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The purpose for this is to maintain hay storage. It wont be eaten unless the grass isnt fully grown and the animals move further to the silo.
Based on your issues, it sounds like you are over producing hay. I think this setup could be helpful for you by allowing you to focus less on the haygrass since the stores wont be eaten unless necessary. However, your pawns still will need to maintain the grass/dandelion areas. the only issue is if you undershoot your storage and end up with not enough hay stored to maintain during emergencies. Toxic fallout will also throw a huge stick in these spokes.
One of the issues I encounter is that I do fine when I limit myself to just "can eat live plants" animals. They'll do fine, in general, and haygrass is easy and plentiful to grow. They can graze, if necessary, and if something terrible happens and they all die? Well, there's usually going to be some other grazing animal I can try to tame, nearby, and getting a working population back up and running shouldn't be too difficult.
But, then I get a breeding pair of dogs or some other animal that doesn't graze (can't eat live plants) but has some other very desirable quality...
I have a similar setup, though I haven't been using dandelion method since I don't have an issue feeding my grazers. (Dandelions have always been a good supplement crop for grazers.) It's the whole "kibble" thing, I guess, as well as failing to keep non-grazing populations in check by selling/slaughtering them off as necessary.
I will put in a few dandelion patches, though - They're really nice to have.
It all really comes down to the non-grazing omnivore/carnivores and their requirements. One has a few choices - Either make food for them (kibble), supply them with plenty of human corpses from raiders, or feed them Meals.
Dogs are just too darn tempting, what with their seggzy "Hauling" ability! So tempting... Yet, it's somewhat illusory if one wants those extra haulers to free up Pawns for other work. The first work those freed-up Pawns should probably engage in is taking care of the new haulers by contributing towards making food for them... :)
I also figure out another issue - Hunting.
Tagging animals for Hunting used to be the exact same thing as giving a Hunter Pawn a "license to murder." I used to have to micromanage Hunting because of the pawn's propensity to open-fire and blast away no matter who was in the area. And, so many Pawns would end up blasting some nasty beast in the face with a rifle and getting hunted, in turn. I've been experimenting a little bit and it "seems like" those issues aren't as common any more. Is that a "thing" now? Did they manage to make any changes so that Pawns didn't end up murdering everyone in random crossfire situations just because you told them to go hunt a rabbit? :)
So, I probably don't hunt as often as necessary to keep not only my colonists fed, but to help generate meat for kibble and better meals. It's old habit. :/
I just remembered that I've got an old "Animal Feeding/Care" Google spreadsheet saved somewhere that some kind player did and with all the nutrition requirements figure out so one can plan appropriately. Is there anything out there like that which is confirmed with good post-1.0 data?
PS - Just thinking out loud, but there should probably be an intermediate food item for non-grazing omnivores with mid-value nutritional needs. A real dog doesn't have the same caloric requirements as a full grown human, after all. Yet, in Rimworld, there are no such things as "partially consumed meals." It's a full meal, eaten all at once. And, I think it's safe to assume that it's far more nutrition than an in-game Labrador would really need. So, there's wastage with giving them a Simple Meal to eat every day, I would think. And, Kibble isn't as an efficient source of food, so there might be a need for an intermediate choice. ie: Something better than Kibble, but lower in value than a Simple Meal? Gotta go check the numbers to see if this is true...
The raider solution is a pretty heavy component of how I intend to feed my carnivores. All I need is a small annex to my freezer, and my dogs will never go hungry. The grazers can subsist mostly without my assistance until winter comes, and the animals' function as bodyguard and melee squad is enough to keep their numbers in check, should they breed too much.
https://docs.google.com/spreadsheets/d/1MjxYrkl7j8Z0RQogMIwQwq8Vl3y9Uozhy2Tf59AT6ME/edit#gid=1685367709
I used to do that as well. I've been trying to not have to rely on that method, but it's so very efficient... I never really used animal "Release" unless there was an emergency, though. That may be another reason why I'm also used to experiencing "animal overload" issues with my food supply. :)
PS - A different spreadsheet calculator regarding food requirements I just came across, in case others want:
https://docs.google.com/spreadsheets/d/1m3Poylh6TAiUO9Ej7Q8FNM8d3ZRAyyquaDWS-8xDBVc/edit#gid=920396732
Again - Not sure how updated it is.
Anyone know if in-game requirement values/consumption is actually accurate? Ran across some comments that made it seem that these values are not taken from the same data-fields that actually effect the calcs in-game, but are from description fields that may not be current? True/False?
Pretty much all raw crops like hay and corn are worth .05 nutrition each, but by making a meal out of .5 nutrition worth of ingredients, you get a .9 nutrition meal. The ratio for kibble is much lower, so the only way kibble makes sense is if you have a constant supply of insect or human meat you wouldn't normally feed to your colonists. If you have enough time for training up herds, flocks and packs and time left over to farm insects, good on you, but its just easier to make simple meals from rice or corn for most animals.
Feeding dogs and other haulers with simple meals is a good way to train up a mediocre cook. Just assign the jobs appropriately, possibly even setting up a separate stove. For carnivores, you really want to be on a map where there are plenty of other wild animals so they can always hunt. They'll kill something and take a couple bites, then haul the rest back to be butchered up. They can pretty much support themselves by eating the rest of the meat, at least until they breed up to the point that there's nothing left for them to hunt.
At that point, start killing the pups. Hate to say it, but you only need so many wargs, and keeping a ton of animals trained up takes a heavy toll on trainer time. If you can train up 8-12 wargs on a map that can support them, the resulting pups, at 1-3 per litter, can be slaughtered as soon as they grow to full size in order to maintain your main pack. Just don't mark the new pups for any training and it should work out. More training will eventually create bonds you don't need. If one of your main wargs loses a limb or something, start training up a pup to replace him.
Create a hauler zone that excludes houses and other places they don't need to be and another for the pups that excludes any indoor areas. You'll just have to remember to move the pups every time one of your haulers gives birth. Keep an eye on the wildlife tab so you can be sure to hunt any natural predators that show up as well as anything you don't want them trying to hunt, like thrumbos or megasloths. Haulers will bury dead raiders in pre-dug graves, but you can also set up a zone for them to be eaten as well. If you have a cannibal or whetever that can butcher them you got kibble there too if you want, but I don't bother.
Ruminants can generally do fine in a decently sized grazing area during summer and fall, then just restrict them to a fenced in area for spring and winter that includes a shelf for simple meals or hay. Don't train ruminants any further to avoid bonding. Just remember, the first thing you do after you pause for a raid is to send all of your animals to that winter protected area, excluding any you wish to have in the fight, of course.
For chickens, rabbits, etc... build them a big house and set up a protected area for them to graze if you want, but you can just keep them inside next to a big pile of hay and your haulers will grab the eggs when they pop up and take them to a zone you've designated. At some point with chickens, you will probably need to kill off all the males, wait for all the eggs to hatch and then kill all the male chicks, though you could let a few grow up and keep them separate from the females for future expansion.
A muffalo takes 28 days to be born plus another half a year to reach full size, where chickens will produce eggs every 1.7 days. That means if you have a flock of 20 hens (regardless of roosters) you can produce the protein equivalent of a muffalo every 13 days or so.
Muffalo milk is another fine meal resource, as a muffalo has a daily average production of 6 milks at .05 nutrition each, the same as one piece of meat. That means one muffalo cow basically can contribute a little over one fine meal's worth of food in milk per day, so if you have 20 muffalo females, that's 30 fine meals a day minus the veggies.
Or, build up a stockpile of smokeleaf/happiness/whatever; hope for a sociopath; then have that sociopath butcher all the humanlink non colonists. Use the hay to turn that human meat into kibble, feed to dogs. Lasts longer than "corpse freezer"
But yes, I am at the same point you are; where so much of the time is devoted to food production that it feels like you can't get ahead.
I ask about population simply because I always have trouble deciding when too much turns into really out of hand.
https://www.reddit.com/r/RimWorld/comments/9udyed/animal_food_data_10/
Build greenhouses and grow hay or vegetables to feed your animals.
Do over expand your production or your pawns would be too busy with unnecessary tasks to do anything that matter. I don't usually keep animals until I have strong simple meals production and planning to feed everyone with fine/lavish meals.
A corn field a sun lamp can support can feed 5 colonists with simple meals year round given proper temperature. Live off wild life for the first 1-2 seasons until you can set up a greenhouse. Grow potatoes to live of the next season and then grow corns to sustain your colony. Corns take longest to grow but yield the most food. Expand your farm only when your notice your corn production isn't catching up. Farm animal is the last stage of food production. Go for chickens, cows, and any milk yielding animals.
Just covering the highlights of your great posts!
^--- This is great advice! And, it includes a very subtle bit of "protip" :) - "More training will create bonds you don't need."
That's a subtle effect when you just instinctively click boxes to "train everything" without thinking about such consequences. And, in a situation where you're breeding animals for slaughter it can turn problematic once you realize you're overloaded with "Bonded" animals. GREAT TIP!
I used to have the "chicken problem" way back. IIRC, eggs were often a problem, too. Fertilized vs unfertilized, etc. I haven't seen a chicken for sale, yet. But, Muffalos are wonderful, I agree. They're really almost "OP" as there isn't really a downside to them. Milk, fur, meat and leather when slaughtered and they make great pack animals - What's not to love? In fact, when raising animals in the past I never had any issues with "Muffalo Farming." It was always when I introduced something else and got overconfident. :)
The only issue I ever really had that was annoying with Muffalo farming is the milk... The attending pawns would just mlik the cow and leave it sitting there. Little buckets of milk all over the place. The only solution that seemed to work was to confine the Muffalos so left-behind milk was, more or less, all in the same area for easy hauling. That means that one has to have a steady supply of hay/kibble/grazing area for confined muffalos if hauling milk gets problematic.
Still - Muffalos > All for animal husbandry. (Alpacas aren't bad, either, but you don't get milk with them.)
Great tips!
I'm never adverse to mods, but always want to try to first figure out if a gameplay-related problem, like being full of suck when it comes down to caring for animals, is solvable in the vanilla game. :)
Psychopaths are wonderful for making kibble... I don't have any. :( The opportunities I've had to recruit them have sadly included attributes I didn't want, like Pyromaniac, or they were just bad combos, very old, low-skilled with no passions, etc. Dumping corpses in corpse-zone for non-grazing omnivores/carnivores is a viable solution, provided there's a good supply.
Good tips. I wouldn't recommend farming animals for meat production until "late game." But, what about fur/etc? Would you shy away from all animals until you had steady meal production or just from farming-for-food/meat? (Great general grow-tip, too. Thanks!)
Ah, I had forgotten that was going to be added! Thanks for reminding me. If you hadn't posted that, I wouldn't have remembered that "new" feature until they showed up in my game. :)
Thanks for the link, saving it now! :)
Absolutely! Great stuff, here.
Herbivore - make hay growing zone and hay storage, and restrict them to it. If they are starving, allow them to roam whole map but not your food refrigerator. If map is plain and no grass to eat, either kill them or allow to eat from food refrigerator