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− | The '''food production''' chain in RimWorld results in edible | + | 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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'''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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* 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]] === |
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− | [[ | ||
− | Meat is butchered from any freshly killed | + | [[File:MeatBig_cropped.png]] |
+ | |||
+ | 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: cows, elk, caribou, muffalo and dromedaries. It requires handlers to milk them. Cows produce 15 milk every day. Other animals produce 12 milk once every 2 days, except dromedaries who produce 10. |
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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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*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 plants freeze over, making them inedible. However, berries that ripened during the summer can still be harvested for a short time after the plants have turned brown and wilted. Hunting will sustain you at first, but in the coldest weeks of winter, the animals leave as well. |
− | *Arid shrublands have large numbers of | + | *Arid shrublands have large numbers of agave plants growing, providing lots of food, though agave can't be eaten raw like berries. Large animals yield lots of meat, though many are tough or aggressive. |
*Swampy biomes all have berries and lush tree and plant coverage. This is great for foraging. | *Swampy biomes all have berries and lush tree and plant coverage. This is great for foraging. | ||
*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. | ||
*Tundra has very few trees and even fewer berries. Migrating herds of animals may pass by, but you will need to shoot them quickly to collect any food. | *Tundra has very few trees and even fewer berries. Migrating herds of animals may pass by, but you will need to shoot them quickly to collect any food. | ||
− | *Ice sheets do not have plants. Hunting is the only choice, and there's little to hunt | + | *Ice sheets do not have plants. Hunting is 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. |
=== 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 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) | ||
− | ! 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 Efficiency | ||
|- | |- | ||
− | + | | 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 | |
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− | | Packaged Survival Meal || | ||
− | * Does not | ||
− | * | ||
− | * | ||
|- | |- | ||
| 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 | + | * Counts as Awful Meal |
− | * | + | * Does not cause Food Poisoning |
− | * No | + | * No work required |
− | * Extremely high | + | * Extremely high Nutrient Efficiency |
− | * Produced on demand from a | + | * 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 | |
|- | |- | ||
| 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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=== Colony meals === | === Colony meals === | ||
− | * '''Simple meals''' are usually the first stop. They can be made from everything humans can eat raw. They do | + | * '''Simple meals''' are usually the first stop. They can be made from everything humans can eat raw. They do however spoil almost as quickly as raw ingredients. |
− | * Consider | + | * Consider to upgrade to '''Fine meals''' as soon as possible, if hte Worktime for it is avalible (+60% over Simple Meals) is avalible. It offers better mood and the only additional requirement being the need for animal ingredients. |
− | * '''Lavish Meals''' should only be undertaken | + | * '''Lavish Meals''' are an investment that should only be undertaken carefully. While they offer a mood improvement and are very satisfying, they have a very poor nutrient and work efficiency. They should only be considered for the Mood Buff. If food sources get scarce, downgrade to Fine Meals or Simple Meals. |
− | * If no | + | * If long spoiltimes are needed and no refridgeration is possible, '''Pemmican''' can be used. However due to poor efficiency across the board, it is unsuiteable for general consumption and should only be used as a reserve or stopgap measure for colony meals |
− | * If space, food sources, cooking time or even cooking skill are at a | + | * If space, food sources, cooking time or even cooking skill are at a Premium, '''Nutrient Paste''' can be used. However the mood effect can offsets its convenience. It is also subject to energy outages so at least some reserves of other food should be prepared. |
− | * | + | * 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) === | ||
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* 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 the utmost importance. Easily spoiled foodstuffs (most meals, raw meat) is utterly unsuitable for anything but short distances. Be warned that time until rotting is affected by ambient temperatures during the travel. |
* Weight efficiency is almost completely uniform, with all produced food offering about the same 2.0-2.5 Nutrition/kg and raw food being equally uniform | * Weight efficiency is almost completely uniform, with all produced food offering about the same 2.0-2.5 Nutrition/kg and raw food being equally uniform | ||
* '''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 | + | * '''Packaged survival meals''' last indefinitely and count like simple meals, but have hands down the worst work efficiency and even worse Nutrient efficiency then raw food. |
− | * | + | * *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''' | + | * 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:Game mechanics]] | [[Category:Game mechanics]] | ||
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