Editing Food

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 +
<noinclude>
 
<!--Top Nav Box-->
 
<!--Top Nav Box-->
 
{| align=center
 
{| align=center
| {{Resources Nav}}
+
! {{MainSection_Nav}}
 
|}
 
|}
----
+
{| align=center
 +
| {{Resources_Nav}}
 +
|}
 +
<hr>
 
<!-- End of Nav -->
 
<!-- End of Nav -->
{{Stub|reason=Needs detail on mechanics e.g. nutrition etc.}}
+
</noinclude>
{{For|a more in-depth guide to farming and producing food|Food production}}
 
{{For|information on hunger|Saturation}}
 
{{TOCright}}
 
  
'''Food''' is the basic source of nutrition to both [[human]]s and [[animals]]. Consuming food provides [[saturation]]. Deprivation of food leads to [[malnutrition]] and, if prolonged, [[death]].
+
{{TOCright}}<includeonly>{{Main Article | Food }}</includeonly>
  
== Summary ==
+
Food is used by colonists, raiders and sometimes animals to survive.
Food is measured in units of [[nutrition]]. Most raw foods, as well as certain cooked foods like [[pemmican]], give 0.05 nutrition per unit. Prepared [[meal]]s, such as [[simple meal]]s or [[lavish meal]]s, generally give 0.9 or 1.0 nutrition.  
 
  
Baseline adult [[human]]s require {{Q|Human|Real Hunger Rate}} [[nutrition]] per day to avoid being hungry. They can "store" 1.0 nutrition at any one time. As they start to eat while they are "hungry" (0.25 [[saturation]]), certain types of meals are subject to [[overeating]]. A rough baseline of 2 meals per day, or 32 units of pemmican/raw food, is required to feed a person.
+
<noinclude>
 +
== Raw ==
 +
Raw food is used by colonists to survive, either directly eaten when starving or converted into '''[[meals]]''' via the '''[[nutrient paste dispenser|nutrient paste dispenser]]''' or '''[[cook stove]]'''.  
  
By default, colonists will eat the tastiest valid food; from Lavish to Raw. Certain [[trait]]s or ideology [[precept]]s{{IdeologyIcon}} may change their priorities. You can control what foods colonists are able to eat in the [[Assign]] tab. You can also select a colonist's or prisoner's food policy in the Health tab.
+
Raw food is Harvested from a variety of plants, '''[[plants|wild plants]]''' such as '''[[agave|agave]]''' and '''[[Raspberry bush/en|raspberry bushes]]''', '''[[potato plant|potato plants]]''' grown in the '''[[growing zone|growing zone]]''', or '''[[accele-potato plant|accele-potato plants]]''' and '''[[Strawberry plant|strawberry plants]]''' grown on a '''[[hydroponics table]]'''.  
  
=== Raw food ===
+
Eating raw food causes the [[thoughts list|Ate raw food]] thought with a -12 mood penalty.
{{For|a list of raw food items| Raw food}}
 
Food found in its natural stage is raw. Most raw foods will give the {{--|7}} ''Ate Raw Food'' [[mood]]let to an ordinary colonist. All raw food comes with an innate chance of [[food poisoning]]. [[Milk]], [[berries]], and [[insect jelly]] can be eaten without mood penalty, but can still give food poisoning.
 
  
You can cook food into [[meal]]s at an [[electric stove]], [[fueled stove]] or [[campfire]], or process it at a [[nutrient paste dispenser]]. In addition to tasting better, cooked food allows you to get more nutrition off the same amount of raw food. For example, a [[simple meal]] costs 0.5 nutrition to make, but gives 0.9 nutrition when eaten - this equates to 180% more food. Food poisoning of a prepared meal is based off of Cooking skill and cleanliness of the room. [[Nutrient paste meal|Nutrient paste]] can never cause food poisoning.
+
Eating raw food restores '''5 saturation'''.
  
Raw food can be obtained from a variety of sources:
+
[[File:Food Icon.png|link=|alt=Potatoes]] [[Meals|Potatoes]]
* [[plants|Wild bushes]] can be [[harvest]]ed to give [[agave]] and [[berry bush|berries]].
+
[[File:AgaveFruit.png|link=|alt=Agave fruits]] [[Meals|Agave fruit]]
* [[Growing zone]]s can be used to plant [[Rice plant|rice]], [[Potato plant|potatoes]], [[Corn plant|corn]], [[Strawberry plant|strawberries]] and [[haygrass]] (for domesticated animals).
+
[[File:Berries.png|link=|alt=Berries]] [[Meals|Berries]]
** [[Hydroponics basin]]s can also be used to plant rice, potatoes or strawberries, and grows them at a considerably increased rate.
+
[[File:MeatBig.png|link=|alt=Muffalo meat]] [[Meat|Muffalo meat]]
* Meat is obtained from fresh non-mechanoid corpses, whether hunted or if they died via other means. [[Human resources|Corpses]] may be eaten raw or butchered at a [[butcher table]].
+
[[File:MeatSmall.png|link=|alt=Boomrat meat]] [[Meat|Boomrat meat]]
* Occasional drops from [[Events#Cargo Pods|cargo pods]].
+
[[File:MeatSmall.png|link=|alt=Squirrel meat]] [[Meat|Squirrel meat]]
 +
[[File:MeatHuman.png|link=|alt=Human meat]] [[Meat|Human meat]]
  
== Degradation ==
+
== Environment ==
[[File:Food has rotted away in storage.png|thumb|right|{{asof|A15}} there is a message telling you when food has spoiled.]]
+
As of Alpha 8, food will spoil when outdoors. This can cause unhappiness and can turn large food stockpiles into rotting messes. Food spoils faster when exposed to various environmental changes in temperature and weather. This can be solved by either settling in a naturally colder place, or by creating an "Walk-In Freezer" with [[Cooler|coolers]]. In the early game, this can pose a threat for some players, depending on what [[Biomes|biome]] you are in, making a small freezer a pretty high priority for most players.
Food will be destroyed if left unattended by two entirely separate factors: exposure and temperature.
 
  
* Items dropped in an area without a [[roof]] will [[deteriorate]] over time, and lose item HP.
+
==Meals==
 +
"Created '''[[cook stove|cook stove]]''' and three meal types to cook. Advanced meal types require multiple ingredients but have better psychological and nutritive effects".<ref>Source: [[Version/0.2.363|Changelog: 0.2.363, Place: "3 Additions"/point 6]]</ref>
  
* Storing food in temperatures above {{Temperature|0}} will spoil over time. Temperatures below {{Temperature|10}} will slow down spoiling by a factor of <code>1/temp</code> in Celsius. See [[Temperature#Temperature_Thresholds|Temperature]] for details.
+
{{Item
** In the early game, food spoilage can pose a threat if located on warm [[biomes]]. A freezer room can be created by placing enough [[cooler]]s in proportion to its size - the bigger the storage, the more coolers required.
+
| name        = Packaged Survival Meal
 
+
| description = A high-quality packaged meal, manufactured for use in survival situations.
For example: a [[raider]] is killed and drops a fine meal outdoors, while temperature is below freezing. The meal will not spoil, but it will still ''deteriorate'', and lose HP. Conversely, a meal stored indoors at room temperature will spoil rather than deteriorating.
+
| information = Packaged Survival Meals are the colonists' primary source of food at the beginning of each game before they set up a new source of food. Occasionally they drop in random crashed drop pod events. Packaged Survival Meals restore '''100 saturation'''.
 
+
}}
Once spoiled, food will vanish and can never be recovered. However, food can be eaten at any stage before spoiling with no negative effect. Food poisoning comes from other sources, such as a messy kitchen, an unskilled cook, or eating raw food.
+
{{Item
 
+
| name        = Nutrient Paste Meal
== Analysis ==
+
| image      = NutrientPaste.png
As a rough rule of thumb - 25 tiles of [[rice plant|rice]] / [[potato plant|potatoes]] / [[corn plant|corn]], in ordinary soil, is enough to feed a single colonist in [[difficulty|Losing is Fun]] indefinitely, when:
+
| description = A synthetic mixture of protein, carbohydrates, and vitamins, amino acids and minerals. Everything the body needs, and absolutely disgusting.
 
+
| information = A Nutrient paste meal is generated from a '''[[nutrient paste dispenser|nutrient paste dispenser]]''' and requires 10 raw food to create. No cooking skill is required to create this meal. When eaten it causes the '''[[thoughts list|Ate nutrient paste]]''' thought with a -8 mood penalty. Nutrient paste meals restore '''80 saturation'''.
# They are cooked into and eaten as [[simple meal]]s.
+
}}
# A grower's Plants skill is competent; 6 Plants is enough.
+
{{Item
# Crops are harvested reasonably quickly. 25 tiles gives a little extra food in case of emergency, but assumes that Growing is priority #1 in the [[Work]] tab.
+
| name        = Simple Meal
# Your colony has a year-round growing season.
+
| image      = Simple.png
 
+
| description = A simple meal quickly cooked from a few ingredients.
20 tiles of rice/corn in ''rich soil'' (not potatoes) is also enough to feed a colonist, in the same conditions, with some food in reserve. A higher [[difficulty]] reduces plant yield; if playing in difficulties lower than Losing is Fun, then you technically need less crop to survive. If your biome doesn't have a winter, then just plant your tiles of rice, and you don't really have to worry about managing food unless [[toxic fallout]] happens.
+
| information = A Simple meal is created at a '''[[Cook_stove|Cook stove]]''' and requires 10 raw food to create. No cooking skill is required to create this meal. When eaten it provides no '''[[thoughts list|thought]]''' bonus or penalty. Simple meals restore '''85 saturation'''.
 
+
}}
=== Food crop comparison ===
+
{{Item
Of the three "main" food crops:
+
| name        = Fine Meal
 
+
| image      = Fine.png
* {{Icon Small|Rice|24}} [[Rice]] grows quickly, but gives the least per harvest. Rice is stable; since each individual rice harvest is small, a [[blight]] will not impact a rice harvest as much as it does with other crops. However, because it needs to be harvested more often, you will need more work for the same amount of food. Due to its grow speed, it is a great food to plant at the beginning of the game, or as a "last harvest" when winter is fast approaching.
+
| description = A complex dish assembed with care from a wide selection of ingredients.
* {{Icon Small|Corn|24}} [[Corn]] is the opposite of rice. It grows slowly, but gives the most per harvest. It needs to be harvested much less frequently, meaning corn takes much less work than rice. However, your corn harvest will be impacted more by disasters like blight and fire. Corn cannot be grown in [[hydroponics]].
+
| information = A Fine meal is created at a '''[[Cook_stove|Cook stove]]''' and requires 5 meat and 5 vegetables to create. A colonist with cooking skill of at least 6 is required to create this meal. When eaten it causes the '''[[thoughts list|Ate fine meal]]''' thought with a 5 mood bonus. Fine meals restore '''90 saturation'''.
* {{Icon Small|Potatoes|24}} [[Potatoes]] are in the middle in terms of speed, harvest size, and work. Potatoes are notable for their low Fertility Sensitivity, meaning the quality of soil impacts them much less. They are great if you are forced to plant in stony soil or gravel, but bad to grow in rich soil or hydroponics.
+
}}  
 
+
{{Item
Rice, corn, and potatoes give roughly the same amount of food per day per plant, assuming regular soil is used. Rice is ever so slightly higher than the other 2 crops.
+
| name        = Lavish Meal
 
+
| image      = Lavish.png
Of the other available crops:
+
| description = A masterpiece of the culinary arts, this meal nourishes the body, mind, and soul.
 
+
| information = A Lavish meal is created at a '''[[Cook_stove|Cook stove]]''' and requires 10 meat and 10 vegetables to create. A colonist with cooking skill of at least 10 is required to create this meal. When eaten it causes the '''[[thoughts list|Ate lavish meal]]''' thought with a 10 mood bonus. Lavish meals restore '''100 saturation'''. ''Fun side note: it takes FOREVER to make.''
* {{Icon Small|Berries|24}} [[Strawberry plant]]s give less food per day than any of the three food crops. It grows faster than potatoes, but slower than rice. Its niche is that strawberries can be eaten raw without a mood penalty, but this is rarely useful given that cooking food into [[meal]]s will net you more effective food.
+
}}
* {{Icon Small|Hay|24}} [[Hay]] is inedible to humans, but gives the most food per day of all plants. Slightly less work efficient per than corn. Hay can also be used for [[straw matting]].
 
* {{Icon Small|Raw fungus|24}} [[Nutrifungus]]{{IdeologyIcon}} is almost identical to potatoes; it grows slightly slower in regular soil, but has even less Fertility Sensitivity (slightly better in rough soil). Nutrifungus' benefit is that it ''has'' to be grown in complete darkness. This means that you can grow crops indoors, even during the winter, without having to use a power hungry [[sun lamp]]. As another benefit, nutrifungus is completely immune to [[blight]]. However, most [[ideoligion]]s give {{--|3}} for ''Ate Cooked Fungus''. [[Tunneler (meme)|Tunnelers]] enjoy eating fungus and despise any other plant. Tunnelers can construct [[fungal gravel]] to create fertile soil under their mountains.
 
* {{Icon Small|Toxipotato|24}} [[Toxipotato]]es{{BiotechIcon}} have no fertility sensitivity at all, and are the only food source that can be planted in polluted terrain. They provide strictly inferior food per work and per day to the standard potato, but do reach full growth between one and three days quicker depending on the terrain.{{Check Tag|Early harvest?|Does this matter? Does harvesting a potato early at the same time a toxipotato is ready impose a yield multiplier of 63% or lower (i.e. sufficient to drop potato yield of 11 to toxipot yield of 7)? If not, still better to grow pots instead}} They have double the chance to cause food poisoning when eaten raw.
 
  
== Comparison table ==
+
==Notes==
<div><li style="display: inline-table;">
+
<references />
{{#ask:[[Type::Food]] | mainlabel=- | sort=Nutrition | order=descending | headers=plain | class=sortable c_03 text-center table
 
| ?Image # 16px=
 
| ?=Name
 
| ?Nutrition
 
| ?Taste
 
| ?Deterioration Rate Base=Deterioration<br/>rate (per day)
 
| ?Days To Start Rot Base=Days to Rot
 
}}
 
</li></div>
 
  
== Version history ==
 
* [[Version/0.8.657|0.8.657]] - Now spoils without refrigeration
 
* [[Version/0.9.722|0.9.722]] - Food poisoning added. [[Skills#Cooking|Bad cooks]] are more likely to accidentally poison meals.
 
  
{{Nav|Food|wide}}
+
[[Category:Food]]
[[Category:Items]]
+
</noinclude>

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: