mod jobs and machines differ from the base table
Earlier bill never endsOrder and Do foreverRaise needed bills and suspend unnecessary endless workSuspending does not require deleting the bill
Another worker's unfinished productCreator and current assigneeCheck creator availability and bill restrictionsUnfinished clothing cannot always be continued by anyone
Completed item does not increase countOutput destination and counting restrictionsHaul into stock and check whether the target counts itAvoid endless uncounted Drop on floor production
Stone output differs from an old videoVersion, difficulty and bill unitsCompare current table with one completed batch1.6.4850 fixed butcher-yield settings incorrectly affecting stonecutting
Work is slow, not stoppedCurrent job, material distance, bench temperature and worker stateImprove one source of delay at a timeOlder low-temperature thresholds differ; prioritize bench status

Separate no hauling, no production and no collection to identify the fix before adding another identical bench.

Frequently asked questions

Why will a high-Crafting colonist not make clothes?

Skill differs from Work category. Assign Tailor; check bills, ingredients, worker restrictions and unfinished-product creator.

Do 100 stone blocks require 100 bill cycles?

Normally one chunk makes 20 blocks: 5 cycles makes 100. With a stock target, X means finished blocks.

Why can I not force research by right-clicking?

Choose the topic under Research and progress through Work assignment/priorities. Check prerequisites, bench suitability and competing jobs.

Why do new batteries not add power?

They do not generate and start empty. Create surplus generation on the same grid and watch Stored increase.

Why will a powered electric stove not cook?

It also needs Cook, a bill, ingredients and suitable bill restrictions. Open Bills and test one single-meal cycle.

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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).