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There are a few common considerations when picking the meal(s) to produce:
 
There are a few common considerations when picking the meal(s) to produce:
* '''Work Efficiency''' - How much work each full unit of 1 nutrition takes; relevant if cooking labor is limited.
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* *Work Efficiency* How much work each full unit of 1 Nutrition takes; relevant if cooking time is limited
* '''Nutrient Efficiency''' - How much output nutrients can be obtained from input raw nutrients; relevant if food sources are limited.
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* *Nutrient Efficiency* How much output nutrients can be obtained from input raw nutrients; relevant if food sources are limited
* '''Spoil Time''' - How long food lasts if not frozen. Especially relevant for low tech situations that lack refrigeration, hot climates, and caravans.
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* *Spoil Time* How long food lasts if not frozen. Especially relevant for low tech situations, hot climates and caravans
* '''Storage Efficiency''' - How much nutrition fits into one stack, useful if [[Temperature#Freezer|freezer]] space is limited. However non- and slow-spoiling food does not need freezer space to begin with.
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* *Storage Efficiency* How many nutrients fit into one stack, useful if [[Temperature#Freezer|freezer]] space is limited. However non- and slow-spoiling food does not need Freezer space to begin with.
* '''Weight Efficiency''' - Nutrition per kilogram of food, which is relevant for caravans.
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* *Weight Efficiency* How much it weights/nutrients, relevant for Caravans
* '''Mood Effects''' - Food can provide [[Mood|mood]] effects, either positive or negative, to humanoid pawns, depending on the food.
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* *Mood Effects* Food can change the mood of Humanoids dependent on the food given
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
|-
 
|-
 
! Meal Name
 
! Meal Name
! data-sort-type="number" | Work Efficiency (Work/Nutrition)
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! data-sort-type="number" | Work Inefficiency (Work/1 Nutrition)
 
! data-sort-type="number" | Nutrient output (Nutrition out)
 
! data-sort-type="number" | Nutrient output (Nutrition out)
 
! data-sort-type="number" | Raw Nutrients (Nutrition in)
 
! data-sort-type="number" | Raw Nutrients (Nutrition in)
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! Others
 
! Others
 
|-
 
|-
| Simple Meal || 5.56 || 0.9 || 0.5 || 180% || 10 || 9 || 0.44 || 2.045 ||  
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| Simple Meal || 5.5 c. || 0.9 || 0.5 || 180% || 10 || 9 || 0.44 || 2.045 c. ||  
 
* Trivial Production
 
* Trivial Production
* Can be made at a Campfire
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* Can be made at Campfire
* Short spoil time (4 days)
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* Short Spoil Time (4 days)
* High work efficiency
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* High Work Efficiency
 
|-
 
|-
| Fine Meal || 8.89 || 0.9 || 0.5 || 180% || 10 || 9 || 0.44 || 2.045 ||
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| Fine Meal || 8.8 c. || 0.9 || 0.5 || 180% || 10 || 9 || 0.44 || 2.045 c. ||
* Upgrade of Simple Meal, providing a moderate mood bonus (+5 mood).
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* Slight Upgrade of Simple Meal (+5 Mood)
* Needs 2 kinds of resources (0.25 nutrition Vegetarian, 0.25 Meat).
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* Needs 2 kinds of Resources (0.25 nutrition Vegetarian, 0.25 Meat)
* Moderately worse than a Simple Meal on work efficiency, but has identical nutrition, weight, and storage efficiency.
 
 
|-
 
|-
| Fine Meal (Vegan/Meat) || 8.89 || 0.9 || 0.75 || 120% || 10 || 9 || 0.44 || 2.045 ||
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| Lavish Meal || 14 || 1 || 1 || 100% || 10 || 10 || 0.44 || 2.27 c. ||
* Same mood bonus as a regular Fine Meal (+5 mood), and adheres to Ideology-based dietary restrictions.
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* Slightly better Storage/Weight Efficiency and Mood at worse Nutrient and Work Efficiency
* Needs 50% more nutrition input than a regular Fine Meal, making it substantially less efficient from a nutrition perspective. Still provides a gain in nutrition over the input, however.
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*Provides a neutral return on nutrient input, requiring 1 nutrition (0.5 meat and 0.5 vegetables) and outputting the same
 
|-
 
|-
| Lavish Meal || 14 || 1 || 1 || 100% || 10 || 10 || 0.44 || 2.27 ||
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| Pemmican || 15 || 0.8 (0.05) || 0.5 || 160% || 75 || 3.75 || 0.02 || 2.5 ||
* Slightly better Storage/Weight Efficiency at worse Nutrient and Work Efficiency.
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* Yields 16 Units per cooking action (per unit value in Brackets)
* Provides a +12 mood bonus, a substantial increase over a Fine Meal.
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* Can be made at Campfire
* Provides a neutral return on nutrient input, requiring 1 nutrition (0.5 meat and 0.5 vegetables) and outputting the same.
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* Very long Spoil time at low tech, making Freezing largely unnecessary
 +
* Needs 2 kinds of Resources (Meat and Vegetarian)
 +
* Abysmal Storage but good Weight Efficiency
 
|-
 
|-
| Lavish Meal (Vegan/Meat) || 14 || 1 || 2.5 || 40% || 10 || 10 || 0.44 || 2.27 ||
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| Packaged Survival Meal || 8.8 c. || 0.9 || 0.6 || 150% || 10 || 9 || 0.30 || 3 ||
* Same mood bonus as a regular Lavish Meal (+12 mood), and adheres to Ideology-based dietary restrictions.
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* Does not Spoil
* Requires 2.5x as much nutrition input as a regular Lavish Meal, making it ''incredibly'' inefficient on nutrition.  The same nutrition used for a single Vegetarian or Carnivore Lavish Meal could make ''5'' Simple Meals.
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* Best Weight Efficiency at slightly worse Nutrient and Work efficiency
|-
 
| Pemmican || 15 || 0.8 (0.05 x 16) || 0.5 || 160% || 75 || 3.75 || 0.02 || 2.5 ||
 
* Yields 16 Units per cooking action.
 
* Can be made at a Campfire.
 
* Very long spoil time even without refrigeration (70 days), making freezing largely unnecessary, and also making it a good caravan food.
 
* Needs 2 kinds of resources (Meat and Vegetarian), like Fine and Lavish meals, but provides no mood bonus.
 
* Has no vegetarian or carnivore option.
 
* Abysmal storage efficiency, and worse work efficiency than even Lavish Meals, but good weight efficiency
 
|-
 
| Packaged Survival Meal || 8.89 || 0.9 || 0.6 || 150% || 10 || 9 || 0.30 || 3 ||
 
* Does not spoil at all.
 
* Best weight efficiency at slightly worse nutrient and work efficiency
 
 
* Needs 2 kinds of Resources (one Vegetarian), pawn skilled at Cooking, and Stove but have simple taste (no Mood boost)
 
* Needs 2 kinds of Resources (one Vegetarian), pawn skilled at Cooking, and Stove but have simple taste (no Mood boost)
 
|-
 
|-
 
| Nutrient Paste || 0 || 0.9 || 0.3 || 300% || 10 || 9 || 0.44 || 2.04 ||
 
| Nutrient Paste || 0 || 0.9 || 0.3 || 300% || 10 || 9 || 0.44 || 2.04 ||
* Counts as an awful Meal, applying a -4 Mood debuff.
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* Counts as Awful Meal
* Cannot cause [[food poisoning]].
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* Does not cause Food Poisoning
* No cooking work required.
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* No work required
* Extremely high nutrient efficiency.
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* Extremely high Nutrient Efficiency
* Produced on demand from a [[nutrient paste dispenser]], making it unsuitable for animal feed and vulnerable to energy outages and "Zzztt..." events.
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* Not intended for Storage/taking along
* Extremely short spoil time (18 hours), and thus not suitable for caravans at all.  Can only be viably stored if frozen, though it is not intended to be stored at all and instead created on demand.
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* Produced on demand from a Nutrient Paste Dispenser, making it unsuitable for animal feed and vulnerable to energy outages and "Zzztt..." events
 
|-
 
|-
 
| Kibble || 2 || 2.5 (0.05) || 2 || 125% || 75 || 3.75 || 0.02 || 2.5 ||
 
| Kibble || 2 || 2.5 (0.05) || 2 || 125% || 75 || 3.75 || 0.02 || 2.5 ||
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* Yields 50 Units per cooking action (per unit value in Brackets)
 
* Yields 50 Units per cooking action (per unit value in Brackets)
 
* Needs 2 Ingredients (any 2 different)
 
* Needs 2 Ingredients (any 2 different)
* Edible by most animals and humans, but humans receive a -12 mood penalty.
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* Edible by most animals and humans (with a mood penalty)
 
|-
 
|-
 
|}
 
|}
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* '''Lavish Meals''' should only be undertaken after careful consideration. While they offer a substantial mood bonus and are very satisfying, they have a very poor nutrient and work efficiency. They are a good investment for an established colony with "High expectations" in order to keep colonists' moods stable. If food sources get scarce, downgrade to Fine Meals or Simple Meals.
 
* '''Lavish Meals''' should only be undertaken after careful consideration. While they offer a substantial mood bonus and are very satisfying, they have a very poor nutrient and work efficiency. They are a good investment for an established colony with "High expectations" in order to keep colonists' moods stable. If food sources get scarce, downgrade to Fine Meals or Simple Meals.
 
* If no refrigeration is possible, '''Pemmican''' can be used. It is less efficient to produce than most meal types. However, pawns will only consume it when they are hungry and will eat exactly as much as they need, which minimizes waste. It is an excellent choice for caravans due to its long shelf life, and is slightly more efficient to make than packaged survival meals.
 
* If no refrigeration is possible, '''Pemmican''' can be used. It is less efficient to produce than most meal types. However, pawns will only consume it when they are hungry and will eat exactly as much as they need, which minimizes waste. It is an excellent choice for caravans due to its long shelf life, and is slightly more efficient to make than packaged survival meals.
* If space, food sources, cooking time or even cooking skill are at a premium, '''Nutrient Paste''' can be used. However, the negative mood effect can offset its convenience. The Nutrient Paste Dispenser also requires electricity, so at least some reserves of other food should be prepared in case of power outage.
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* If space, food sources, cooking time or even cooking skill are at a premium, '''Nutrient Paste''' can be used. However, the negative mood effect can offset its convenience. The [[nutrient paste dispenser]] also requires electricity, so at least some reserves of other food should be prepared in case of power outage.
 
* In a biome with winter, stockpiling food to last until the next growing season must be done every year until the colony has enough dirt-floor greenhouses or hydroponics to feed its entire population. A proper winter at sub-zero temperatures can make food storage much easier, however. A vent in the wall of a food storage area can keep food freezing without needing to use any electricity.
 
* In a biome with winter, stockpiling food to last until the next growing season must be done every year until the colony has enough dirt-floor greenhouses or hydroponics to feed its entire population. A proper winter at sub-zero temperatures can make food storage much easier, however. A vent in the wall of a food storage area can keep food freezing without needing to use any electricity.
 
* After the first year, it is always a good idea to have a forbidden stockpile of packaged survival meals. In case of long-lasting toxic fallout or a disaster that destroys the colony's main refrigerator, greenhouses etc, this backup food will keep colonists fed while they rebuild.
 
* After the first year, it is always a good idea to have a forbidden stockpile of packaged survival meals. In case of long-lasting toxic fallout or a disaster that destroys the colony's main refrigerator, greenhouses etc, this backup food will keep colonists fed while they rebuild.
* Note that due to [[Saturation#Rounding_Error_and_Eating_Thresholds|overeating rounding error]], the above efficiency values are not precise.  Pawns will try to eat as soon as they hit 25% saturation, so any meal that provides more nutrition than that will typically waste at least some of that nutrition (up to around 15-25% of the total meal's nutrition).  Pemmican, due to its smaller nutrition per unit, is much less affected by this, and thus has a higher effective efficiency than other meals, despite having a lower baseline efficiency.
 
  
 
=== Fodder (Herbivore) ===
 
=== Fodder (Herbivore) ===
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* '''Raw vegetables''' have a surprisingly long shelf life so they should not be underestimated if the mood penalty for Raw Food can be taken
 
* '''Raw vegetables''' have a surprisingly long shelf life so they should not be underestimated if the mood penalty for Raw Food can be taken
 
* '''Pemmican''' is a natural Solution for Caravans. It offers very good spoil time at acceptable weight and Nutrient efficiency. It's biggest downside is the poor work efficiency.
 
* '''Pemmican''' is a natural Solution for Caravans. It offers very good spoil time at acceptable weight and Nutrient efficiency. It's biggest downside is the poor work efficiency.
* '''Packaged survival meals''' last indefinitely, have the best weight efficiency of all meals, and function like Simple Meals (no mood buff or debuff), but have inferior work efficiency (equal to Fine Meals), and inferior nutrition efficiency.  They also require specific research to create.
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* '''Packaged survival meals''' last indefinitely and count like simple meals, but have hands down the worst work efficiency and even worse Nutrient efficiency than raw food.
 
* '''Grazing''' once again, Herbivores can Graze. However this option is dependent on the Tile and Season so it can change during Travel.
 
* '''Grazing''' once again, Herbivores can Graze. However this option is dependent on the Tile and Season so it can change during Travel.
* If no Grazing is possible, '''Hay''' has a better weight efficiency than Kibble for Herbivores, if you can gather enough of it.
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* If no Grazing is possible, '''Hay''' is somewhat preferable over Kibble for Herbivores, if you can gather enough of it.
 
* '''Kibble''' is useful for feeding carnivores and even Herbivores during really long stretches of non-grazing world tiles. Do note that [[warg]]s cannot consume kibble.
 
* '''Kibble''' is useful for feeding carnivores and even Herbivores during really long stretches of non-grazing world tiles. Do note that [[warg]]s cannot consume kibble.
 
* '''Chocolate''' or '''insect jelly''' can fulfill the recreation needs of pawns on a caravan and help prevent mental breaks. However, neither has enough nutrition on its own to replace meals.
 
* '''Chocolate''' or '''insect jelly''' can fulfill the recreation needs of pawns on a caravan and help prevent mental breaks. However, neither has enough nutrition on its own to replace meals.
  
Caravans will automatically forage for food on the road, with the yield depending on if they are moving or not, the type of world tile they are on (for example, forage yield is higher in a Temperate Forest than a Desert or Ice Sheet), and the plants skill of the people in the caravan. Tribal pawns also forage faster. The foraged food type depends on the biome. [[Berries]] are foraged in temperate and jungle biomes and [[agave]] in drier ones.
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Caravans will automatically forage for food on the road, the yield depending on if they are moving or not and the plants skill of the people in the caravan. Tribal pawns also forage faster. The foraged food type depends on the biome. [[Berries]] are foraged in temperate and jungle biomes and [[agave]] in drier ones.
  
 
== Storage ==
 
== Storage ==
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* Advantages and disadvantages of each means of production
 
* Advantages and disadvantages of each means of production
 
* Insect farming and cannibalism
 
* Insect farming and cannibalism
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 +
To ensure that no information added is outdated, data could be extracted from the following spreadsheets:<br>
 +
Animals [https://docs.google.com/spreadsheets/d/1Tjsa_Rw_sDz0IOsFY5WMZ_DAs_sx0iAVS0EfgNOU3Ns/edit#gid=0]<br>
 +
Plants [https://docs.google.com/spreadsheets/d/1VnLHxjYRPSBY_24kOhRq7snnR16QNVn9bLLmTzzxqNU/edit#gid=0]
  
 
{{nav/guides}}
 
{{nav/guides}}
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
 
[[Category:Food|#Food production]]
 
[[Category:Food|#Food production]]

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