Difference between revisions of "Food"

From RimWorld Wiki
Jump to navigation Jump to search
(expanded stub)
Line 10: Line 10:
 
{{TOCright}}
 
{{TOCright}}
  
'''Food''' is the basic source of nutrition to both [[human]]s and [[animals]]. Lack of it leads to hunger which can be tracked by a pawn's food meter known as [[saturation]] and excessive deprivation leads to [[malnutrition]] and, if prolonged, [[death]].
+
'''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]].
  
 
== Raw Food ==
 
== Raw Food ==
Line 20: Line 20:
 
* [[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).
 
* [[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).
 
**[[Hydroponics basin]]s can also be used to plant rice, potatoes or strawberries, and grows them at a considerably increased rate.
 
**[[Hydroponics basin]]s can also be used to plant rice, potatoes or strawberries, and grows them at a considerably increased rate.
* Meat is obtained from 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]].
+
* 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]].
 
* Occasional drops from [[Events#Cargo Pods|cargo pods]].
 
* Occasional drops from [[Events#Cargo Pods|cargo pods]].
  
Line 31: Line 31:
 
* Storage in temperature above 0°C will spoil over time as well, though temperatures below 10°C will slow down spoiling by a factor of 1 divided by the temperature in C. See [[Temperature#Temperature_Thresholds|Temperature]] for details.  A freezer room can be created by placing enough [[Cooler]]s in proportion to its size, the bigger the storage the more coolers required. In the early game, this can pose a threat if located on warm [[biomes]].
 
* Storage in temperature above 0°C will spoil over time as well, though temperatures below 10°C will slow down spoiling by a factor of 1 divided by the temperature in C. See [[Temperature#Temperature_Thresholds|Temperature]] for details.  A freezer room can be created by placing enough [[Cooler]]s in proportion to its size, the bigger the storage the more coolers required. In the early game, this can pose a threat if located on warm [[biomes]].
  
Note that freezing temperatures alone does not prevent deterioration of food. For example: a [[raider]] is killed and drops a fine meal outdoors when the temperature is below freezing. That meal will still deteriorate and eventually disappear when its HP reaches 0, even though it will get no closer to spoiling.
+
Note that spoiling food and item deterioration are separate mechanics. For example: a [[raider]] is killed and drops a fine meal outdoors when the temperature is below freezing. That meal will still deteriorate and eventually disappear when its HP reaches 0, even though it will get no closer to spoiling.  Conversely, a meal stored inside a stockpile at room temperature will spoil rather than deteriorating.
  
Once spoiled, food will vanish and can never be recovered. However, food can be eaten at any stage before spoiling with no negative effect.
+
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 or unskilled cook.
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">

Revision as of 05:41, 22 October 2022

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Resources Menu Crafted Resources Exotic Items Food Medical Items Materials Textiles

Food is the basic source of nutrition to both humans and animals. Consuming food provides saturation. Deprivation of food leads to malnutrition and, if prolonged, death.

Raw Food

Food found in its natural stage is raw, fruits can be consumed without cooking but vegetables and meat will taste better for the colonist when prepared. Raws can still be consumed without being heated but causes the Ate raw food thought with a -7 mood penalty. Eating raw food restores 0.05 saturation each. Foods cooked at an electric stove, fueled stove or campfire turn into meals, later on it can be processed at the nutrient paste dispenser as well.

Raw food can be obtained from a variety of sources:

Degradation

As of version 0.15.1279 (29 August 2016) there is a message telling you when food has spoiled.

Food will be wasted if left unattended (except for beer) by two factors: exposure and high temperature.

  • Items dropped in an area without a roof will deteriorate.
  • Storage in temperature above 0°C will spoil over time as well, though temperatures below 10°C will slow down spoiling by a factor of 1 divided by the temperature in C. See Temperature for details. A freezer room can be created by placing enough Coolers in proportion to its size, the bigger the storage the more coolers required. In the early game, this can pose a threat if located on warm biomes.

Note that spoiling food and item deterioration are separate mechanics. For example: a raider is killed and drops a fine meal outdoors when the temperature is below freezing. That meal will still deteriorate and eventually disappear when its HP reaches 0, even though it will get no closer to spoiling. Conversely, a meal stored inside a stockpile at room temperature will spoil rather than deteriorating.

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 or unskilled cook.

  • Food deterioration rates
    Food item Deterioration rate (per day) Days to Rot
    Meat Raw meat 6 2
    Potatoes Potatoes 6 30
    Agave fruit Agave fruit 6 25
    Berries Berries 6 14
    Corn Corn 6 60
    Raw fungus Raw fungus 40
    Rice Rice 6 40
    Beer Beer 0.5 -
    Chocolate Chocolate 8 -
    Packaged survival meal Packaged survival meal 0.25 -
    Pemmican Pemmican 2 70
    Nutrient paste meal Nutrient paste meal 10 0.75
    Simple meal Simple meal 10 4
    Fine meal Fine meal 10 4
    Lavish meal Lavish meal 10 4
    Eggs Eggs
    Milk Milk 10 14
    Hay Hay 6 60
    Kibble Kibble 6 -
    Insect jelly Insect jelly 6 -
  • Version history

    • 0.8.657 - Now spoils without refrigeration
    • 0.9.722 - Food poisoning added. Bad cooks are more likely to accidentally poison meals.