Difference between revisions of "Food production"

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(→‎Processing food: Massive rework with a sortable table listing values I was missing)
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Eating raw food isn't really favorable to your colonists, usually netting them a -7 mood penalty. Besides, cooking food makes it easier to digest, allowing colonists and animals to obtain more nutrition from them.
 
Eating raw food isn't really favorable to your colonists, usually netting them a -7 mood penalty. Besides, cooking food makes it easier to digest, allowing colonists and animals to obtain more nutrition from them.
 +
Raw food can be made into several varieties of cooked meals or processed foods.
 +
 +
 +
There is a common number of 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 Raw Nutrients are needed for output Nutrients; relevant if food sources are limited
 +
* *Spoil Time* How long the Item lasts if not Frozen. Especially relevant for low tech situations, hot Climates and Caravans
 +
* *Storage Efficiency* How many nutrients fit into one stack/one Tile; Usefull if [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* Especially when eaten by Humanoids, the mood effects can change drastically wich food is suiteable for any given situation
 +
 +
{| class="wikitable sortable"
 +
|-
 +
! Meal Name
 +
! data-sort-type="number" | Work Efficency (Work/1 Nutrition)
 +
! data-sort-type="number" | Nurtrient output (Nutrition out/Recipe)
 +
! data-sort-type="number" | Raw Nutrients (Nutrition in/Recipe)
 +
! data-sort-type="number"| Nutrient Efficiency (Nutrition in/Nutrition out)
 +
! data-sort-type="number" | Units/Full Stack
 +
! data-sort-type="number" | Storage Efficiency (Nutrtion/Tile)
 +
! data-sort-type="number" | Weight/Unit
 +
! data-sort-type="number" | Weight Efficiency (Nutrition/Kg)
 +
! Others
 +
|-
 +
| Simple Meal || 5.5 c. || 0.9 || 0.5 || 180% || 10 || 9 || 0.44 || 2.045 c. ||
 +
* Trivial Production
 +
* Short Spoil Time (4 days)
 +
* High Work Efficiency
 +
|-
 +
| Fine Meal || 8.8 c. || 0.9 || 0.5 || 180% || 10 || 9 || 0.44 || 2.045 c. ||
 +
* Slight Upgrade of Simple Meal (+5 Mood)
 +
* needs 2 kinds of Resources (one Vegetarian)
 +
|-
 +
| Lavish Meal || 14 || 1 || 1 || 100% || 10 || 10 || 0.44 || 2.27 c. ||
 +
* Like fine, but slightly better Storage/Weight Efficience and Mood at worse Nutrient and Work Efficiency
 +
|-
 +
| 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 unessesary
 +
* 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
 +
* No mood effect
 +
|-
 +
| Nutrient Pase || 0 || 0.9 || 0.3 || 300% || 10 || 9 || ? || ? ||
 +
* Counts as Awfull Meal
 +
* Can not cause Food Poisoning
 +
* Awesome Work Efficiency (does not need cook)
 +
* Awensome Nutrient Efficiency
 +
* Not intended for Storage/taking along
 +
* Supposed to be produced on Demand from a Nutrient Paste Dispenser, thus not Animal Feed capable an vulnerable to energy outages
 +
|-
 +
| Kibble || 2 || 2.5 (0.05) || 2 || 125% || 75 || 3.75 || 0.02 || 2.5 ||
 +
* Does not Spoil
 +
* Yields 50 Units per cooking action (per unit value in Brackets)
 +
* Needs 2 Ingredients (any 2 different)
 +
* Eadible by most Animals and Humans, but mood penalty for Humans
 +
|-
 +
|}
 +
 +
== Colony Food ==
 +
 +
* *Simple Meals* are usually the first stop. They can be made from everything humans can eat raw.
  
Raw food can be made into several varieties of cooked meals or processed foods.
+
* One should take the Upgrade to *Fine Meals* as soon as possible, at only needing a bit more varried Ingredients (but not more) it offers better mood at no other penalties.
 +
 
 +
* *Lavish Meals* are a investment that should only be undertaken carefully. While they offer a mood and even slight Storage Improovement, they have a very bad nutrient efficiency. If food sources get scarce, downgrading to Fine Meals or Simple Meals is always possible
 +
 
 +
* If Space, Foodsources or Cooking time are at a Premium, *Nutrient Paste* can be used. However the mood effect makes it hard to use. The only source is also subject to Energy outages so at least some reserves of other food should be prepared. Usually Simple Meals are preferable.
 +
 
 +
* For outside of the growing Season, reserves of Slow spoiling food (see Caravans) and Simple Meals from hunted flesh are the common sources. A porper Winter (Freezing Temperatures) can make storage of Simple Meals a lot more viable.
  
=== Simple meal ===
+
== Animal Food (Herbivore) ==
  
As its name goes, it is a simple meal made with any ingredients.
+
* *Grazing* is the option picked by most Herbivores by default. They will simply eat wild growing plants all over the allowed area. As long as it is not off-season or there is a truly large amount o cattle, most maps can sustain Herbivores with ease. This even automatically takes place during Caravan Travel
  
It provides 0.9 nutrition from 0.5 worth of ingredients, giving 180% efficiency.
+
* *Hay* same Nutrition per Unit as Kibble and most Vegetables, it is easily twice as Weight and Storage efficent.  
  
=== Fine meal ===
+
* *Simple Meals* and *Permician* as odd as it sounds, but Meals are a viable option. They offer a higher Nutrient (180% and 160% vs 125%) and Storage Efficiency (3.75 vs 9) then 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.
  
Same as a simple meal with a mood buff.  
+
* *Kibble* this allows Herbivores to eat Nutrient sources not normally on their Diet. In particular excess flesh (inlcuding Human/Insect meat) and Animal Produce 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
Its requires .25 animal meat , 0.25 vegetable/dairy ingredients and level 8 cooking skill to make.
 
  
Providing 0.9  at an efficiency of 180%. It provides colonists with a +5 mood buff.
+
* *Field Stripping* as a form of Grazing, Animals can eat raw plants from the Field. This however is extremly ineffective as the plants themself yield a whole lot less then one Harvest. It should be considered a warning sign that food is running out.
  
=== Lavish meal ===
+
== Animal Food (Carnivore) ==
  
The best tier of meal available, it provides a significant mood bonus at a cost.
+
* *Corpses* most Carnivores by nature can eat raw Corpses. While doing so provides Nutrition, it removes bodyparts and thus eventuall Flesh yield from Butchering.
  
It provides 1 nutrition from 1 worth of ingredients at 100% efficiency, making it less efficient than preparing other meals, so this should be done if you have excess materials.
+
* *Raw Flesh* again a natural Option. At the least the buchtering should yield a higher effective Nutrition the eating the corpses, as it is already in peices
  
=== Nutrient paste meal ===
+
* *Simple Meals* and *Permmician* are an option as they are with Herbivores, for the same reasons, upsides and downsides.
  
An extremely efficient way to make meals out of any raw ingredients.
+
* *Kibble* is slighly more interesting for Carnivores then Herbivores. It allows the use of Animal Produce, Vegetables - including the very effective Hay - for Feeding Carnivores.
  
It provides 0.9 nutrition out of only 0.3 worth of ingredients, giving a massive 300% efficiency rating, but colonists generally dislike eating nutrient paste, so leave nutrient paste for food shortages.
+
== Caravan Food ==
  
=== Pemmican ===
+
When sending out a Caravan, Spoil time is usually of the highest Importance. But weight can also factor into it. That makes quickly spoiling stuff (most meals, raw Flesh) utterly unsuiteable for anything but short distances. Be warned that Spoil times seem affected by ambient temperatures.
  
A mixture of animal and plant ingredients makes this long-lasting food.
+
* *Raw Vegetables* offer a surprisingly high Spoil Time so they should not be underestimated if the mood penalty for Raw Food can be taken.
  
It provides 0.8 nutrition from 0.5 worth of ingredients for a lackluster 160% efficiency. Its advantage lies in its long shelf life allowing it to be stored for long periods without using freezers, making it perfect for tribal starts or caravans.
+
* *Pemmican* is a natural Solution for Caravans. It offers very good spoil time at acceptable weight and Nutrient efficiency
  
=== Packaged survival meal ===
+
* *Packaged Survival Meal* while a Upgrade on Spoil Time over Pemmican, it has way worse Nutrient and Work efficiency. That makes it only usefull for extremely long range travel or in high Temperature Climates where even Pemmican rots fast
  
A packaged and sealed meal that never goes bad.
+
* *Grazing* once again, Herbivores can Graze. However this option is dependant on the Tile and Season so it can quickly change during Travel
  
It provides only 0.9 nutrition from 1 worth of ingredients, making it the least efficient with only 90%; nutritionwise it is even more efficient to directly eat the raw ingredients.
+
* *Hay* if no Grazing is possible, Hay is somewhat preferable over Kibble for Herbivores. Of course that requires the ability to actually grow it before the travelling
  
While it gives a mood boost similar to that of fine meals, its poor efficiency makes it only suited for caravans going extremely long distances beyond the shelf life of pemmican.
+
* *Kibble* usefull for feeding Carnivores and even Herbivores during really long stretches of non-Grazing World Tiles
  
 
== To-Do List) ==
 
== To-Do List) ==

Revision as of 02:17, 23 April 2018

Template:Tocright 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

The most common way to produce food in RimWorld is to farm it. Vegetarian ingredients are obtained by growing crops, and meat ingredients are obtained by rearing livestock.

Crops

RimWorld has five main crop types: corn, haygrass, potatoes, rice, and strawberries. Each plant in turn has their own unique set of advantages and disadvantages, making them all distinguishable from one another.

Each crop will be roughly summarized here, but each crops' own pages will go into more detail on that particular crop:


Corn

File:Corn plant.png

Advantages:

  • More health points than any other crop (150 vs 85)
  • Less labor-intensive, particularly for growers
  • Yields a lot of corn per harvest
  • Corn has a long shelf life
  • Grows well in rich soil

Disadvantages:

  • Long time between harvests means that supply is less consistent
  • More risky when it comes to crop loss
  • Can't be sown in hydroponics basins
  • Grows poorly in gravel

Usage:

  • Supplement food supply alongside other more stable food sources.
  • Grow when short on growers or lack enough freezer capacity.

Haygrass

Haygrass.png

Advantages:

  • Hay stacks up to 200, compared to 75 for other raw foods.
  • Exceptionally good nutrition output
  • Hay has a long shelf life if covered by a roof.

Disadvantages:

  • Can't be sown in hydroponics basins
  • Hay is only indirectly edible by humans by making it into kibble. Even then, they won't like it.

Usage:

  • Supplement food for grazing animals when pastures are depleted.
  • Make kibble along with unwanted meats like insect or human meats.

Potatoes

Potato plant.png

Advantages:

  • Grows well in gravel

Disadvantages:

  • Potatoes have a slightly shorter shelf life
  • Grows poorly in rich soil and hydroponics

Usage:

  • Grow in areas lacking fertile soil such as deserts.

Rice

Rice plant.png

Advantages:

  • Grows quickly, so food supply is consistent
  • Grows well in rich soil and hydroponics

Disadvantages:

  • Grows poorly in gravel
  • Yields little rice per harvest
  • Very labor-intensive

Usage:

  • Start off your food production by growing this first.
  • Grow in hydroponics basins for rapid production.

Strawberries

Strawberry plant.png

Advantages:

  • Berries don't give any negative thoughts when eaten raw

Disadvantages:

  • Inferior nutrition output compared to other crops
  • Berries have a short shelf life

Usage:

  • Provide food for caravans taking medium-length trips.
  • Grow when short on cooks.

Animal products

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 two kinds of food products that can be yielded from animals: milk and meat.


Meat

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.png

Milk can be obtained from some female tamed animals. It requires handlers to milk them occasionally.

Livestock rearing

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.

Nutrition efficiency

This refers to how effectively the animal converts nutrition consumed to nutrition produced (either by milking or butchering). The grass on the map contains plenty of nutrition which in inaccessible to colonists, and requires you convert them to meat or milk before being consumable by colonists.

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

This is pretty straightforward. It is affected by the reproduction and growth rate of meat-producing animals.

Other methods

Foraging

Early-game, you're not going to be able to set up a farm straight away; foraging is your best bet for keeping your colony sustained at this point. Forage for berries and agave, and hunt wild animals.

You can also scavenge kills from predators, if they left anything behind, but be careful not to end up as prey yourself.

Biomes

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.
  • 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 agave plants growing, providing lots of food (though agave fruit doesn't taste good raw), and large animals that yield lots of meat.
  • 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.

If you're lucky a herd of migrating animals will pass by, regardless of biome, providing valuable food especially in food deficient areas.

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.

Trade

Trading gives lots of food instantly without much work from your colonists, but is more expensive marketwise than growing your own food.

For colonies growing lots of food crops, trade can help obtain animal products such as meat in bulk for cooking quality meals in exchange for crop produce which is often in excess.

Processing food

Eating raw food isn't really favorable to your colonists, usually netting them a -7 mood penalty. Besides, cooking food makes it easier to digest, allowing colonists and animals to obtain more nutrition from them. Raw food can be made into several varieties of cooked meals or processed foods.


There is a common number of 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 Raw Nutrients are needed for output Nutrients; relevant if food sources are limited
  • *Spoil Time* How long the Item lasts if not Frozen. Especially relevant for low tech situations, hot Climates and Caravans
  • *Storage Efficiency* How many nutrients fit into one stack/one Tile; Usefull if [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* Especially when eaten by Humanoids, the mood effects can change drastically wich food is suiteable for any given situation
Meal Name Work Efficency (Work/1 Nutrition) Nurtrient output (Nutrition out/Recipe) Raw Nutrients (Nutrition in/Recipe) Nutrient Efficiency (Nutrition in/Nutrition out) Units/Full Stack Storage Efficiency (Nutrtion/Tile) Weight/Unit Weight Efficiency (Nutrition/Kg) Others
Simple Meal 5.5 c. 0.9 0.5 180% 10 9 0.44 2.045 c.
  • Trivial Production
  • Short Spoil Time (4 days)
  • High Work Efficiency
Fine Meal 8.8 c. 0.9 0.5 180% 10 9 0.44 2.045 c.
  • Slight Upgrade of Simple Meal (+5 Mood)
  • needs 2 kinds of Resources (one Vegetarian)
Lavish Meal 14 1 1 100% 10 10 0.44 2.27 c.
  • Like fine, but slightly better Storage/Weight Efficience and Mood at worse Nutrient and Work Efficiency
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 unessesary
  • 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
  • No mood effect
Nutrient Pase 0 0.9 0.3 300% 10 9 ? ?
  • Counts as Awfull Meal
  • Can not cause Food Poisoning
  • Awesome Work Efficiency (does not need cook)
  • Awensome Nutrient Efficiency
  • Not intended for Storage/taking along
  • Supposed to be produced on Demand from a Nutrient Paste Dispenser, thus not Animal Feed capable an vulnerable to energy outages
Kibble 2 2.5 (0.05) 2 125% 75 3.75 0.02 2.5
  • Does not Spoil
  • Yields 50 Units per cooking action (per unit value in Brackets)
  • Needs 2 Ingredients (any 2 different)
  • Eadible by most Animals and Humans, but mood penalty for Humans

Colony Food

  • *Simple Meals* are usually the first stop. They can be made from everything humans can eat raw.
  • One should take the Upgrade to *Fine Meals* as soon as possible, at only needing a bit more varried Ingredients (but not more) it offers better mood at no other penalties.
  • *Lavish Meals* are a investment that should only be undertaken carefully. While they offer a mood and even slight Storage Improovement, they have a very bad nutrient efficiency. If food sources get scarce, downgrading to Fine Meals or Simple Meals is always possible
  • If Space, Foodsources or Cooking time are at a Premium, *Nutrient Paste* can be used. However the mood effect makes it hard to use. The only source is also subject to Energy outages so at least some reserves of other food should be prepared. Usually Simple Meals are preferable.
  • For outside of the growing Season, reserves of Slow spoiling food (see Caravans) and Simple Meals from hunted flesh are the common sources. A porper Winter (Freezing Temperatures) can make storage of Simple Meals a lot more viable.

Animal Food (Herbivore)

  • *Grazing* is the option picked by most Herbivores by default. They will simply eat wild growing plants all over the allowed area. As long as it is not off-season or there is a truly large amount o cattle, most maps can sustain Herbivores with ease. This even automatically takes place during Caravan Travel
  • *Hay* same Nutrition per Unit as Kibble and most Vegetables, it is easily twice as Weight and Storage efficent.
  • *Simple Meals* and *Permician* as odd as it sounds, but Meals are a viable option. They offer a higher Nutrient (180% and 160% vs 125%) and Storage Efficiency (3.75 vs 9) then 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.
  • *Kibble* this allows Herbivores to eat Nutrient sources not normally on their Diet. In particular excess flesh (inlcuding Human/Insect meat) and Animal Produce 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
  • *Field Stripping* as a form of Grazing, Animals can eat raw plants from the Field. This however is extremly ineffective as the plants themself yield a whole lot less then one Harvest. It should be considered a warning sign that food is running out.

Animal Food (Carnivore)

  • *Corpses* most Carnivores by nature can eat raw Corpses. While doing so provides Nutrition, it removes bodyparts and thus eventuall Flesh yield from Butchering.
  • *Raw Flesh* again a natural Option. At the least the buchtering should yield a higher effective Nutrition the eating the corpses, as it is already in peices
  • *Simple Meals* and *Permmician* are an option as they are with Herbivores, for the same reasons, upsides and downsides.
  • *Kibble* is slighly more interesting for Carnivores then Herbivores. It allows the use of Animal Produce, Vegetables - including the very effective Hay - for Feeding Carnivores.

Caravan Food

When sending out a Caravan, Spoil time is usually of the highest Importance. But weight can also factor into it. That makes quickly spoiling stuff (most meals, raw Flesh) utterly unsuiteable for anything but short distances. Be warned that Spoil times seem affected by ambient temperatures.

  • *Raw Vegetables* offer a surprisingly high Spoil Time 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 Meal* while a Upgrade on Spoil Time over Pemmican, it has way worse Nutrient and Work efficiency. That makes it only usefull 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 dependant on the Tile and Season so it can quickly change during Travel
  • *Hay* if no Grazing is possible, Hay is somewhat preferable over Kibble for Herbivores. Of course that requires the ability to actually grow it before the travelling
  • *Kibble* usefull for feeding Carnivores and even Herbivores during really long stretches of non-Grazing World Tiles

To-Do List)

  • Detail some of the best options for livestock to rear
  • Consider biomes for food foraging
  • Risks of hunting
  • Advantages and disadvantages of each means of production
  • Insect farming and cannibalism

To ensure that no information added is outdated, data could be extracted from the following spreadsheets:
Animals[1]
Plants[2]