Difference between revisions of "Kibble"

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{{Define|Meal
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{{Infobox main|food
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| name = Kibble
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| image = Kibble.png
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| description = Kibble animal feed made from mixed meat and plant sources.
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<!-- Base Stats -->
 +
| type = Food
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| type2 = Meal
 +
| hp = 60
 +
| deterioration = 6
 +
| marketvalue = 1.1
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| mass base = 0.015
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| flammability = 1
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| stack limit = 75
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| path cost = 14
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<!-- Ingestion -->
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| taste = Raw
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| max num to ingest at once = 20
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| nutrition = 0.05
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<!-- Technical -->
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| defName = Kibble
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| preferability = RawBad
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<!-- Creation -->
 +
| production facility 1 = butcher spot
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| production facility 2 = butcher table
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| product amount = 50
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| work to make = 450
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| work speed stat = Cooking Speed
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| resource 1 = Nutrition
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| resource 1 type = non-vegan
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| resource 1 amount = 1
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| resource 2 = Nutrition
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| resource 2 type = vegan/hay
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| resource 2 amount = 1
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<!-- Unused -->
 
| always haulable = true
 
| always haulable = true
| def name = Kibble
 
| description = Kibble animal feed made from mixed meat and plant sources.
 
 
| draw gui overlay = true
 
| draw gui overlay = true
 
| graphic path = Things/Item/Resource/Kibble
 
| graphic path = Things/Item/Resource/Kibble
 
| label = kibble
 
| label = kibble
 
| parent name = OrganicProductBase
 
| parent name = OrganicProductBase
| path cost = 15
 
 
| resource readout priority = Last
 
| resource readout priority = Last
 
| selectable = true
 
| selectable = true
| social properness matters =
 
| stack limit = 75
 
 
| thing class = Meal
 
| thing class = Meal
 
| ticker type = Rare
 
| ticker type = Rare
 
| eat effect = EatVegetarian
 
| eat effect = EatVegetarian
| max num to ingest at once = 20
 
| nutrition = 0.05
 
 
| sound eat = RawVegetable_Eat
 
| sound eat = RawVegetable_Eat
| taste = raw
 
| preferability = RawBad
 
 
| use hit points = true
 
| use hit points = true
| deterioration rate base = 10
 
| flammability base = 1.0
 
| market value base = 2.1
 
| max hit points base = 100
 
| work to make base = 300
 
 
}}
 
}}
{{Info|'''Kibble''' is a kind of [[animal]] feed. It is inedible to humans. It can only be made by a [[Menus#Cook|cook]] at a [[butcher table]]. No minimum cooking skill is required to create it. The recipe requires 1 unit of nutrition from vegetarian items (20 fruit or vegetables or haygrass) and 1 unit of nutrition from meat and/or animal products. A completed bill produces 50 kibble. Kibble restores only 5% [[saturation]], but up to 20 can be consumed in one sitting.}} Kibble never spoils if it is under a roof, so kibble is a long-term and easily stored way to feed large amounts of animals.
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{{Info|'''Kibble''' is a type of [[food]] intended for use as [[animal]] feed.}}
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== Acquisition ==
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Kibble can be [[Work#Cook|cooked]] at a [[{{P|Production Facility 1}}]] or [[{{P|Production Facility 2}}]]. A batch of kibble requires 1 unit of [[nutrition]] from vegetarian items, and 1 unit of [[nutrition]] from meat or animal products. For example, 20 [[rice]] and 20 [[insect meat]] are sufficient. A completed bill requires {{ticks|450}} and produces 50 kibble at a butcher table, but only 35 at a butcher spot.
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== Summary ==
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Kibble is consumed for {{P|Nutrition}} [[nutrition]] per item. Kibble has 125% nutrition efficiency when produced at a butcher table, producing 2.5 nutrition per 2 nutrition from raw food. This drops to 87.5% efficiency when produced at a butcher spot, producing only 1.75 nutrition per 2 nutrition from raw food.
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Unlike most other foods, it does not rot. While it will still [[deterioration|deteriorate]] if left outside and/or unroofed, it will not spoil even if left unrefrigerated.
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Humans ''can'' eat kibble, but they'll get a {{--|12}} [[Thoughts#Ate_kibble|"Ate kibble" mood penalty]]. This is the only way for humans to eat [[hay]]. If the kibble was made out of [[insect meat]] or [[human meat]], their respective moodlets will be applied. If [[Ideology DLC]] is active and the kibble was made out of [[raw fungus]], its normal moodlet will also be applied.
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== Analysis ==
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Both kibble and [[meal]]s allow non-[[warg]] carnivores to eat some vegetables, and herbivores to eat meat, while being more efficient than raw food. While kibble isn't as nutrition efficient as meals ([[simple meal]]s, 180% efficient; [[pemmican]], 160% efficient), kibble has its unique advantages:
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====Nutrition====
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{{Recode|section=1|reason = automate a nutrition/work calculation with hard numbers: total work and split into Cook work and planter work; and nutrition/day/tile}}
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* Kibble allows use of [[hay]] - [[haygrass]] is the plant with the highest yield per day, but cannot be turned into meals. Note that [[corn]] has a higher yield per grower work.
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:In regular soil: hay turned into kibble is slightly worse for nutrition/tile/day than rice turned into simple meals, and slightly better than rice turned into pemmican. Rice surpasses hay for nutrition per day in rich soil, but hay will always be better for nutrition per work.
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* Animals will eat an entire meal, even if they would [[overeating|overeat]]. Kibble and pemmican satiate 0.05 nutrition/item, which greatly reduces overeating.
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: For example, a [[chicken]] can only store 0.3 nutrition in their stomach; they would consume 5-6 kibble when hungry, but a full meal every time. The smaller an animal is, the larger the effect of overeating (minimal effect at size >= 1).
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* Kibble requires substantially less work time than other recipes.
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Overall, kibble is ''nutritionally'' useful if you have spare [[hay]], and better than simple meals for the purposes of small animals. It is much better than pemmican in terms of colonist work. Even considering the extra food pemmican gives, it is more efficient to grow more crops than it is to cook pemmican.
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Kibble also allows use of [[human meat]] and [[insect meat]], without the micromanagement required for separating meals. (Though you could, for example, only set pemmican to be created with human meat, and forbid colonists in the Assign tab from eating it). There are other uses for kibble - see below.
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==== Logistics ====
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* Kibble can be used for animal training, unlike [[meal]]s.
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* Kibble never spoils, so you don't have to worry about it going bad from non-[[cooler|refrigeration]].
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* Kibble can be made at a butcher's table, rather than requiring a fueled/powered kitchen.
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* Since there is no chance for food poisoning, producing kibble is a safe way to train a no/low skill cook.
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* When dropping kibble from a pawn's inventory into a hopper, an adjacend nutrient paste dispenser will use it as if it was raw food. Humans consuming kibble this way will get the moodlet from eating nutrient paste, but neither the one for eating kibble nor for its ingredients. At 375% nutrition efficiency, this method surpasses every other way of feeding humans.{{Check Tag|Verify|other high efficiency foods like baby food and NPMs can be used for this exploit}} It is generally considered an exploit.
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==Version history==
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* [[Version/0.13.1135|0.13.1135]] - Added.
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{{nav|Food|wide}}
  
The most efficient way to create Kibble is to use [[haygrass]] for the vegetable, as it is the most plentifully generated vegetable component. Kibble is also an effective way to use insect or human meat, both of which will give your colonists bad thoughts if incorporated into their diets.
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[[Category:Food]] [[Category:Processed Food]]

Latest revision as of 21:37, 12 January 2024

Kibble

Kibble

Kibble animal feed made from mixed meat and plant sources.

Base Stats

Type
FoodMeal
Market Value
1.1 Silver
Stack Limit
75
Mass
0.015 kg
HP
60
Deterioration Rate
6
Flammability
100%
Path Cost
14 (48%)

Ingestion

Nutrition
0.05
Taste
Raw
Maximum To Ingest
20

Creation

Crafted At
Butcher spot / Butcher table
Work To Make
450 ticks (7.5 secs)
Work Speed Stat
Cooking Speed
Resources to make
1 Nutrition (non-vegan) + 1 Nutrition (vegan/hay)
Product Amount
Kibble 50
Technical
defName
Kibble
Preferability
RawBad


Kibble is a type of food intended for use as animal feed.

Acquisition[edit]

Kibble can be cooked at a Butcher spot or Butcher table. A batch of kibble requires 1 unit of nutrition from vegetarian items, and 1 unit of nutrition from meat or animal products. For example, 20 rice and 20 insect meat are sufficient. A completed bill requires 450 ticks (7.5 secs) and produces 50 kibble at a butcher table, but only 35 at a butcher spot.

Summary[edit]

Kibble is consumed for 0.05 nutrition per item. Kibble has 125% nutrition efficiency when produced at a butcher table, producing 2.5 nutrition per 2 nutrition from raw food. This drops to 87.5% efficiency when produced at a butcher spot, producing only 1.75 nutrition per 2 nutrition from raw food.

Unlike most other foods, it does not rot. While it will still deteriorate if left outside and/or unroofed, it will not spoil even if left unrefrigerated.

Humans can eat kibble, but they'll get a −12 "Ate kibble" mood penalty. This is the only way for humans to eat hay. If the kibble was made out of insect meat or human meat, their respective moodlets will be applied. If Ideology DLC is active and the kibble was made out of raw fungus, its normal moodlet will also be applied.

Analysis[edit]

Both kibble and meals allow non-warg carnivores to eat some vegetables, and herbivores to eat meat, while being more efficient than raw food. While kibble isn't as nutrition efficient as meals (simple meals, 180% efficient; pemmican, 160% efficient), kibble has its unique advantages:

Nutrition[edit]

  • Kibble allows use of hay - haygrass is the plant with the highest yield per day, but cannot be turned into meals. Note that corn has a higher yield per grower work.
In regular soil: hay turned into kibble is slightly worse for nutrition/tile/day than rice turned into simple meals, and slightly better than rice turned into pemmican. Rice surpasses hay for nutrition per day in rich soil, but hay will always be better for nutrition per work.
  • Animals will eat an entire meal, even if they would overeat. Kibble and pemmican satiate 0.05 nutrition/item, which greatly reduces overeating.
For example, a chicken can only store 0.3 nutrition in their stomach; they would consume 5-6 kibble when hungry, but a full meal every time. The smaller an animal is, the larger the effect of overeating (minimal effect at size >= 1).
  • Kibble requires substantially less work time than other recipes.

Overall, kibble is nutritionally useful if you have spare hay, and better than simple meals for the purposes of small animals. It is much better than pemmican in terms of colonist work. Even considering the extra food pemmican gives, it is more efficient to grow more crops than it is to cook pemmican.

Kibble also allows use of human meat and insect meat, without the micromanagement required for separating meals. (Though you could, for example, only set pemmican to be created with human meat, and forbid colonists in the Assign tab from eating it). There are other uses for kibble - see below.

Logistics[edit]

  • Kibble can be used for animal training, unlike meals.
  • Kibble never spoils, so you don't have to worry about it going bad from non-refrigeration.
  • Kibble can be made at a butcher's table, rather than requiring a fueled/powered kitchen.
  • Since there is no chance for food poisoning, producing kibble is a safe way to train a no/low skill cook.
  • When dropping kibble from a pawn's inventory into a hopper, an adjacend nutrient paste dispenser will use it as if it was raw food. Humans consuming kibble this way will get the moodlet from eating nutrient paste, but neither the one for eating kibble nor for its ingredients. At 375% nutrition efficiency, this method surpasses every other way of feeding humans.[Verify] It is generally considered an exploit.

Version history[edit]