Difference between revisions of "Food"

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'''Food''' is consumed by humans and animals to sate their hunger. Hunger is tracked by a pawn's food meter, also known as [[saturation]]. Lack of food leads to starvation.
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'''Food''' is the basic source of nutrition to both humans and animals. Lack of it leads to hunger which can be tracked by a pawn's food meter known as [[saturation]] and a long excessive deprivation leads to starvation.
  
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== Raw Food ==
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{{for|a list of raw food items| Raw food}}
  
== [[Raw food]] ==
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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 [[thoughts list|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 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]].  
 
  
Raw food is [[Harvest_Food|harvested]] from a variety of plants:
 
#[[plants|wild plants]] gives [[agave|agave bushes]] and [[Raspberry_Bush|raspberry bushes]]
 
#[[hydroponics table]] rises [[Potato plant|potatoes]], [[Rice Plant|rice]] and [[Strawberry Plant|strawberries]]
 
#[[growing zone|growing zone]] grows [[haygrass|haygrass]], [[Potato plant|potatoes]], [[Rice Plant|rice]], [[Strawberry Plant|strawberries]], and  [[Corn_Plant|corn]]
 
  
Eating raw food causes the [[thoughts list|Ate raw food]] thought with a -7 mood penalty (without berries and corn).
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Raw food can be obtained from a variety of sources:
  
Eating raw food restores 5 saturation.
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* [[plants|Wild bushes]] can be [[Harvest|harvested]] to give [[agave]] and [[Raspberry_Bush|raspberries]].
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* [[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).
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**[[Hydroponics basin]]s can also be used to plant rice, potatoes or strawberries, and grows them at a considerably increased rate.
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* Meat is obtained from non-mechanoid corpses, whether hunted or if they died via other means.  Corpses may be eaten raw or butchered at a [[butcher table]].
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* Occasional drops from [[Events#Cargo Pods|cargo pods]].
  
{{List| Raw Food |sort = Market Value Base }}
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== Degradation ==
{{List| Raw Inedible |sort = Market Value Base }}
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[[File:Food has rotted away in storage.png|thumb|right|{{asof|A15}} there is a message telling you when food has spoiled.]]
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Food will be wasted if left unattended (except for beer) by two factors: exposure and high temperature.
  
== [[Meals]] ==
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* Items dropped in an area without a roof will [[Deterioration|deteriorate]] ([[Version/0.9.722]]).
Advanced meal types require multiple ingredients but have better psychological and nutritive effects.
 
  
{{List| Meal |sort = Market Value Base }}
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* Storage in temperature above 0 °C will spoil over time as well, though temperatures below 10 °C will slow down spoiling.  A freezer room can be created by placing at least 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]].
  
== [[Environment]] ==
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Note that freezing temperatures alone does not prevent deterioration of food. For example: a [[raider]] is killed and drops his/her fine meal outdoors. That meal will still decay from exposure.
{{asof|A8}} food will spoil when outdoors. This can cause unhappiness by creating an ugly enviroment 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 freezer room with [[Cooler|coolers]]. In the early game, this can pose a threat for some players, depending on what [[Biomes|biome]] they are in, making a small freezer a pretty high priority for most players.
 
  
{{asof|A9}} items not placed under a roof will [[Deterioration|deteriorate]]. Freezing or refrigeration alone do not prevent deterioration of food (i.e. a raider dies and drops their fine meal outdoors during freezing weather, that meal will still decay from deterioration). Deterioration can be prevented by ensure items are stored underneath a roof, which may be of constructed, thin rock, or overhead mountain types.
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Once spoiled, food will vanish and can never be recovered. However, food can be eaten at any stage before spoiling with no visible mood effect.
  
Items in the table below with deterioration rate 0.00/d do not deteriorate.
 
  
{|class = "wikitable c03"
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{|{{STDT| sortable c_03}}
 
|-
 
|-
!colspan="2" scope="col" style="text-align: left" | Food deterioration rates
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!colspan="2" scope="col"| Food deterioration rates
 
|-
 
|-
 
! style="text-align: left" | Food item
 
! style="text-align: left" | Food item
 
! style="text-align: left" | Deterioration rate (per day)
 
! style="text-align: left" | Deterioration rate (per day)
 
|-
 
|-
|Raw meat ||style="text-align:center;"|10.00
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|{{Icon Small|Meat}} Raw meat ||style="text-align:center;"|{{Q|Meat|Deterioration Rate Base}}
 
|-
 
|-
|Raw vegetables ||style="text-align:center;"|10.00
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|{{Icon Small|Potatoes}} Raw fruit/vegetables ||style="text-align:center;"|{{Q|Potatoes|Deterioration Rate Base}}
 
|-
 
|-
|Beer ||style="text-align:center;"|0.00
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|{{Icon Small|Beer}} Beer ||style="text-align:center;"|{{Q|Beer|Deterioration Rate Base}}
 
|-
 
|-
|Packaged survival meal ||style="text-align:center;"|0.5
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|{{Icon Small|Packaged survival meal}} Packaged survival meal ||style="text-align:center;"|{{Q|Packaged survival meal|Deterioration Rate Base}}
 
|-
 
|-
|Nutrient Paste Meal ||style="text-align:center;"|20.00
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|{{Icon Small|Pemmican}} Pemmican ||style="text-align:center;"|{{Q|Pemmican|Deterioration Rate Base}}
 
|-
 
|-
|Simple meal ||style="text-align:center;"|20.00
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|{{Icon Small|Nutrient paste meal}} Nutrient paste meal ||style="text-align:center;"|{{Q|Nutrient paste meal|Deterioration Rate Base}}
 
|-
 
|-
|Fine Meal ||style="text-align:center;"|20.00
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|{{Icon Small|Simple meal}} Simple meal ||style="text-align:center;"|{{Q|Simple meal|Deterioration Rate Base}}
 
|-
 
|-
|Lavish Meal ||style="text-align:center;"|20.00
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|{{Icon Small|Fine meal}} Fine meal ||style="text-align:center;"|{{Q|Fine meal|Deterioration Rate Base}}
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|-
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|{{Icon Small|Lavish meal}} Lavish meal ||style="text-align:center;"|{{Q|Lavish meal|Deterioration Rate Base}}
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|-
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|{{Icon Small|Eggs}} Eggs ||style="text-align:center;"|{{Q|Eggs|Deterioration Rate Base}}
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|-
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|{{Icon Small|Hay}} Hay ||style="text-align:center;"|{{Q|Hay|Deterioration Rate Base}}
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|-
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|{{Icon Small|Kibble}} Kibble ||style="text-align:center;"|{{Q|Kibble|Deterioration Rate Base}}
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|-
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|{{Icon Small|Insect jelly}} Insect jelly ||style="text-align:center;"|{{Q|Insect jelly|Deterioration Rate Base}}
 
|}
 
|}
 +
  
 
[[Category:Food]]
 
[[Category:Food]]

Revision as of 08:09, 16 October 2017

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Food is the basic source of nutrition to both humans and animals. Lack of it leads to hunger which can be tracked by a pawn's food meter known as saturation and a long excessive deprivation leads to starvation.

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.

  • Storage in temperature above 0 °C will spoil over time as well, though temperatures below 10 °C will slow down spoiling. A freezer room can be created by placing at least 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 freezing temperatures alone does not prevent deterioration of food. For example: a raider is killed and drops his/her fine meal outdoors. That meal will still decay from exposure.

Once spoiled, food will vanish and can never be recovered. However, food can be eaten at any stage before spoiling with no visible mood effect.


Food deterioration rates
Food item Deterioration rate (per day)
Meat Raw meat 6
Potatoes Raw fruit/vegetables 6
Beer Beer 0.5
Packaged survival meal Packaged survival meal 0.25
Pemmican Pemmican 2
Nutrient paste meal Nutrient paste meal 10
Simple meal Simple meal 10
Fine meal Fine meal 10
Lavish meal Lavish meal 10
Eggs Eggs
Hay Hay 6
Kibble Kibble 6
Insect jelly Insect jelly 6