Editing Food production
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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) | ||
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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 | ||
− | * Can be made at | + | * Can be made at Campfire |
− | * Short | + | * Short Spoil Time (4 days) |
− | * High | + | * High Work Efficiency |
|- | |- | ||
− | | 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 (0.25 nutrition Vegetarian, 0.25 Meat) |
− | |||
|- | |- | ||
− | | | + | | 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 |
− | * | + | *Provides a neutral return on nutrient input, requiring 1 nutrition (0.5 meat and 0.5 vegetables) and outputting the same |
|- | |- | ||
− | | | + | | Pemmican || 15 || 0.8 (0.05) || 0.5 || 160% || 75 || 3.75 || 0.02 || 2.5 || |
− | * | + | * Yields 16 Units per cooking action (per unit value in Brackets) |
− | * | + | * Can be made at Campfire |
− | * | + | * 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 || 8.8 c. || 0.9 || 0.6 || 150% || 10 || 9 || 0.30 || 3 || |
− | + | * Does not Spoil | |
− | + | * Best Weight Efficiency at slightly worse Nutrient and Work efficiency | |
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | * Does not | ||
− | * Best | ||
* Needs 2 kinds of Resources (one Vegetarian), pawn skilled at Cooking, and Stove but have simple taste (no Mood boost) | * Needs 2 kinds of Resources (one Vegetarian), pawn skilled at Cooking, and Stove but have simple taste (no Mood boost) | ||
|- | |- | ||
| Nutrient Paste || 0 || 0.9 || 0.3 || 300% || 10 || 9 || 0.44 || 2.04 || | | Nutrient Paste || 0 || 0.9 || 0.3 || 300% || 10 || 9 || 0.44 || 2.04 || | ||
− | * Counts as | + | * 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 "Zzztt..." events | |
|- | |- | ||
| Kibble || 2 || 2.5 (0.05) || 2 || 125% || 75 || 3.75 || 0.02 || 2.5 || | | Kibble || 2 || 2.5 (0.05) || 2 || 125% || 75 || 3.75 || 0.02 || 2.5 || | ||
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* Yields 50 Units per cooking action (per unit value in Brackets) | * Yields 50 Units per cooking action (per unit value in Brackets) | ||
* Needs 2 Ingredients (any 2 different) | * Needs 2 Ingredients (any 2 different) | ||
− | * Edible by most animals and humans | + | * Edible by most animals and humans (with a mood penalty) |
|- | |- | ||
|} | |} | ||
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* '''Lavish Meals''' should only be undertaken after careful consideration. While they offer a substantial mood bonus and are very satisfying, they have a very poor nutrient and work efficiency. They are a good investment for an established colony with "High expectations" in order to keep colonists' moods stable. If food sources get scarce, downgrade to Fine Meals or Simple Meals. | * '''Lavish Meals''' should only be undertaken after careful consideration. While they offer a substantial mood bonus and are very satisfying, they have a very poor nutrient and work efficiency. They are a good investment for an established colony with "High expectations" in order to keep colonists' moods stable. If food sources get scarce, downgrade to Fine Meals or Simple Meals. | ||
* If no refrigeration is possible, '''Pemmican''' can be used. It is less efficient to produce than most meal types. However, pawns will only consume it when they are hungry and will eat exactly as much as they need, which minimizes waste. It is an excellent choice for caravans due to its long shelf life, and is slightly more efficient to make than packaged survival meals. | * If no refrigeration is possible, '''Pemmican''' can be used. It is less efficient to produce than most meal types. However, pawns will only consume it when they are hungry and will eat exactly as much as they need, which minimizes waste. It is an excellent choice for caravans due to its long shelf life, and is slightly more efficient to make than packaged survival meals. | ||
− | * If space, food sources, cooking time or even cooking skill are at a premium, '''Nutrient Paste''' can be used. However, the negative mood effect can offset its convenience. The | + | * 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. | ||
− | |||
=== Fodder (Herbivore) === | === Fodder (Herbivore) === | ||
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* '''Raw vegetables''' have a surprisingly long shelf life so they should not be underestimated if the mood penalty for Raw Food can be taken | * '''Raw vegetables''' have a surprisingly long shelf life so they should not be underestimated if the mood penalty for Raw Food can be taken | ||
* '''Pemmican''' is a natural Solution for Caravans. It offers very good spoil time at acceptable weight and Nutrient efficiency. It's biggest downside is the poor work efficiency. | * '''Pemmican''' is a natural Solution for Caravans. It offers very good spoil time at acceptable weight and Nutrient efficiency. It's biggest downside is the poor work efficiency. | ||
− | * '''Packaged survival meals''' last indefinitely | + | * '''Packaged survival meals''' last indefinitely and count like simple meals, but have hands down the worst work efficiency and even worse Nutrient efficiency than raw food. |
* '''Grazing''' once again, Herbivores can Graze. However this option is dependent on the Tile and Season so it can change during Travel. | * '''Grazing''' once again, Herbivores can Graze. However this option is dependent on the Tile and Season so it can change during Travel. | ||
− | * If no Grazing is possible, '''Hay''' | + | * If no Grazing is possible, '''Hay''' is somewhat preferable over Kibble for Herbivores, if you can gather enough of it. |
* '''Kibble''' is useful for feeding carnivores and even Herbivores during really long stretches of non-grazing world tiles. Do note that [[warg]]s cannot consume kibble. | * '''Kibble''' is useful for feeding carnivores and even Herbivores during really long stretches of non-grazing world tiles. Do note that [[warg]]s cannot consume kibble. | ||
* '''Chocolate''' or '''insect jelly''' can fulfill the recreation needs of pawns on a caravan and help prevent mental breaks. However, neither has enough nutrition on its own to replace meals. | * '''Chocolate''' or '''insect jelly''' can fulfill the recreation needs of pawns on a caravan and help prevent mental breaks. However, neither has enough nutrition on its own to replace meals. | ||
− | Caravans will automatically forage for food on the road, | + | Caravans will automatically forage for food on the road, the yield depending on if they are moving or not and the plants skill of the people in the caravan. Tribal pawns also forage faster. The foraged food type depends on the biome. [[Berries]] are foraged in temperate and jungle biomes and [[agave]] in drier ones. |
== Storage == | == Storage == | ||
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* Advantages and disadvantages of each means of production | * Advantages and disadvantages of each means of production | ||
* Insect farming and cannibalism | * Insect farming and cannibalism | ||
+ | |||
+ | To ensure that no information added is outdated, data could be extracted from the following spreadsheets:<br> | ||
+ | Animals [https://docs.google.com/spreadsheets/d/1Tjsa_Rw_sDz0IOsFY5WMZ_DAs_sx0iAVS0EfgNOU3Ns/edit#gid=0]<br> | ||
+ | Plants [https://docs.google.com/spreadsheets/d/1VnLHxjYRPSBY_24kOhRq7snnR16QNVn9bLLmTzzxqNU/edit#gid=0] | ||
{{nav/guides}} | {{nav/guides}} | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||
[[Category:Food|#Food production]] | [[Category:Food|#Food production]] |