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− | The | + | The food production chain in RimWorld results in edible food to keep your colony sustained. There are multiple ways to obtain raw ingredients for refined food, and refined food itself. |
== Farming == | == Farming == | ||
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=== Crops === | === Crops === | ||
RimWorld has five main crop types: [[corn plant|corn]], [[haygrass]], [[potato plant|potatoes]], [[rice plant|rice]], and [[strawberry plant|strawberries]]. Each plant in turn has their own unique set of advantages and disadvantages, making them all distinguishable from one another. | RimWorld has five main crop types: [[corn plant|corn]], [[haygrass]], [[potato plant|potatoes]], [[rice plant|rice]], and [[strawberry plant|strawberries]]. Each plant in turn has their own unique set of advantages and disadvantages, making them all distinguishable from one another. | ||
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Each crop will be roughly summarized here, but each crops' own pages will go into more detail on that particular crop: | Each crop will be roughly summarized here, but each crops' own pages will go into more detail on that particular crop: | ||
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==== Corn ==== | ==== Corn ==== | ||
− | [[File:Corn plant | + | [[File:Corn plant.png]] |
'''Advantages:''' | '''Advantages:''' | ||
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'''Disadvantages:''' | '''Disadvantages:''' | ||
− | * Long time between harvests | + | * Long time between harvests means that supply is less consistent |
+ | * More risky when it comes to crop loss | ||
* Can't be sown in [[hydroponics basin]]s | * Can't be sown in [[hydroponics basin]]s | ||
* Grows poorly in gravel | * Grows poorly in gravel | ||
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'''Advantages:''' | '''Advantages:''' | ||
* [[Hay]] stacks up to 200, compared to 75 for other raw foods. | * [[Hay]] stacks up to 200, compared to 75 for other raw foods. | ||
− | * Exceptionally good nutrition output | + | * Exceptionally good nutrition output |
− | * | + | * Hay has a long shelf life if covered by a roof. |
'''Disadvantages:''' | '''Disadvantages:''' | ||
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'''Disadvantages:''' | '''Disadvantages:''' | ||
* [[Potatoes]] have a slightly shorter shelf life | * [[Potatoes]] have a slightly shorter shelf life | ||
− | * | + | * Grows poorly in rich soil and hydroponics |
'''Usage:''' | '''Usage:''' | ||
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'''Advantages:''' | '''Advantages:''' | ||
* [[Berries]] don't give any negative thoughts when eaten raw | * [[Berries]] don't give any negative thoughts when eaten raw | ||
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'''Disadvantages:''' | '''Disadvantages:''' | ||
* Inferior nutrition output compared to other crops | * Inferior nutrition output compared to other crops | ||
− | * | + | * Berries have a short shelf life |
'''Usage:''' | '''Usage:''' | ||
* Provide food for caravans taking medium-length trips. | * Provide food for caravans taking medium-length trips. | ||
* Grow when short on cooks. | * Grow when short on cooks. | ||
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== Animal products == | == Animal products == | ||
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Though plant-based foods can sustain your colonists, you will usually need animal products if you're going to make better meals for your colonists. | Though plant-based foods can sustain your colonists, you will usually need animal products if you're going to make better meals for your colonists. | ||
− | There are | + | There are two kinds of food products that can be yielded from animals: milk and meat. |
---- | ---- | ||
− | === Meat === | + | === [[Meat]] === |
− | + | ||
− | [[File: | + | [[File:MeatBig_cropped.png]] |
− | Meat is butchered from any freshly killed | + | Meat is butchered from any freshly killed animal. The amount of meat obtained is dependent on each animal, and the butchery efficiency of the cook. In general, better cooks can make more out of each dead animal. |
---- | ---- | ||
− | === Milk === | + | === [[Milk]] === |
− | + | ||
[[File:Milk.png]] | [[File:Milk.png]] | ||
− | Milk can be obtained from female tamed animals | + | Milk can be obtained from some female tamed animals. It requires handlers to milk them occasionally. |
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=== Livestock rearing === | === Livestock rearing === | ||
− | Rearing livestock is a good choice for constantly providing these animal products for use. Milk | + | Rearing livestock is a good choice for constantly providing these animal products for use. Milk in particular can only be obtained by milking livestock, outside of trading. |
There are two factors you will want to consider for livestock (solely for food production): nutrition efficiency and production rate. | There are two factors you will want to consider for livestock (solely for food production): nutrition efficiency and production rate. | ||
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For meat: | For meat: | ||
− | * | + | *Megaspiders have the highest efficiency of all animals with 0.716 nutrition generated per unit input. However, colonists don't like insect meat, and megaspiders can't be farmed. |
− | * | + | *Foxes have the highest efficiency for regular meat with 0.561. They need to eat meat, thus there is significantly less food available. |
− | * | + | *Pigs or wild boars have the highest efficiency for herbivores with 0.246. |
==== Production rate ==== | ==== Production rate ==== | ||
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==== [[Biomes]] ==== | ==== [[Biomes]] ==== | ||
− | Different biomes have different foods available to | + | Different biomes have different foods available to foraging. |
*Temperate forests are good in terms of food; you will have a good number of animals to hunt and berries to forage. | *Temperate forests are good in terms of food; you will have a good number of animals to hunt and berries to forage. | ||
− | *Boreal forests have troves of | + | *Boreal forests have troves of raspberries waiting to be harvested and a decent number of animals during summer. Things get tougher during winter when animals leave and plants freeze over, making them inedible (though that doesn't stop you from harvesting berries). |
− | *Arid shrublands have large numbers of | + | *Arid shrublands have large numbers of agave plants growing, providing lots of food (though agave fruit doesn't taste good raw), and large animals that yield lots of meat. |
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*There's little to eat in a desert and even less in an extreme desert. Foraging is not a good choice there. | *There's little to eat in a desert and even less in an extreme desert. Foraging is not a good choice there. | ||
− | * | + | *Ice sheets yield little food, with a lot of land being unable to grow plants. Hunting is usually the only choice and there's little to hunt. |
− | + | *There's nothing to see on sea ice. | |
− | *There's nothing to see on sea ice | + | |
+ | If you're lucky a herd of migrating animals will pass by, regardless of biome, providing valuable food especially in food deficient areas. | ||
=== Hunting === | === Hunting === | ||
Between growing enough food to be self-sufficient and taming enough animals to set up a sustainable meat/milk farm, you will most likely have to resort to hunting for meats and leather. | Between growing enough food to be self-sufficient and taming enough animals to set up a sustainable meat/milk farm, you will most likely have to resort to hunting for meats and leather. | ||
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=== Trade === | === Trade === | ||
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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 time is limited |
− | * | + | * *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, hot climates and caravans |
− | * | + | * *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* How much it weights/nutrients, relevant for Caravans |
− | * | + | * *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 | + | ! data-sort-type="number" | Work Efficency (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) | ||
− | ! data-sort-type="number" | Nutrient Efficiency (Nutrition | + | ! data-sort-type="number" | Nutrient Efficiency (Nutrition in/Nutrition out) |
! data-sort-type="number" | Units/Full Stack | ! data-sort-type="number" | Units/Full Stack | ||
! data-sort-type="number" | Storage Efficiency (Nutrition/Tile) | ! data-sort-type="number" | Storage Efficiency (Nutrition/Tile) | ||
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! Others | ! Others | ||
|- | |- | ||
− | | Simple Meal || 5. | + | | Simple Meal || 5.5 c. || 0.9 || 0.5 || 180% || 10 || 9 || 0.44 || 2.045 c. || |
* Trivial Production | * Trivial Production | ||
− | + | * Short Spoil Time (4 days) | |
− | * Short | + | * High Work Efficiency |
− | * High | ||
|- | |- | ||
− | | Fine Meal || 8. | + | | Fine Meal || 8.8 c. || 0.9 || 0.5 || 180% || 10 || 9 || 0.44 || 2.045 c. || |
− | * Upgrade of Simple Meal | + | * Slight Upgrade of Simple Meal (+5 Mood) |
− | * Needs 2 kinds of | + | * Needs 2 kinds of Resources (one Vegetarian) |
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|- | |- | ||
− | | | + | | Lavish Meal || 14 || 1 || 1 || 100% || 10 || 10 || 0.44 || 2.27 c. || |
− | * | + | * Slightly better Storage/Weight Efficiency and Mood at worse Nutrient and Work Efficiency |
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|- | |- | ||
− | | | + | | Pemmican || 12.5 || 0.8 (0.05) || 0.05 || 160% || 75 || 3.75 || 0.02 || 2.5 || |
− | * | + | * Yields 16 Units per cooking action (per unit value in Brackets) |
− | * | + | * Very long Spoil time at low tech, making Freezing largely unnecessary |
− | * | + | * Needs 2 kinds of Resources (Meat and Vegetarian) |
+ | * Abysmal Storage but good Weight Efficency | ||
|- | |- | ||
− | | | + | | Packaged Survival Meal || 26.6 c. || 0.9 || 1 || 90% || 10 || 9 || 0.40 || 2.25 || |
− | * | + | * Does not Spoil |
− | * | + | * Terrible Nutrient and Work efficiency |
+ | * +5 Mood similar to Fine meals | ||
|- | |- | ||
− | + | | Nutrient Paste || 0 || 0.9 || 0.3 || 300% || 10 || 9 || ? || ? || | |
− | + | * Counts as Awful Meal | |
− | + | * Does not cause Food Poisoning | |
− | + | * No work required | |
− | + | * Extremely high Nutrient Efficiency | |
− | + | * Not intended for Storage/taking along | |
− | + | * Produced on demand from a Nutrient Paste Dispenser, making it unsuitable for animal feed and vulnerable to energy outages and | |
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− | | Nutrient Paste || 0 || 0.9 || 0.3 || 300% || 10 || 9 || | ||
− | * Counts as | ||
− | * | ||
− | * No | ||
− | * Extremely high | ||
− | * Produced on demand from a | ||
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|- | |- | ||
| 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 | + | * Edible by most animals and humans (with a mood penalty) |
|- | |- | ||
|} | |} | ||
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== Food usage guide == | == Food usage guide == | ||
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=== Colony meals === | === Colony meals === | ||
− | * '''Simple meals''' are usually the first stop. They can be made from everything humans can eat raw | + | * '''Simple meals''' are usually the first stop. They can be made from everything humans can eat raw. |
− | * | + | * One should then upgrade to '''Fine meals''' as soon as possible, as it offers better mood and nutrition at no other penalties other than the need for animal ingredients. |
− | * '''Lavish Meals''' should only be undertaken | + | * '''Lavish Meals''' are a investment that should only be undertaken carefully. While they offer a mood improvement and are very satisfying, they have a poor nutrient efficiency. If food sources get scarce, downgrade to Fine Meals or Simple Meals. |
− | + | * If space, food sources or cooking time are at a Premium, '''Nutrient Paste''' can be used. However the mood effect offsets its convenience. It is also subject to energy outages so at least some reserves of other food should be prepared. | |
− | * If space, food sources | + | * Outside of the growing Season, reserves of slow spoiling food and meals from hunted meat are common sources. A proper winter at sub-zero temperatures can make food storage much easier. |
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=== Fodder (Herbivore) === | === Fodder (Herbivore) === | ||
− | * '''Grazing''' is the option picked by most Herbivores by default. They will simply eat wild plants within the allowed area. As long as it is not off-season or there is a truly large amount of animals, most maps can sustain Herbivores with ease. Automatically done in caravans if | + | * '''Grazing''' is the option picked by most Herbivores by default. They will simply eat wild plants within the allowed area. As long as it is not off-season or there is a truly large amount of animals, most maps can sustain Herbivores with ease. Automatically done in caravans if food is |
− | ** Animals can also eat raw plants from your crop fields. This however is extremely ineffective as the plants themselves yield a whole lot less | + | ** Animals can also eat raw plants from your crop fields. This however is extremely ineffective as the plants themselves yield a whole lot less then harvesting them. It should be considered a warning sign that food for animals is running out. |
− | * '''Kibble''' allows Herbivores to eat nutrient sources not normally | + | * '''Kibble''' allows Herbivores to eat nutrient sources not normally on their diet. In particular excess flesh (especially Human/Insect meat) and animal products can be turned into Animal feed. The only real advantage towards meals is that it last forever, can be made with Hay and has better Work Efficiency. |
− | * '''Simple Meals''' and '''Pemmican''' may sound odd, but are a viable option | + | * '''Simple Meals''' and '''Pemmican''' may sound odd, but are a viable option. They offer a higher nutrient efficiency (180% and 160% vs 125%) and storage efficiency (3.75 vs 9) than Kibble, while giving the same option to mask the use of Flesh. They also do not need management of pops actually working the butchers table. Anything more then simple meals would be "pearls pefore the swine", as they do not benefit from the mood bonus. |
− | * '''Hay''' has same nutrition per Unit as Kibble and most Vegetables but | + | * '''Hay''' has same nutrition per Unit as Kibble and most Vegetables but over twice as Weight and Storage efficient and grows rapidly. Use to supplement herbivore food when the map is not supplying enough grass to feed everyone. |
=== Fodder (Carnivore) === | === Fodder (Carnivore) === | ||
* Most carnivores by nature can eat '''raw corpse'''s. While doing so provides Nutrition, it removes bodyparts and thus meat yield from Butchering. | * Most carnivores by nature can eat '''raw corpse'''s. While doing so provides Nutrition, it removes bodyparts and thus meat yield from Butchering. | ||
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* '''Raw meat''' is another natural Option. Butchering may not yield a higher effective Nutrition than eating the corpses, especially when done by inept cooks. | * '''Raw meat''' is another natural Option. Butchering may not yield a higher effective Nutrition than eating the corpses, especially when done by inept cooks. | ||
* Simple meals and pemmican are an option as they are with herbivores. | * Simple meals and pemmican are an option as they are with herbivores. | ||
* '''Kibble''' is slightly more interesting for carnivores. It allows the use of vegetables - including the very effective Hay - for feeding them. | * '''Kibble''' is slightly more interesting for carnivores. It allows the use of vegetables - including the very effective Hay - for feeding them. | ||
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== Caravan Food == | == Caravan Food == | ||
− | When sending out a | + | When sending out a Caravan, spoil time and weight are of utmost importance. Easily spoiled foodstuffs (most meals, raw meat) utterly unsuitable for anything but short distances. Be warned that time until rotting are affected by ambient temperatures. |
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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. | |
− | + | * '''Pemmican''' is a natural Solution for Caravans. It offers very good spoil time at acceptable weight and Nutrient efficiency | |
− | + | * '''Packaged survival meals''' last indefinitely, but has way worse Nutrient and Work efficiency than anything else. That makes it only useful for extremely long range travel or in high Temperature climates where even Pemmican rots fast. | |
− | + | * *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''' 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. | |
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== To-Do List == | == To-Do List == | ||
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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: | + | [[Category:Gameplay]] |
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