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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.
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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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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.
  
If everything goes perfectly, a {{#expr: ceil ({{Q|Human|Real Hunger Rate}}/({{Q|Rice plant|Harvest Yield Per Day (100)}}*{{Q|Rice|Nutrition}}*({{Q|Simple meal|Nutrition}}/{{Q|Simple meal|Resource 1 Amount}})))}} tiles of rice on normal soil with a year-round growing season and turned into [[simple meal]]s should produce just enough food for a single pawn, assuming 100% [[AI_Storytellers#Harvest_yield|Storyteller harvest yield]] (which varies by difficulty) and pawn [[plant harvest yield]] (which varies by skill). But if you gain more colonists or animals to feed, or if farming is hindered by misfortune or enemy action, planning ahead and planting extra can ensure your colony has enough food to eat.
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If everything goes perfectly, a 7x7 field of rice on normal soil with a year-round growing season should produce just enough food for a single pawn. But if you gain more colonists or animals to feed, or if farming is hindered by misfortune or enemy action, planning ahead and planting extra can ensure your colony has enough food to eat.
  
 
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 a.png]]
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[[File:Corn plant.png]]
  
 
'''Advantages:'''
 
'''Advantages:'''
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'''Disadvantages:'''
 
'''Disadvantages:'''
* Long time between harvests makes crop loss harsher and further restricts when it can be planted and still grow to maturity on maps with cold winters.
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* Long time between harvests means that supply is less consistent
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* 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
* Barely benefits from rich soil and hydroponics
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* Grows poorly in rich soil and hydroponics
  
 
'''Usage:'''
 
'''Usage:'''
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----
 
----
  
=== Meat ===
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=== [[Meat]] ===
{{main|Meat}}
 
[[File:Meat big a.png]]
 
  
Meat is butchered from any freshly killed [[Animals|animal]]. The amount of meat obtained depends on the animal, and the [[Butchery Efficiency]] of the cook. In general, better cooks can make more out of each dead animal.
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[[File:MeatBig_cropped.png]]
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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 ===
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=== [[Milk]] ===
{{main|Milk}}
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[[File:Milk.png]]
 
[[File:Milk.png]]
  
Milk can be obtained from female tamed animals of the following species: {{#ask: [[Milk Amount::+]] [[Category:Animals]]}}. It requires handlers to milk them. Cows produce 18 milk every day. Other animals produce 12 milk once every 2 days.
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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.
Milk also has the benefit of not giving a mood penalty when eaten raw. When used in recipes it can be substituted for an amount of meat of equivalent nutrition in meals that require meat, and used in place of any nutrition in vegetarian meals.
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=== [[Eggs]] ===
  
=== Eggs ===
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[[File:Eggs.png]]
{{main|Eggs}}
 
[[File:Egg small b.png]]
 
  
Egg can be obtained from female tamed animals of the following species: {{#ask: [[Egg Laying Interval::+]] [[Category:Animals]]}}. However, they are produced most efficiently by chickens
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Eggs are produced most efficiently by [[chicken|chickens]]. They can also be obtained from a cassowary, cobra, emu, iguana, ostrich, tortoise or turkey. However, only chickens will lay unfertilized eggs. Other egg-laying animals require a male to fertilize the egg in order to progress beyond 50%.
  
[[Simple meal|Simple]], [[Fine meal|fine]], and [[lavish meal]]s can all use eggs as an ingredient. When used in recipes it can be substituted for an amount of meat of equivalent nutrition in meals that require meat, and used in place of any nutrition in vegetarian meals.
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Simple, fine and lavish meals can all use eggs as an ingredient. They can be eaten raw by humanlikes (with the "raw food" mood debuff) and by animals which are [[ovivore|ovivores]].
  
 
=== Livestock rearing ===
 
=== Livestock rearing ===
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For meat:
 
For meat:
*[[Megaspider]]s 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.
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*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.
*[[Fox]]es have the highest efficiency for regular meat with 0.561. They need to eat meat, thus there is significantly less food available.
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*Foxes have the highest efficiency for regular meat with 0.561. They need to eat meat, thus there is significantly less food available.
*[[Pig]]s or [[wild boar]]s have the highest efficiency for herbivores with 0.246.
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*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 [[Raspberry bush|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.
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*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 [[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.  
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*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: snowhares and polar bears spawn naturally, several large animals during migration events.  
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*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 except several rare snowhares.
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*There's nothing to see on sea ice.
  
 
=== Hunting ===
 
=== Hunting ===
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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)
! data-sort-type="number" | Nutrient Efficiency (Nutrition out/Nutrition in)
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! 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 || 5.56 || 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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* Short Spoil Time (4 days)
* Short spoil time (4 days)
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* High Work Efficiency
* 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 (one Vegetarian)
* 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.
 
 
|-
 
|-
| Lavish Meal || 14 || 1 || 1 || 100% || 10 || 10 || 0.44 || 2.27 ||
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| Pemmican || 12.5 || 0.8 (0.05) || 0.05 || 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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* Very long Spoil time at low tech, making Freezing largely unnecessary
* 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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* Needs 2 kinds of Resources (Meat and Vegetarian)
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* 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 || 26.6 c. || 0.9 || 1 || 90% || 10 || 9 || 0.40 || 2.25 ||
* 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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* Terrible Nutrient and Work efficiency
|-
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* +5 Mood similar to Fine meals
| 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)
 
 
|-
 
|-
 
| 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
 
|-
 
|-
 
| 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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=== Colony meals ===
 
=== Colony meals ===
  
* '''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. Setting your work bill to make 3-4 meals per day per colonist should help avoid both spoilage and hunger.
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* '''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. Setting your work bill to make 2-3 meals per day per colonist should help avoid both spoilage and hunger.
 
* Consider an upgrade to '''Fine meals''' as soon as possible, if the worktime (+60% over Simple Meals) is available. It offers a small mood bonus, and requires meat, milk or eggs in addition to vegetables.
 
* Consider an upgrade to '''Fine meals''' as soon as possible, if the worktime (+60% over Simple Meals) is available. It offers a small mood bonus, and requires meat, milk or eggs in addition to vegetables.
 
* '''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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* 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.
** This is a good way to get rid of corpses without butchering, especially human corpses left behind after raids- butchering these leaves a mood debuff.
 
 
* '''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.
** Note that [[Warg]]s, unlike any other animal, do not consume [[kibble]]. They can only consume raw meat and raw corpses.
 
  
 
== Caravan Food ==
 
== Caravan Food ==
  
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.
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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, 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 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.
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* *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.
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* *Kibble* is useful for feeding carnivores and even Herbivores during really long stretches of non-grazing world tiles.
* '''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.
 
 
 
== Storage ==
 
''See also [[Cooler]] and [[Temperature#Cooler]]''
 
 
 
Food can be stored in a walk-in freezer. Colonists will automatically harvest mature crops and bring the produce to the appropriate storage. Set the priority of the stockpile in the freezer higher so colonists will haul food to the freezer instead of anywhere else.
 
 
 
Keep in mind that some foods are less, or not, temperature sensitive. Corn, [[pemmican]], and to a lesser extent, Eggs can be kept at room temperatures much longer than most foods, and [[packaged survival meal]]s and [[kibble]] need not be refrigerated at all.
 
 
 
In a way animals themselves can be a meat storage, both alive and dead: The meat they yield when butchered does not spoil while they are alive. This allows them to carry nutrition over into lean times, if no refrigerator is available, particularly on caravans or low-tech desert scenarios. While dead, any animal that yields more than 225 meat is more compact unbutchered than butchered since all corpses only occupy one tile and a [[shelf]] can hold up to three stacks of meat. This saves room in freezers and storage rooms. The following animals are more dense unbutchered: {{#ask: [[Category:Animals]] [[Meat Yield::>>225]]}}.
 
 
 
Animals with a [[body size]] of 0.75 and below can be stored in shelfs themselves. It is therefore more space efficient to store animals with a body size of 0.75 or less but a meat yield of more than 75 as corpses. These include: {{#ask: [[Category:Animals]] [[Meat Yield::>>75]] [[Body Size::<0.75]]}}.
 
 
 
Note that the [[meat amount]] is affected by multiple factors besides body size.
 
  
 
== 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]
  
 
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[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
[[Category:Food|#Food production]]
 

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