RimWorld Food Guide - How Many Crops or Animals Do You Need?

แชร์
ฝัง
  • เผยแพร่เมื่อ 26 มี.ค. 2020
  • What is the best crop and the best farm animal? How much of each do you need to keep a RimWorld colony fed? Many guides are wrong, so I did some work to get answers!
    ► Playlists for More: th-cam.com/users/ClosetYe...
    See the spreadsheet here: docs.google.com/spreadsheets/...
    I may change this URL from time-to-time because edits are saving oddly...
    RECENT UPDATE: Fixed mistakes for Stony Soil and added notes about growth speed and varying temp as well as haygrass animals consuming natural grass.
    ► Support Yeti on Patreon: / yeti
    ► Playlists for More: th-cam.com/users/ClosetYe...
    ► Subscribe to Yeti: th-cam.com/users/subscription_c...
    ► Livestreams as ClosetYeti: / closetyeti
    ► Yeti on Twitter: / closetyeti
  • เกม

ความคิดเห็น • 568

  • @Yeti_
    @Yeti_  4 ปีที่แล้ว +199

    The spreadsheet is up on Google Docs and the link is in the description! The URL might change as I locally edit and re-upload because some of the edits are saving.. oddly. Something to keep in mind for later! Also, I'm sure some of the "formulas" can be more simply done, but ah well right?
    EDIT: Updated the URL - Stony Soil was dividing growth rate instead of multiplying. I believe we have correct numbers now!

    • @KirthGersen09
      @KirthGersen09 4 ปีที่แล้ว +9

      What about better than simple meals? How does that factor into the equation for your colonists? Which is more efficient out of chickens/cows/goats to get the added animal based ingredients?

    • @EngineeringVignettes
      @EngineeringVignettes 4 ปีที่แล้ว +2

      Thanks a bunch for the work you put into this. It's helpful to know how much land has to be utilized and how to increase it as new colonists are "acquired". :D
      Cheers (and stay safe)

    • @happydeux2254
      @happydeux2254 4 ปีที่แล้ว +3

      Dude you so should have streamed all this work! I would have watched it for sure.

    • @skawm
      @skawm 4 ปีที่แล้ว +4

      @@KirthGersen09 I believe those questions are outside the scope of Yetis findings. But, Fine and Simple meals are mathematically identical to each other, other than needing an ingredient mix for Fine Meals. 0.5 Ingredient Nutrition for 0.9 Meal Nutrition. So in that regard, there's no real change if you're using a mix of both anyway.
      You're only going to see differences when it comes down to Pemmican, Survival Meals, and Lavish Meals. All three are worse meal solutions when it comes to conversion, in exchange for different perks. Pemmican is 0.5/0.8(About 12% loss.) Survival Meals are a bit worse, 0.6/0.9(20% loss.) Lavish Meals are 1/1 - so 2x the ingredients of a fine/simple meal for 11% more end product nutrition(80% loss if my math is right.) Only worth it for the buff if you need it to bring a colonists mood up, or have a Royal Title requirement.

    • @thatonezoey334
      @thatonezoey334 4 ปีที่แล้ว +3

      Maybe pin in an edit that depending on your latitude and season day will be longer or shorter, which rimworld does simulate. This is particularly relevant to polar colonys

  • @justafreak15able
    @justafreak15able 4 ปีที่แล้ว +1379

    When someone comes with an Excel sheet you know he ain't joking.

    • @deadchannel1745
      @deadchannel1745 4 ปีที่แล้ว +6

      And opened via OOo Calc

    • @derekli8957
      @derekli8957 4 ปีที่แล้ว +2

      They*😉

    • @stardaggerrihannsu2363
      @stardaggerrihannsu2363 4 ปีที่แล้ว +12

      Only play games that have videos with spreadsheets for them!

    • @DakiniDream
      @DakiniDream 3 ปีที่แล้ว

      You can register and make your sheets on google sheet, easy.

    • @davidjr4903
      @davidjr4903 2 ปีที่แล้ว +3

      @@derekli8957 He*😉

  • @AstroBioMan
    @AstroBioMan 4 ปีที่แล้ว +847

    The only milk I need from animals is the kind that you make into mortar shells

    • @jb663
      @jb663 4 ปีที่แล้ว +25

      You mean insect-meat-fuel?

    • @helderrodrigues236
      @helderrodrigues236 4 ปีที่แล้ว +75

      @@jb663 chemfuel from boomalopes

    • @coops3600
      @coops3600 4 ปีที่แล้ว +53

      J D you mean human meat fuel?
      That’s right. I kill my enemies with the corpses of their dead allies.

    • @Night-ud4ew
      @Night-ud4ew 4 ปีที่แล้ว +5

      @@coops3600 😂😂😂 that's beautiful

    • @mmsL125
      @mmsL125 4 ปีที่แล้ว +11

      Nishe Siel I like to think of raids as hat and chemfuel supply runs

  • @Hacker_lyx
    @Hacker_lyx 4 ปีที่แล้ว +723

    There's a food besides Rice Paste Meals and the odd insect jelly. Interesting.

    • @unocualqu1era
      @unocualqu1era 4 ปีที่แล้ว +107

      Wait, there's rice paste meals? And here I was making raider human meat paste...

    • @koutatakanashi4435
      @koutatakanashi4435 4 ปีที่แล้ว +7

      @@unocualqu1era have they removed the debuff? I had to make a paste out of raider meat paste previously

    • @TheSoulbanker
      @TheSoulbanker 4 ปีที่แล้ว +50

      @@koutatakanashi4435 colonists know when you use human meat to cook anythin even human paste meals

    • @koutatakanashi4435
      @koutatakanashi4435 4 ปีที่แล้ว +24

      @@TheSoulbanker cooking paste out of human meat and then cooking paste out of human meat paste removed the flag before, so they didn't know.
      Was feature removed?

    • @Night-ud4ew
      @Night-ud4ew 4 ปีที่แล้ว +11

      @@koutatakanashi4435 HAHAHA THAT'S HILARIOUS. Did they take that out? I didnt even realize you could put paste meals into the dispenser

  • @harlek1149
    @harlek1149 4 ปีที่แล้ว +528

    It's pretty chilling when you check out a chicken's family tree after a few years of farming.

    • @maikv750
      @maikv750 4 ปีที่แล้ว +92

      Big wheels keep on turning

    • @BenL-wh4pt
      @BenL-wh4pt 4 ปีที่แล้ว +34

      @@maikv750 alabama want to knpw your location

    • @johndowe7003
      @johndowe7003 4 ปีที่แล้ว +2

      @@BenL-wh4pt you beat me to it😂

    • @fieldy409
      @fieldy409 4 ปีที่แล้ว +32

      When your family tree is a circle.

    • @oreolord7794
      @oreolord7794 4 ปีที่แล้ว +14

      *Correction: Family circle

  • @misterkid
    @misterkid 3 ปีที่แล้ว +65

    "But how often do you really have a stony soil farm?"
    You underestimate my desire to run extreme desert and sea ice playthroughs

  • @ShabbyWabby
    @ShabbyWabby 4 ปีที่แล้ว +169

    Yeti is streaming, doing a lets play on along with tutorials of Rimworld. Give us the sign that you're OK and not been held against your will!

    • @Yeti_
      @Yeti_  4 ปีที่แล้ว +96

      Blinking intensifies

    • @ShabbyWabby
      @ShabbyWabby 4 ปีที่แล้ว +5

      Yeti AKA ClosetYeti EDF! EDF!

    • @sparda169leon
      @sparda169leon 4 ปีที่แล้ว +6

      Hhhhhhuuuuuuhhhhgggggg!
      EDF!
      EDF!

    • @jjppmm29
      @jjppmm29 4 ปีที่แล้ว +1

      @@Yeti_
      the organization will hear about this :^)

  • @alexkinsey9284
    @alexkinsey9284 4 ปีที่แล้ว +79

    Rimworld Palyer: So I made a spreadsheet
    All other Rimworld Players: Yeh, that makes a lot of sense.

    • @keithchin2656
      @keithchin2656 4 ปีที่แล้ว +8

      Anyone that has made a spreadsheet automatically becomes credible.

    • @riccccccardo
      @riccccccardo 3 ปีที่แล้ว

      🤣🤣🤣

  • @Gremlin23
    @Gremlin23 4 ปีที่แล้ว +73

    "Potatoes well in stony soil"
    The irish: You don't say!

  • @SiegmundXD7
    @SiegmundXD7 4 ปีที่แล้ว +42

    one hidden variable on the efficiency of food animals is that they're basically free to keep alive if you're in a warmer climate that regularly regrows grass outdoors. I've sustained animals through winter with very small plots, even having to make room to store the excess haygrass when winter ends

  • @koleyo9072
    @koleyo9072 4 ปีที่แล้ว +240

    The actual advantage of animals is that they can just eat the grass that grows everywhere on maps where it isn't an ice sheet or desert. That's pretty much the advantage to them irl too lmao

    • @koleyo9072
      @koleyo9072 4 ปีที่แล้ว +85

      @The Mine What are you even talking about? Having basically a machine that turns grass into milk was amazing for early humans, if it wasn't worth it they would never have started domesticating them in the first place.

    • @nseetin
      @nseetin 4 ปีที่แล้ว +46

      @The Mine you may have noticed humans didn't give up herding when they started farming. Marginal land is great for goats, etc.

    • @pershop4950
      @pershop4950 4 ปีที่แล้ว +1

      I think that's only if you have mods that make the animals eat grass. Otherwise, they tend to eat your prepared foods as well as crops.

    • @koleyo9072
      @koleyo9072 4 ปีที่แล้ว +50

      @@pershop4950 Create an area for animals and exclude your freezer and growing zones

    • @veemie8148
      @veemie8148 4 ปีที่แล้ว +23

      @@pershop4950 they eat grass in vanilla

  • @ashaf3561
    @ashaf3561 4 ปีที่แล้ว +71

    A very important column I think you forgot to include is labor per yield which is extremely important. As it stands by your information with a sunlamp you have to spend almost 4 times as much labor to get just a small amount more food than corn. Oddly enough berries is a strong contender for a fast consistent food supply that is 50% less labor intensive as rice and can be eaten raw. So thank you for this information.

    • @ribbitgoesthedoglastnamehe4681
      @ribbitgoesthedoglastnamehe4681 4 ปีที่แล้ว +14

      You are absolutely correct.
      "A lie, a damned lie, a statistic."
      Worktime is your most precious commodity and corn is still the king.

    • @llamaa6433
      @llamaa6433 4 ปีที่แล้ว +8

      Also time the crop lasts after harvest is different for each. Since I keep my freezer full of meat and meals I tend to keep stocks of corn in spare bedroom or prison they last longest.

    • @ribbitgoesthedoglastnamehe4681
      @ribbitgoesthedoglastnamehe4681 4 ปีที่แล้ว +2

      @@llamaa6433 True. Of course, since you cant control which ones are used first, at least without serious micromanagement, there is still a real chance of spoilage.
      The tactic I try to use is having several different crops in small fields in different areas and conditions. This way I get near constant inflow of vegetables with quite low chance of massive bumper crops that would overwhelm my system and workers.
      Start with tiny field of rice on the first day, and live on foraging and hunting. Tiny field of strawberries or potatoes the next, preferably berries in the start. Tiny field of corn on the next.
      Or, if the situation calls for it, very tiny fields of each every second day for a few days.
      If all goes well, you can expect small mini-harvests on most days, with bit larger crops every now and then.

    • @llamaa6433
      @llamaa6433 4 ปีที่แล้ว

      @@ribbitgoesthedoglastnamehe4681 You are right but how I go about this is I'm sending corn with least shelf life with caravans that way it's pretty simple to separate them mid to late game. Early spoilage it's not a problem since most of the time everyone is half starved. There should be way of setting prioritiy for shelf life just like it is for skill at cooking station.

    • @coops3600
      @coops3600 4 ปีที่แล้ว +7

      According to the wiki rice only gives 2% more nutrition per day than corn, and that’s assuming 100% harvest/sow efficiency. All the extra time spent without anything sown (and any time spent with the plant sitting at “ready to harvest” before it gets harvested) would more than make up for that 2% difference in most situations, unless you have a colony with a large number of high skill crop farmers.
      As others have said, the truly limited resource in rimworld is not available space to sow but pawn labour (unless playing desert/ice). Maybe a rice patch would give more nutrition per day than a corn patch of equal size, but if you equalise for labour investment, you could sow and reap a corn plot that’s probably 5 times as large as the rice one for the same amount of labour (since the rice will have to be harvested and resown multiple times before the corn gets its first harvest).

  • @alexandreboutaudvalarini5638
    @alexandreboutaudvalarini5638 4 ปีที่แล้ว +427

    My understanding is that the advantage of corn is less man-hours per meal, when compared to rice. Which can be a big deal in certain colonies.
    As for the animals, two things:
    1- Once your population of chickens/ Goats is sufficient, you get some extra nutrition in the form of meat when a new member grows and you butcher the oldest one, so the numbers are slightly bigger than calculated. Also, much more annoying to calculate.
    2- They are a renewable source of fine meals for the morale boost.
    They are never going to be as efficient as going vegetarian, but it can be worth the investment.

    • @rustyspurs771
      @rustyspurs771 4 ปีที่แล้ว +127

      He's also operating on the assumption that 100% of the animal's diets comes in the form of player-grown haygrass, which when you don't have a ton of animals, allowing them to graze will keep them fed, and then it goes from "really inefficient" to "free food out of thin air"

    • @logananderon9693
      @logananderon9693 4 ปีที่แล้ว +2

      Yeah, what's the plot per harvest ratio?

    • @Yeti_
      @Yeti_  4 ปีที่แล้ว +93

      @@rustyspurs771 If you've got the grass to feed all of the animals, then by all means go for it. A lot of colonies don't, and if you're looking for guaranteed numbers then grass complicates things.

    • @ahmataevo
      @ahmataevo 4 ปีที่แล้ว +32

      @@Yeti_ - As far as animal grazing goes, planting dandelions seem to be the best. You need a colonist to constantly replant them everywhere, but outside of winter seasons it is a lot less hassle than hauling hay back to the barn. It's a great way to keep stockpiling hay for winters, and for kibble as animals seem to prefer grazing before hay or kibble. In my previous modded run on a 350x350 map for several scrollbars worth of animals it made the difference between having to slaughter them and feed the rest from my hydroponics to having 12K+ hay and 10K kibble saved for winter (40 growing days/year). It also kept the killbox zones clear of trees that enemies could use for cover.

    • @devilclown8533
      @devilclown8533 4 ปีที่แล้ว +24

      Not to mention you can train them up to help defend your colony, cant tell you the amount of times my hoard of dogs and donkeys saved my colony.

  • @bobthebox2993
    @bobthebox2993 4 ปีที่แล้ว +287

    'Potatoes are one of the worst crops to plant'
    Tell that to my tribal colonists living in a desert. Less fertility sensitive crops are great for terrain that has crappy soil

    • @dereinzigwahreRahl
      @dereinzigwahreRahl 4 ปีที่แล้ว +33

      Well that is still a fairly rare case. Which is a bit of a shame really, more varying fertility and less available fertile farmland could be an interesting mechanic. It's rarely a big deal though.

    • @bobthebox2993
      @bobthebox2993 4 ปีที่แล้ว +5

      @@dereinzigwahreRahl yeah, it's sad that this is true.

    • @coops3600
      @coops3600 4 ปีที่แล้ว +18

      dereinzigwahreRahl this is why many players purposefully opt for the most challenging maps. We want the challenge to keep it interesting.

    • @dereinzigwahreRahl
      @dereinzigwahreRahl 4 ปีที่แล้ว +1

      @@coops3600 No shit Sherlock.

    • @coops3600
      @coops3600 4 ปีที่แล้ว +14

      @dereinzigwahreRahl I was just pointing out that people purposefully play on maps where this stuff is actually an issue. I fully agree that it should be a bigger deal than it is on most maps though.

  • @FrancisJohnYT
    @FrancisJohnYT 4 ปีที่แล้ว +33

    Love the work put into this, it's a wonderful reference for information that was impossible to find. As a side note in practice you would run cows to provide milk as part of fine meals, so in those instances you would half the amount of haygrass required as half the nutrition comes from the vegetarian side. Assuming I am reading the data correctly that would be 17.1 rich haygrass plots to provide the meat component to one dupes meals every day. So one greenhouse could support about 5 with some left over to account for problem.
    Still a rather expensive way to get the meat component of a meal but it could potentially be the only option on some map types.
    Again love the work on this.

    • @raismin739
      @raismin739 4 ปีที่แล้ว +1

      a random Francis XD. yes, speaking about fine meal you need to half the need of haygrass, but you also need to add the half of one other crop. in general animal for food is not great, just beter to hunt them down as soon as spawn like you do. a least are you revalueate your choise of using potato? love your video, keep going

  • @Pewafamath
    @Pewafamath 4 ปีที่แล้ว +83

    Two days later in the patch notes:
    *Reduce CROP and mining yields on savage and merciless difficulty*

    • @unlink1649
      @unlink1649 4 ปีที่แล้ว +13

      use mods to rebalance it the way you want it. IMO the balancing in rimworld is overdone. if you want to bolster a crop because you want it, just do it

    • @GBfanatic15
      @GBfanatic15 4 ปีที่แล้ว +1

      @@unlink1649 I use a mod called tilled soil which boosts soil fertility to 200% wherever you place it (placed like flooring)

    • @Salmon_Toastie
      @Salmon_Toastie 4 ปีที่แล้ว +10

      Kitty Kat Same, nerfed it down to %175 but that should be a research topic in vanilla, we’ve been fertilising and tilling land for centuries.

    • @coops3600
      @coops3600 4 ปีที่แล้ว +7

      SalmonToastie millennia, actually

    • @Salmon_Toastie
      @Salmon_Toastie 4 ปีที่แล้ว +2

      Nishe Siel Thank you.

  • @EchoZeero
    @EchoZeero 4 ปีที่แล้ว +81

    I love the "daily nut per plot" part.

  • @Tamizushi
    @Tamizushi 4 ปีที่แล้ว +7

    There are ways to get better numbers for animals. The most obvious would be that animals can eat grass which doesn't require any colonist time. Also, during summer, you can leave a lot of animals with a caravan and let them graze on grazable tiles in the map. They won't reproduce directly on the map but they may reproduced whenever your caravan gets raided. You can actually get pretty good numbers this way. You can actually get a lot of value from shearing apalcas everytime your caravan gets raided. Of course, getting raided presents some risks, but you can get very good engagements if you use your animals as meatshields. You don't even have to train them, you just need to send them toward your enemy by manipulating their zone.
    Some animals such as pigs will happily eat human corpses which means it's possible to horde all raider corpses in your base into a frozen room. You can let pigs slowly dispose of them without having your colonists repeatedly view them. You can then get a tiny fraction of it by eating your excess pigs without having to deal with the moral debuff from butchering humans.
    Alternatively, you can get a lot food from it if you stockpile corpses until your colony gets some kind of moral boost, and then you use that time to butcher human corpses. You can then multiply the food value you get from that by 3 by turning human meat into nutritional meals, although this will require micromanagement. Nutritional meal can be eaten even by vegetarian animals and it's technically possible to get more food value from cow milk than you even put into the system. This can be useful in extreme maps like sea ice and ice sheets.

    • @librainvictus5660
      @librainvictus5660 4 ปีที่แล้ว

      i have royalty and the mares i send out usually get pregnant. i guess

  • @coops3600
    @coops3600 4 ปีที่แล้ว +14

    By the way, the saturation mechanic you're referring to with chocolate is actually just their nutrition bar. Pawns will not consume more chocolate based nutrition than they can currently fit on their nutrition bar. So if their nutrition is at 0.9/1 (if they recently ate a meal), they'll only consume one chocolate unit. However, how the AI works is that when a pawn goes to eat chocolate, they will take a quantity of chocolate that is determined not by how much nutrition they can fit in, but by how much recreation they hope to gain by eating the chocolate. So if they have a nearly empty recreation bar they might grab 4 or 5 bars of chocolate, but if their nutrition is full, only 1 of them will be consumed and the rest will be dropped on the floor. It's a bit of an error in the AI that needs addressing imo. It could be changed so that pawns will only grab the amount of chocolate that their current nutrition can hold, but imo it would make more sense to just let them eat the quantity that will fill their recreation bar regardless of current nutrition level.

    • @DakiniDream
      @DakiniDream 3 ปีที่แล้ว +1

      4 bars to fill the recreation needs. They want eat more. It's not really food. More a boost. Or you need mods to change things, like still. But chocolate is good to have for emergencies, Example to boost some pawn with recreation need to fill when a raid is showing up.

  • @TheKapowz
    @TheKapowz 3 ปีที่แล้ว +11

    Finally! a video that actually gets to the point of the title, talks about the information and doesnt spend 10 minutes repeating the title with different words before telling you 3 words of the stuff you came here for! thank you for the in depth explanation!

  • @burnzy2639
    @burnzy2639 4 ปีที่แล้ว +169

    You telling me that everyone doesn't plant every crop? Huh

    • @ashaf3561
      @ashaf3561 4 ปีที่แล้ว +57

      I've never done this in any game. General rule of thumb is if you start in a desert biome with low fertility soil you do potatoes. Rice is best until you have a freezer with a nice stockpile. Then corn to keep an income and hugely reduce the amount of harvesting needed. Berries is when you just need to eat something raw.
      Every crop has a purpose and that is the way I like it.

    • @Aru_im
      @Aru_im 4 ปีที่แล้ว +12

      I've always done this, everyone needs their variety of foods!

    • @SuperJohn1011
      @SuperJohn1011 4 ปีที่แล้ว +2

      Same

    • @XxDjinn420xX
      @XxDjinn420xX 4 ปีที่แล้ว +2

      I've always loved my people, gotta give them wide variety.

    • @alfariziislam3796
      @alfariziislam3796 3 ปีที่แล้ว +2

      @My irons are rusted are you irish?

  • @TheMelnTeam
    @TheMelnTeam 4 ปีที่แล้ว +10

    There is a biome where potato efficiency in gravel is relevant: extreme desert. Extreme deserts have no regular soil at all, but does have gravel/rocky soil near the rock formations/mountains. You can use these to plant crops and potatoes are the best for food there. This is particularly important if you're tribal, though good luck finding wood to cook anything there as a tribe...trees do not grow nicely there.
    Technically, ice sheet is the same as extreme desert in terms of available soil best I can tell, but because it is too cold for crops the ability to grow in gravel isn't useful. You would need to use sunlamps and at that point you might as well use hydroponics.

    • @_Meriwether
      @_Meriwether 3 ปีที่แล้ว

      Saguaro cactus is your wood source in desert biomes. It has low fertility sensitivity.

  • @PGMP2007
    @PGMP2007 4 ปีที่แล้ว +1

    @Yeti - THANK YOU SO MUCH YETI for doing this work and share it with all of us.

  • @capofantasma97
    @capofantasma97 11 หลายเดือนก่อน +2

    Rice also means A LOT more work. Corn gives massive yelds at much longer spaced intervals, meaning it saves a lot of worked hours for your pawns, for an almost identical average nutrition per tile.

  • @WillCall024
    @WillCall024 4 ปีที่แล้ว +3

    that's an astounding amount of work for a short 7 minute video. thanks!
    Edit: i have no background in editing, and im sure that took a while too

  • @TheEyeOfTheEye
    @TheEyeOfTheEye 4 ปีที่แล้ว +15

    Whoa! Look at Mr Spreadsheet over here! Pretty damn amazing done Yeti!

  • @roberttiller8580
    @roberttiller8580 4 ปีที่แล้ว +2

    Great spreadsheets, definitely something I was trying to think about lately, so I greatly appreciate the work! The big thing with animal nutrition I think is the sustainability for lavish meals which require a portion of protein

  • @LostSaliimDreams
    @LostSaliimDreams 4 ปีที่แล้ว

    This guide is very detailed and quite helpful. I thank you for all of the research and work that has gone into this

  • @rmazzola1183
    @rmazzola1183 4 ปีที่แล้ว

    Excellent job on that analysis. I know that took some time to complete and we do appreciate it.

  • @Shaema__
    @Shaema__ 2 ปีที่แล้ว

    Thank you so much for taking time to do this, it's super useful and helpful!

  • @gunseekers
    @gunseekers 4 ปีที่แล้ว

    I respect you for this man you spent a lot of work logging all of this and making this video

  • @jayanthmudenur4430
    @jayanthmudenur4430 3 ปีที่แล้ว

    This is huge relief for me for couple of days i was reading wiki and tried to calculate the number of tiles needed but it was pain
    in my ass. I know how much work u have done behind this sheet. This made my life way better with regard to food atleast for
    now in rimworld.

  • @machar8740
    @machar8740 4 ปีที่แล้ว +37

    Thank you. The sight of an intelligently compiled spreadsheet always gladdens my heart. :) I recently started playing Rimworld again (like many others). Although I don't want to min/max, I've always believed that characters should have at least a rough idea of food production requirements etc. for RP purposes. Biggest surprise here is chocolate, which I've never grown in the past but have just planted in my present game. Presumably it's intended mainly as a trade item? And that might be a topic for another vid - better trading tactics. ;)

    • @imperiallarch7610
      @imperiallarch7610 4 ปีที่แล้ว +15

      The main point of chocolate is that you can make recreation-deprived colonists eat it for a quick recreation boost.

    • @machar8740
      @machar8740 4 ปีที่แล้ว +1

      @@imperiallarch7610 Thanks. I knew about the recreation boost but it seems very strange that the colonists have to be force-fed it rather than automatically taking some. Just another of those odd game mechanics I guess. :)

    • @Torgar
      @Torgar 4 ปีที่แล้ว +1

      @@machar8740 You need to set your colonist's to be able to eat chocolate for a mood boost under the recreation drugs I do believe. That way they will freely eat it when they need it freeing up it being tedious. However it is also a great product to sell for extra cash if you are struggling to get money but it grows so slowly its not really worth it. Beer is a much better product.

    • @machar8740
      @machar8740 4 ปีที่แล้ว +1

      @@Torgar That's great, thanks. Brewing is on my agenda but I haven't got around to it yet - too many new mods to experiment with. :)

    • @coops3600
      @coops3600 4 ปีที่แล้ว +1

      Dirk Mckinnis It’s not just the growth rate. Being a tree, it takes a huge amount of work to sow and to harvest, and I don’t think the high price per bar of chocolate fully accounts for that. A full tree gives (from memory) 19 units of chocolate, at $3 each, as opposed to corn giving 21 units at harvest, worth $1.10 each, but with the corn taking probably one tenth of the time time to sow as one tree of cocoa, or even less. Then the cocoa takes 50% more time to grow, and that’s only if you’re not growing the corn in rich soil. You’d probably be better just selling corn to bulk goods traders than trying to make money with chocolate lol. Beer is good to sell too though, I agree. Easy to produce in bulk too.

  • @TheSlyMouse
    @TheSlyMouse 4 ปีที่แล้ว

    You are awesome dude, you seriously deserve so many props for this.

  • @clementparayre2088
    @clementparayre2088 2 ปีที่แล้ว

    This... is really amazing, thanks for sharing all your result with us !

  • @Sennith
    @Sennith 4 ปีที่แล้ว +1

    thanks mate, I was looking for some research into what pets are most worthwhile recently.
    I might just try keeping a heard of them in my next play through.

  • @Mars.1811
    @Mars.1811 3 ปีที่แล้ว

    Incredibly useful numbers, thank you so much!

  • @vincentcrest88
    @vincentcrest88 3 ปีที่แล้ว

    i don't even want to know how much this took you so thank you very much

  • @57thorns
    @57thorns 4 ปีที่แล้ว +1

    This is a very good start, but as mentioned in the comments:
    Potatoes are better in stony soil.
    Corn is much less work (but takes longer to grow so you need better margins for blight and fire).
    Using good or lavish meals for the mood boost makes life easier, but takes a lot more farming/herding/cooking.
    You always have to adapt any strategy depending on biome, tech level (especially refrigeration, but also hunting weapons) and pawn skills. (Hunting rhinos with skill average 2 and a short bow? Guess you need a wooden leg, if you are lucky.)
    Grazing also has the advantage of keeping your defensive zone (kill box/killing field) clear of cover while keeping the slow movement of the soil. Sure, setting fire to a field of hay grass in the box can be both fun and effective, but it takes work to tend those fields.

  • @warspite1995
    @warspite1995 4 ปีที่แล้ว

    this video and its research is very nicely laid out, thank you!

  • @em.1633
    @em.1633 4 ปีที่แล้ว

    You should have been a news anchor. Your voice absolutely sells it.

  • @GiraffeFlavoredCondoms
    @GiraffeFlavoredCondoms 4 ปีที่แล้ว +1

    Thank you so much for this, folks like you who take the time to not only do the math, do the testing, get the data, but do it in such a thorough and articulated way that is easy to be shared are such a backbone in gaming communities, or just internet communities in general. Sorry some folks are downvoting this, they're just scared of math haha. But seriously, great video, very helpful, I had been debating doing something similar but you did it better than I ever would have thought to :)

  • @eccod5637
    @eccod5637 3 ปีที่แล้ว

    I found this to be incredibly useful, thanks for doing this!

  • @shadowofaion7950
    @shadowofaion7950 4 ปีที่แล้ว

    Thanks for the video Yeti, very informative. I actually had no idea about the fertility sensitivity stat.

  • @DiabloDelMer1
    @DiabloDelMer1 4 ปีที่แล้ว +1

    If you ever get the chance, consider factoring harvesting time for each crop. Rice really great, but you gotta expend a lot of extra time planting, harvesting and hauling it. Not generally a problem once you hit mid-game but early game when you've got low growing stats and only a few colonists, needing to devote one or two pops to the constant cycle farming cycle means you can end up lacking in workforce for everything else, which in only made worse if, for whatever reason, to need to start microing the process.

  • @tefnutofhoney2832
    @tefnutofhoney2832 3 ปีที่แล้ว +4

    I tend to grow a field of every food crop; i know colonists dont have favorite foods like in dwarf fortress, but this is a habit i acquired from my df days

    • @babushkaterrill
      @babushkaterrill 2 ปีที่แล้ว

      I tend to do the same, even though I doubt they care, I like to think they appreciate the color and variety of having different crops to eat.

  • @Nexadon
    @Nexadon 4 ปีที่แล้ว

    Thank you, Sir! Awesome information. Keep up the great work!

  • @XxjazzperxX
    @XxjazzperxX ปีที่แล้ว +1

    There are more things to consider, for example labour intensity. What potatos and corn win over rice is that you get more food per harvest, meaning that rice requires more harvests meaning more labour is needed. All labour put into harvesting rice could be put into other things. This is especially important as your colony grows larger, where labour-effectiveness is usually more important than plot-effectiveness.
    Likewise with animals: they are usually not that labour intensive. Having a few cows feeding off the naturally grown grass is an insinely labour-effective way of providing food for the colony. If your cows only eat haygrass, then it starts to make sense to avoid them.

  • @toddkatz9700
    @toddkatz9700 3 ปีที่แล้ว +1

    I always thought the growth boost from hydroponics was underwhelming, but I never thought it was because my beloved potatoes could betray me. Thanks for making this, this was super informative, not to mention concise.

  • @CloudybayTee
    @CloudybayTee 4 ปีที่แล้ว +12

    SOON in the patch notes:
    - Implemented food nutrition
    - food paste nutrition values is depended on ingredents in hoppers.

  • @yoloswagtron6920
    @yoloswagtron6920 4 ปีที่แล้ว

    This is great info. Thanks for putting this together. Earned a sub.

  • @FunnyEnigma02
    @FunnyEnigma02 4 ปีที่แล้ว +5

    Ahaha that dude that missed like 3 shots from the minigun on the beginning is a real accurste representation of combat in rimworld

  • @JungleScene
    @JungleScene 4 ปีที่แล้ว

    Thanks for making this video! I was looking for this exact info this week but I found everything out there to be incomplete.

  • @dieslowly
    @dieslowly 4 ปีที่แล้ว +45

    I'm a corn fanboy. Similar plots/colonist to rice but you'd have to harvest rice 3 times before your first corn harvest... unless I'm missing something?
    And if you're moving up to fine meals would cow's milk still be the best animal product to use?

    • @kingsarues1586
      @kingsarues1586 4 ปีที่แล้ว +13

      I like to supplement my corn with berries incase of emergency. They have a long shelf life and can be eaten raw

    • @szymonponiedziaek7564
      @szymonponiedziaek7564 4 ปีที่แล้ว +18

      @David JR Still, corn is good if you want your growers to do other things besides full-time rice planting, and it also has more hitpoints which makes it less likely to burn down in a fire.

    • @willdigforfood5065
      @willdigforfood5065 4 ปีที่แล้ว +12

      @David JR Having a second corn field at least 4-5 cells away from the other fields also basically negates the impact of blight on your food supply; either of the same size, or cutting the amount of fieldage you expect to need in roughly half between each field. It also lets you stagger your food income, which can be situationally nice.
      Either way, Corn has the lowest Work per Nutrition out of any crop, thanks to its insane harvest yield and long growing time, which is nice.
      For consideration for Tribals, Corn also has (I believe) the longest shelf life of any crop by far, which is important because you have to stagger your hunting to avoid losing meat to spoilage when making pemmican. On a more temperate map with a decently long winter, it can basically be stored indefinitely.

    • @capras12
      @capras12 4 ปีที่แล้ว +4

      Plus corn takes so long to rot. 75 days I believe. Don't even need a fridge for some of your food.

    • @matsv201
      @matsv201 4 ปีที่แล้ว +5

      I also prefer corn... but the issue if is there is some problem with balancing or something happens, it takes way to long to get food. Usually I have a few hydroponics with rice as emergency food production

  • @roberthensel6312
    @roberthensel6312 3 ปีที่แล้ว

    Thank you for your services

  • @melanclock
    @melanclock 4 ปีที่แล้ว +1

    This was an interesting study. I think I will still grow a couple small patches of each crop because I like to, but focus more on rice in the future. Also I like to keep animals because it is entertaining, but it is really good to know how much better goats and cows are if u are just using it as a farm animal compared to like yaks

  • @KudzuHaiku
    @KudzuHaiku 4 ปีที่แล้ว +3

    I champion the humble berry. In soil, in hydroponics. If you refuse to use the nutrient paste dispenser, which some people do, berries are a great replacement because of the labour saved by not having a dedicated cook. This can give you a significant leap ahead early on in a playthrough. Just grow and eat, and have your cook do more productive things, like construct or craft. Rice, in my opinion, is too labour intensive. You spend too much time in the field, planting, harvesting, etc, and then cooking. Berries and corn will feed a colony efficiently and without too much headache.

  • @IdealLessons
    @IdealLessons 4 ปีที่แล้ว

    Amazing work.

  • @christopherchappell8881
    @christopherchappell8881 4 ปีที่แล้ว

    Thanks for sharing this. I am always looking for the most efficient way to keep my pawns feed. I hate wasting work hours in fields just to be over-farming. Either having to expand my cooler space or leaving the food to rot.

    • @ribbitgoesthedoglastnamehe4681
      @ribbitgoesthedoglastnamehe4681 4 ปีที่แล้ว

      If you dont want to waste space, stagger your plots.
      That means, plant many small plots of different plants. That way, you dont get one huge crop at a time, but a steady supply to counter daily use.

  • @HardwiredMC
    @HardwiredMC ปีที่แล้ว

    Thank you, this video was awesome.

  • @coolsage999
    @coolsage999 4 ปีที่แล้ว +1

    Another thing to consider is that corn lasts longer, which can be very useful to tribes. Also another video of the same type that could be interesting is comparing animals that make wool, cotton and devilstrand. Also the video was very informative, thanks for doing all that work for us!

  • @chazdomingo475
    @chazdomingo475 4 ปีที่แล้ว +3

    Awesome! Thanks for doing the math. I've always wondered about this. I still think this shows that corn is king. It takes 3.75x to grow which means much less labor while only require around 3% more space.
    Berries or rice in hydroponics is a lot closer though. 1.5x grow time versus 1.15x the space. Trade off there is going to depend on whether you're short labor, or space and materials.

    • @Azzinoth224
      @Azzinoth224 4 ปีที่แล้ว

      Yes, if you are limited by work hours rather than farm space (which is most likely the case in any biome other than ice sheet and desert) then corn has the best nutrition per work hour value. Second place is potatoes. That is why I hate hydroponics, you cant plant corn and potates don't benefit as much from the increased fertility and anything else is a lot more work for your colonists. I recommend you only use hydroponics if you have absolutely no other choice. Rice in hydroponics does not come close, because the work per nutrition is independent from grow time. Fertility does only change your space efficiency, but not your work efficiency.

  • @jacksons9546
    @jacksons9546 3 ปีที่แล้ว

    Good vid! One thing to note is that animals can feed on normal grass and shrubs and such. Normal grazing can (on some biomes) make the bulk of their diet

  • @Eastwood69
    @Eastwood69 4 ปีที่แล้ว +4

    This was an awesome video Yeti! Very much appreciated. I've been playing Rimworld over the years and I always had a feeling animals really weren't worth it. Although that being said I have enjoyed using Muffalo multiple times as they can be very useful in caravans. I was also very surprised to learn that potatoes are actually pretty shit.

    • @tekoagames9459
      @tekoagames9459 4 ปีที่แล้ว

      For food only they are not but they do have other uses. Now we have the info needed to see if the other uses are worth it.

  • @hugedabs5827
    @hugedabs5827 4 ปีที่แล้ว

    great video!

  • @nobo3498
    @nobo3498 4 ปีที่แล้ว +1

    Hell yeah man, subscribing because of this video.

  • @popcornchicken9762
    @popcornchicken9762 4 ปีที่แล้ว

    I have to say the rimworld science is one of my favorites the indepth is great

  • @zubinkynto
    @zubinkynto 4 ปีที่แล้ว +7

    I always play Randy Merciless Ice sheet naked brutality, so this is very helpful

    • @hassmanSMO
      @hassmanSMO 3 ปีที่แล้ว

      You need to sit down in the mirror and start loving yourself. Because that's fucked up.

    • @hassmanSMO
      @hassmanSMO 3 ปีที่แล้ว

      You need to sit down in the mirror and start loving yourself. Because that's fucked up.

  • @KonfuZer17
    @KonfuZer17 4 ปีที่แล้ว +1

    Rimworld spreadsheets! 😍

  • @franskamstra2728
    @franskamstra2728 4 ปีที่แล้ว

    As a starting player these clips are really useful. But stil I try to find an in game balance. Stil great clip

  • @Bancheis
    @Bancheis 4 ปีที่แล้ว

    Really helpful sir.

  • @MrSkanderska
    @MrSkanderska 4 ปีที่แล้ว

    good work

  • @jjppmm29
    @jjppmm29 4 ปีที่แล้ว

    Yeti back at it again with the straight fax of rimworld

  • @skawm
    @skawm 4 ปีที่แล้ว +1

    Potatoes are really just the go-to crop for non-ideal areas before you get your hydroponics up, particularly the desert biomes. Likewise, they operate well enough as a non-rich soil starter food source to cut back on colonist field work until you're on your feet and can afford to let someone spend the time harvesting and sowing at the pace rice demands. Low Colonist count scenarios such as Naked Brutality/Rich Explorer and any custom ones benefit from the early game use of potatoes.

  • @pershop4950
    @pershop4950 4 ปีที่แล้ว

    Good info about chocolate. I always wondered if I should be growing it or not. Now, based on your info, I can see that I could skip it.

  • @TheShadowwalker007
    @TheShadowwalker007 4 ปีที่แล้ว

    Good job

  • @Whisdom
    @Whisdom 4 ปีที่แล้ว +1

    Outstanding

  • @barelyaduo1801
    @barelyaduo1801 4 ปีที่แล้ว

    Very useful info!! Thanks

  • @gobby1953
    @gobby1953 4 ปีที่แล้ว

    Reminds me of the old Bjorn tutorials. I would love to see more of these if you have any other ideas!

  • @ichifish
    @ichifish 4 ปีที่แล้ว

    Wow, thanks for the work you put into that. Some things to factor in with animals (particularly fast breeders like goats) (which you no doubt know) are:
    1. They should be grazing in unplanted areas most of the time and only eating hay grass in winter/emergencies
    2. You eat/sell the males and any of them in an emergency
    3. Animal products count toward fine and lavish meal requirements
    4. You get free leather, and
    5. They make good meat shields.
    6. Some, like camels, are also pack animals
    7. Some, like Yaks, give wool
    So yeah, you can't live off goat's milk, but unless you're on an ice sheet animals are a resource. Add to the list the efficiencies in not being reliant on hunting, which can be unpredictable and dangerous, training up your handlers so that they can tame high-value beasts, and having "meat on the leg," meaning in tribal runs you don't have to

  • @jameymueller2328
    @jameymueller2328 4 ปีที่แล้ว

    Thank you for the work you did but something i think you need to consider when deciding whether Crops or animals make a better food source, is that crops don't give leather. Now granted you cant consume that but it sure makes for a pressing advantage when your food source is also a clothing source.

  • @battlesheep2552
    @battlesheep2552 3 ปีที่แล้ว

    My understanding is that corn’s advantage is that it keeps longer without refrigeration, so it’s good for tribals stockpiling for the winter

  • @Swordphobic
    @Swordphobic 4 ปีที่แล้ว +3

    Yeti, potatoes do have some redeeming qualities, mainly they take way less work than rice to keep your colonies fed, last longer than berries and don't have a cycle as long as corns which makes them vulnerable to blight, sudden weather changes, etc. I actually like to start my colonies on potatoes because my early bottleneck isn't land for crops, but manpower. Manpower is usually the main bottleneck and not available farmland in the early game. They're quite bad for hydroponics though, I'll agree.

    • @skylark306
      @skylark306 4 ปีที่แล้ว

      Tato is only good if you have an abundance of hydro but no dirt. It's the most pawn-work efficient option. Otherwise corn.

    • @Swordphobic
      @Swordphobic 4 ปีที่แล้ว

      @@skylark306 Isn't it the other way around? As in corn is the most pawn-work efficient and good if you have hydro?

    • @ICouldntThink0faName
      @ICouldntThink0faName 4 ปีที่แล้ว

      Potatoes are excellent if you do not have a freezer. I believe they last the longest unrefridgerated out of all the crops listed. They are my staple during lost tribe starts until I can preserve my ingredients, at which point I switch to corn.

    • @szymonponiedziaek7564
      @szymonponiedziaek7564 4 ปีที่แล้ว

      @@Swordphobic It would be if it could be planted in hydroponics

  • @Metroid545454
    @Metroid545454 4 ปีที่แล้ว

    I’ve started nutrient paste for my colony’s at first for like the first 30 days and it’s made a huge difference in my growth not having to have a dedicated cook all day

  • @etsilverman3937
    @etsilverman3937 3 ปีที่แล้ว

    Thank you!

  • @92soldier
    @92soldier 4 ปีที่แล้ว

    This guy is legit mvp superpower man 5000 because he provided us with a excel sheet.

  • @reinhards3158
    @reinhards3158 4 ปีที่แล้ว +1

    Thanks for pointing out the thing with the potato fertiltiy sensitivity, lots of people dont know this. But i think the spreadsheet is incomplete, our fellow extreme dessert players need to know how crops do on stony soil. Let the potato have its famous moment!

    • @vulpes133
      @vulpes133 4 ปีที่แล้ว +1

      He shows an update to the sheet for Stony Soil in this video.

  • @Kyks2244
    @Kyks2244 4 ปีที่แล้ว +1

    some food keep longer than others while not refrigerated for those early tribal playthru !

  • @karyslillie8653
    @karyslillie8653 3 ปีที่แล้ว +3

    Did you intentionally use dyslexia-friendly font? I love it!

  • @vhhawk
    @vhhawk 4 ปีที่แล้ว +1

    Animals are the original winter crop. Food bank for when times are lean. Don't know the advantage yet of taming versus hunting wild ones. Wild ones just graze wherever. Tame ones I gotta feed. Thanks for the tips - new to Rimworld but old in real life. Grew up in the country where people would slaughter hogs in the early winter and survive on pork and pickled vegetables and fruit until the spring greens and carrots started coming in. Old days.

  • @evanharrison4054
    @evanharrison4054 3 ปีที่แล้ว

    As someone with a couple of thousands of hours of Rimworld under his belt, all I can say is that since you already(hopefully) own a walk in freezer and have the Deep Stack mod installed, the best way is to just endlessly stockpile.
    If you have enough mods with enough horrible events installed, chances are that sooner or later, there will be a series of catastrophes that might seriously disrupt your food production, possibly for years.
    At some point, you will have at least 20-30 people who will consume inordinate amounts of food and while having enough stockpiles to last for a year might seem a lot, any horrible calamity or even a moderate one could force you to extreme measures.
    It's even more important when you try to keep your colonists happy with fine or better meals.
    In any case, I feel good when I have 7000+ units of rice stocked up and maybe exchange it for some fancy items when traders come around.
    Also, It's really good to have 1000+ units of survival meals, just in case.
    P.S.: Before you ask, I was the guy who bought up all the flour this time last year.

  • @alexivossos9875
    @alexivossos9875 4 ปีที่แล้ว

    Thank you.

  • @user-xf1ur3hu4z
    @user-xf1ur3hu4z 9 หลายเดือนก่อน

    wow love the work, time effort and spreed sheet.
    hydroponic rice is pretty op...... def use up the smallest amount of space to feed the most people.
    also corn i thought would be better........ that said i realize rice u planting, harvesting, hauling 4 times basically in that same time as corn........ so u use-waste a lot of man hours there.
    but hydro u dont replant... so just harvest and haul repeat.

  • @themagicalbeast6188
    @themagicalbeast6188 2 ปีที่แล้ว

    Thankyou very Much

  • @levistoner
    @levistoner 3 ปีที่แล้ว

    My colonists frequently dine on berries and rice in the early game. Once I have a hen and a rooster, food is no longer a problem. After a few eggs hatch, it’s chicken and rice meals all day long. I might plant some other crops, but those are the staples.

  • @the_archwizard1083
    @the_archwizard1083 3 ปีที่แล้ว +1

    hey love your vids and have a lot of similar conclusions! everything with rice and corn is in line with what I found as well except I find takes 1/3 of the work to grow corn but a much higher risk of blight or short growing season's. also with animal's i've been trying to figure out the animal's meat to leather amount and quality to hunger rate. but i've barely scratched the surface on that as i can tell the breeding time of animals can be influenced by cooping them up together and i dont know if their pregnancy or growth period are different per animal. I've been slowly filtering out which is better than which but it'd be interesting to see yourself or someone in the community shed some light on this.

  • @AkiSan0
    @AkiSan0 4 ปีที่แล้ว +1

    Awesome job yeti! (cant wait to see 7d2d or did i miss an anouncment?)

  • @rinklestein6646
    @rinklestein6646 4 ปีที่แล้ว

    Someone else already mentioned it but animals are pretty good for turning non edible plants into nutrition like IRL, they'll forage in the summer if you set them up with preferably walled pastures, eating bushes, moss, ivy etc. Keep the haygrass for winter and you're set, converting the insect / human meat you may have into kibble with it for good feeds. Also kibble is GREAT for chemfuel refineries if you can justify the labour of making it and then refining it on top.

  • @1chademiller
    @1chademiller 4 ปีที่แล้ว

    Ty, very impressive.

  • @rowankilpatrick7474
    @rowankilpatrick7474 4 ปีที่แล้ว +1

    I think its important to note that corn is a lot more efficient per time worked, rather than space, which can be very important, allowing you to grow a large surplus with the same amount of growers or free up pawns for other work. Sure, if you're space limited its not the best but this often isn't an issue for most colonies.