RimWorld

RimWorld

Heavyimpcat May 22, 2022 @ 1:27am
animals not worth it? (vanilla game 1.3.3*)
I am comparing crops growing vs herding.
1. its harder to get into animals to start with. You MUST have food before you can even start taming. With plants i just start planting, as long as I have skill/unlock that allows planting.
2. Without unlocks I can still plant like 90% of all plants from day one. I have to BUY chickens or cows or dogs.(chances of getting them randomly are minuscule)
3. Pawn must run around all map to get to animals you want to tame, which makes it vulnerable.
4. Animal skill is just passing check and checks are brutal. Sometimes failing check = death to pawn in question.
5. There is no other benefit to animal skill, than passing check really. With minor exception of training dogs/wargs. Pawn with lvl 15 in plants will produce significantly much more resources.
6. If not enclosed, wild beasts hunt your animals much more often than they feed on your plants and losses can be much worse.(this is profound at start of game)
7. Apart from elephant/bear(good luck taming it at lvl 10 skill!), hauling/attacking animals are meat eaters, which creates significant layer of dependencies on top of their simple existence. You must have another animals to feed them = problem squared.
8. Toxic fallout has PROFOUND SIGNIFICANT EFFECT on young herding colony. You can have plants collected and stored with no refrigeration for 30+ days. Animals die either inside(hunger) or outside(cancer) and you are left with tonnes of rotting meat and starving colony.(because remember, you MUST HAVE PLANTS to make pemmican, which makes problem squared AND you must have someone cooking AND with low enough cooking you get 'food poisoning debuff' and it's not easy to get food processor at start of game)

9. Animals create filth.
10. On death of owner, tamed animal can attack your own colony.
11. Constant micro management, so those can hunt - wont steal your food from fridges, etc.
12. Danger management, insects wont kill your plants, AND killed PETS - are giving debufs to colonists.
13. Lesser utility. One plant grower can grow drugs(giant income generator/buffs to mood/medical supplies), textiles(clothing/armor), woods(armors/weapons/furniture/structures) and most of those can be started to grow on day one RELIABLE more or less source of food.
14. Selling 5k plants is so much easier than selling 50 alive chickens by 2 pawns.(again, if you want to sell meat you must have refrigerators!)
15. Collecting wild berries early in game is an option as emergency source of food. Hunting to be efficient also requires high skill in shooting as well, AND there is chance that animal will retaliate. Unless you hunt all day for a squirrel and get 15 meat from it, which you need to bring from wherever you are to base, THEN you need to butcher it THEN you need to clean that mess up, THEN you need to cook it or get a debuff from eating it raw. For cooking said squirrel you must have wood(fuel) AND camp fire. And it will feed one colonist for half day. And while yes, you can get food poisoning debuf eating berries raw, you can also get food poisoning from eating cooked meal if cook was low skill. AND you don't need to spend time cooking.

I specifically avoided similar issues between plants and animals that cancel each other out. For example, plants are very vulnerable to fire. But Animals are vulnerable to open closures. Animal sickness vs plant sickness.


Last but not least, animals give less than plants. With plants if I have a guy who has quick sleeper + hard working + Neurotic feeding pretty much whole colony alone purely due to bonuses he/she has, I don't even need to. I can't say anything positive to someone who does herding. Only one good relevant bonus to animal master pawn - jogging/fast walking and AFAIK those 2 don't stack/don't ever apply to same colonist. Also, apart from 3 bonuses planter has, he CAN HAVE jogger/fast walker on top and also benefit from them.
I don't take into consideration bonuses both plant and animal masters can have.(good memory/fast learner/etc)
Plant grower goes max exp fast even with no perks to it, as he spends 90% of day manipulating plants. While herder spends 90% of day running from one animal to another.


What am I missing with animals?
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Showing 1-15 of 51 comments
LeFrench May 22, 2022 @ 1:49am 
nuzzle?
Heavyimpcat May 22, 2022 @ 1:59am 
Originally posted by LeFrench:
nuzzle?
unreliable, requires animal which as per above = already massive head ache. And if tamer died = attack of your own team, potentially at time of fight with the enemy, Only gives 6 buff. Death of animal at war = immediate long lasting debuf on owner.
Astasia May 22, 2022 @ 2:14am 
A lot of your points apply to vastly different types of animals which have different purposes and considerations for use.

The effort required to tame/purchase a couple farm animals for meat/milk/eggs and shove them in a pen is trivial, the reward is efficient protein for making fine/lavish meals and boosting colonist mood. It's not supposed to be as good as farming, it's just supposed to be easier than hunting and the risks involved with that. Keeping a large enough supply and setting the right auto-slaughter settings makes it very passive though and allows you to ignore things like predators. Toxic Fallout is a very rare event you wont see most games, building a roof and placing a few sunlamps isn't that hard though.

Likewise wool generating pen animals are pretty easy to get and maintain for a supply of well insulated clothing, much better than the stats on cloth. Boomalopes are free chemfuel on the right map types.

Hauling animals require taming and zone management but ease your hauling jobs substantially. Most of them eat meat meaning you can use them to haul and then dispose of corpses without upsetting any of your colonists and without having to feed them anything else in most cases.

Combat pets can make raids trivial to deal with in exchange for the micromanagement and training involved in getting them ready.

Pets eat very little food and create very little filth, assigned to a recreation area they can nuzzle colonists for an extra mood boost.

The downsides for many of these are basically non-existent in the right situation, but often still worthwhile in the most disadvantaged scenarios. Keeping pen animals on a sea ice map is nowhere near as trivial as on a permanent summer rainforest or arid shrubland, but growing extra hydroponic rice to feed a room of animals to get their meat is still more efficient than trying to make lavish vegetarian meals.
Last edited by Astasia; May 22, 2022 @ 2:25am
The Blind One (Banned) May 22, 2022 @ 2:17am 
if you think animals are useless now, you would probably be shocked if you knew how they were handled in previous versions ... sometimes being outright just a handicap to your colony. If you kept animals, it was purely for roleplay reasons. (yes I kept animals precisely for that reason but boy were they useless and massive resource drains)

So while yes, plants are the superior living beings, even ruling over humanity by enslaving us into a system of permanent agriculture and using their covert mind controlled vegan agents to push us deeper into plant dependent slavery, they aren't as cute, interesting or delicious as the more mobile and furry creations of god.

Depending on biome, it can be really easy to handle animals actually. Just set up a giant fence, far away enough that no raider will touch it, and you can just put a proverbial adam and eve in there and come back in a year and see that your meat reserves have exponentially increased several fold. The amount of meat, leather and wool you can get from them can quickly become insane. Have a few good animal product producers as Astasia mentioned and you will more efficiently produce lavish meals. How much effort you put into it is largely dependent on what animals you picked and the strategy you want to go with but they are quite useful if you know how to use them.

It's not necessarily the most efficiently optimal, but it is a very fun way to play.

If you want to be ultra efficient, then corn or hydroponic rice for food and devilstrand for clothing is all you need to supply your pawns. But you may not have devilstrand in certain biomes, so then animals are your best second pick now aren't they?
Last edited by The Blind One; May 22, 2022 @ 2:21am
teravisor May 22, 2022 @ 2:33am 
5. Speed. Especially if you have a lot of animals.
7. Hauling training. They either haul things or fight, either way they're useful all the time. If you lack meat, feed them kibble, also you can feed them human/insect meat. Meat eaters have less micro because they won't eat your crops when hauling them. Can also eat corpses, just freeze some raider corpses in another fridge.
8. Animals are your emergency food. Keep them inside barn for duration of toxic fallout so they don't get toxins so they don't rot when die. Then killing pet vs starving is not even a choice. And if they die and meat is useless/rots (no fridge for it??) just turn it into kibble for other pets to eat. If they die from lack of crops, use it to feed colonists.
9. Straw matting in barn.
11. You can feed them hay. Or even better, kibble made out of hay and human/insect meat that your colonists don't eat. Kibble doesn't rot. Hay has higher yield from fields and high shelf life. Hunters don't steal those from fridge, and kibble doesn't even need a fridge.
12. You can use them as shield to protect your pawns. Dead pet is better than dead colonist. And you don't get debuffs for maimed pets while you do for maimed colonists.
13. Muffalo is both wool and meat. That wool is one of best cold protections. Also hauling training makes animals haul things. If you don't like filth inside base, make them gather things from outside into temporary stockpile right outside the base, reduces load on your colonists hauling.
15. Not every biome has berries.

Efficiency-wise cows with 1.3 gestation reduction are stupidly good.
For X cows you get X calfs every 6.66 days, each yields 67 meat when butchered immediately, making it 10 meat per day; that is in addition to 14 milk per day. Costing 17.2 grains per day (+17.2 per bull, need one bull per ~6.66 cows), it's still profit of up to 4.2 food out of air per day (0.21 nutrition, yep, cow is generating nutrition out of air). Now if you use kibble made from hay(more efficient than rice and corn at 100% fertility) and meat you can't use(human/insect) and add grazing outside during summer it's so efficient that it's hilarious. Can also use pemmican, but then you must check your colonists don't eat it and cannot use hay for it so efficiency is only barely better.
All of that for work of: milking 1/day, slaughtering 1/6.66 days, rarely retraining and making kibble right in barn (can also slaughter animals there too).
If you include that it reduces amount of nutrition used to make fine/lavish meals (vegetarian meals take 2-2.5 times more nutrition to make), which, with efficiency stated above, is much better than outright vegetarian meals.

And if you really hate bonding, you are obviously of Human Primacy ideology. So why not make it your ideology? Or at least put barn out of way so that only animal handlers/doctors have a chance to bond them (if colonist doesn't meet animal they don't bond), one or two pets are no problem.

Oh and about ideology, if you have ideology that doesn't eat crops, you need meat/milk/eggs.
Last edited by teravisor; May 22, 2022 @ 2:55am
glass zebra May 22, 2022 @ 2:59am 
You are mixing up a lot of downsides which do not apply to the same animals. There are enough animals which are really good for nutrition, especially when you consider the increases efficiency for hay. If you wanna go down that road you can even milk cows, cook simple meals with them, feed those to the cows and get surplus milk by magic. If you don't do weird stuff like that, cows and chickens still provide tons of nutrition and are much better efficiency wise than vegetarian fine meals. There are also enough animals which sell well and eat little, e.g. tortoises.

Ranch animal usually do not fight back on a botched tame attempt nor are the particularly hard to tame. Animals that do fight and need retaming can often haul and fight and everybody rather wants their animals die than their colonists. You can even eat them after that.

Bonded animal dying gives you negative mood, not dying bonded animals give you a mood boost though. +15 mood for a chosen colonists because "my bonded animals exist" is pretty strong and even one of them dying will still have the colonists in the positive from animals. Pet animals like terriers can be thrown into a workroom, constantly nuzzle all your colonists over the day and can have a big impact on inspirations.

For a lot of the things you've mentioned it's just a management problem you can solve.
Last edited by glass zebra; May 22, 2022 @ 3:07am
I like it. It's chill enough with Hay Grass and i usually allow 8 Muffalos max, 3 females and 2 males + 3 young ones.

They provide nutrition, extra insurance and money. They are very easily fed (haygrass eeze) and it's a good additional source.
Wool you can sell, The animals you can sell and it's as i said a good backup.

And you can haul trade goods with muffalos, good enough for me.
Last edited by Scrotumfiddler Phil; May 22, 2022 @ 3:06am
Heavyimpcat May 22, 2022 @ 3:17am 
Originally posted by Astasia:
A lot of your points apply to vastly different types of animals which have different purposes and considerations for use.
yes, obviously a sheep will generate less filth than Elephant, and it cant carry stuff around.

Originally posted by Astasia:

The effort required to tame/purchase a couple farma animals for meat/milk/eggs and shove them in a pen is trivial, the reward is efficient protein for making fine/lavish meals and boosting colonist mood. It's not supposed to be as good as farming, it's just supposed to be easier than hunting and the risks involved with that. Keeping a large enough supply and setting the right auto-slaughter settings makes it very passive though and allows you to ignore things like predators. Toxic Fallout is a very rare event you wont see most games, building a roof and placing a few sunlamps isn't that hard though.

I get it often enough to notice. Every 2-3 games.(I usually fail in year or two, as I am greedy and fail with defence)
Current run, naked brutality, no reloads, end of decembary year one, all vegetables are eaten, big colony of animals(hence no research into pemicah early, with 5 colonists, currently not one cook not one miner, hence cant even produce nutrient paste machine). Toxic fallout. I am thinking to just grab all animals and move base for a month or so until fallout clears.

Originally posted by Astasia:

Likewise wool generating pen animals are pretty easy to get and maintain for a supply of well insulated clothing, much better than the stats on cloth. Boomalopes are free chemfuel on the right map types.
Chemfuel generators, better in almost every regard.


Originally posted by Astasia:

Likewise wool generating pen animals are pretty easy to get and maintain for a supply of well insulated clothing, much better than the stats on cloth. Boomalopes are free chemfuel on the right map types.

I would argue, cotton for most zones is adequate. And even then, moshrooms give better heat protection and cost a lot too, same as products made of shrooms. albeit mushrooms grow long time, which means they can be destroyed before they grow. Cotton grows reliably fast.

Originally posted by Astasia:
Hauling animals require taming and zone management but ease your hauling jobs substantially. Most of them eat meat meaning you can use them to haul and then dispose of corpses without upsetting any of your colonists and without having to feed them anything else in most cases.

You may have cannibal/bloodlust colonist that can get rid of corpses easilly.
For cost of maintenance of hauling animals(food, cleaning, medical, being dumb and be killed by bugs/robots) you could save to buy a slave or two, who would do hauling in spades(as dogs eat less they carry less and less often and they dont carry a lot of things you want them too, only plants to storage really) and more than that + potentially fighting. Also, you need a working fridge for bodies, which is not trivial.(in first year at least)
glass zebra May 22, 2022 @ 3:20am 
Creating chemfuel from raw resources is a lot less efficient than boomalopes. Hauling dogs do not create more filth than colonists and can haul stuff from far outside the base without you losing colonists from a sniper or drop pod raid appearing next to them. Hay lasts over a year without a fridge and kibble lasts forever. You can frankly made fine meals all year around without a fridge if you have animals like cows.
Last edited by glass zebra; May 22, 2022 @ 3:23am
Heavyimpcat May 22, 2022 @ 3:29am 
Originally posted by Astasia:

Combat pets can make raids trivial to deal with in exchange for the micromanagement and training involved in getting them ready.

Pets eat very little food and create very little filth, assigned to a recreation area they can nuzzle colonists for an extra mood boost.

The downsides for many of these are basically non-existent in the right situation, but often still worthwhile in the most disadvantaged scenarios. Keeping pen animals on a sea ice map is nowhere near as trivial as on a permanent summer rainforest or arid shrubland, but growing extra hydroponic rice to feed a room of animals to get their meat is still more efficient than trying to make lavish vegetarian meals.

Depending on pet, if you get melee bots attacking you, say dogos good bye.(unless you have EMP grenades) And what if you have a mix? 5-6 robots? 3 melee 2 ranged? You gonna lose most of your dogs in a fight AND get long lasting debufs.

and while pets generate less filth than pawn - they carry less a day a LOT less. Even elephants carry less than paws at least in my experience.

Limiting pet movement takes away most important quality. THeir ability to carry some randomly generated stuff from edge of map,(lets say drop with loads of wool or metal or other stuff)

Noozle, yes, but does it worth all extra micro management? how much you get? 2 nozzle tops in 24 hours? how much is it in mood gain? is loosing named pet and giving you debuf for long time worth it? Do you not lose pets often?
Heavyimpcat May 22, 2022 @ 3:41am 
Originally posted by The Blind One:
if you think animals are useless now, you would probably be shocked if you knew how they were handled in previous versions ... sometimes being outright just a handicap to your colony. If you kept animals, it was purely for roleplay reasons. (yes I kept animals precisely for that reason but boy were they useless and massive resource drains)

Actually, previously i loved to unleash my monkeys :D to bad these days you cant train pig attack squad. :D


Originally posted by The Blind One:

Depending on biome, it can be really easy to handle animals actually. Just set up a giant fence, far away enough that no raider will touch it, and you can just put a proverbial adam and eve in there and come back in a year and see that your meat reserves have exponentially increased several fold.

double edge sword. Heavy mountains = constant attack by insects.
No hills = constant raiders who destroy or better fire up walls.(since small to no stone, all walls are wood)

Originally posted by The Blind One:
The amount of meat, leather and wool you can get from them can quickly become insane. Have a few good animal product producers as Astasia mentioned and you will more efficiently produce lavish meals. How much effort you put into it is largely dependent on what animals you picked and the strategy you want to go with but they are quite useful if you know how to use them.[[/quote]

true about welth, but comparing 1 colonist looking after animals vs 1 doing plants, i think to micro manage one colonist planter is much more efficient. And there is elephant in the room. Game difficulty scales with your wealth. Its much easier to control plant based wealth, otherwise you have semi naked guys with clubs and being attacked by sciethers and what not. :D
So your chicken population exploded, good for you, you just triggered toxic fallout or 2 raids in a row in your first year and now your walls burned and your chickens run wild.
Heavyimpcat May 22, 2022 @ 4:05am 
Originally posted by teravisor:
5. Speed. Especially if you have a lot of animals.
7. Hauling training. They either haul things or fight, either way they're useful all the time. If you lack meat, feed them kibble, also you can feed them human/insect meat. Meat eaters have less micro because they won't eat your crops when hauling them. Can also eat corpses, just freeze some raider corpses in another fridge.
8. Animals are your emergency food. Keep them inside barn for duration of toxic fallout so they don't get toxins so they don't rot when die. Then killing pet vs starving is not even a choice. And if they die and meat is useless/rots (no fridge for it??) just turn it into kibble for other pets to eat. If they die from lack of crops, use it to feed colonists.
9. Straw matting in barn.
11. You can feed them hay. Or even better, kibble made out of hay and human/insect meat that your colonists don't eat. Kibble doesn't rot. Hay has higher yield from fields and high shelf life. Hunters don't steal those from fridge, and kibble doesn't even need a fridge.
12. You can use them as shield to protect your pawns. Dead pet is better than dead colonist. And you don't get debuffs for maimed pets while you do for maimed colonists.
13. Muffalo is both wool and meat. That wool is one of best cold protections. Also hauling training makes animals haul things. If you don't like filth inside base, make them gather things from outside into temporary stockpile right outside the base, reduces load on your colonists hauling.
15. Not every biome has berries.

Efficiency-wise cows with 1.3 gestation reduction are stupidly good.
For X cows you get X calfs every 6.66 days, each yields 67 meat when butchered immediately, making it 10 meat per day; that is in addition to 14 milk per day. Costing 17.2 grains per day (+17.2 per bull, need one bull per ~6.66 cows), it's still profit of up to 4.2 food out of air per day (0.21 nutrition, yep, cow is generating nutrition out of air). Now if you use kibble made from hay(more efficient than rice and corn at 100% fertility) and meat you can't use(human/insect) and add grazing outside during summer it's so efficient that it's hilarious. Can also use pemmican, but then you must check your colonists don't eat it and cannot use hay for it so efficiency is only barely better.
All of that for work of: milking 1/day, slaughtering 1/6.66 days, rarely retraining and making kibble right in barn (can also slaughter animals there too).
If you include that it reduces amount of nutrition used to make fine/lavish meals (vegetarian meals take 2-2.5 times more nutrition to make), which, with efficiency stated above, is much better than outright vegetarian meals.

And if you really hate bonding, you are obviously of Human Primacy ideology. So why not make it your ideology? Or at least put barn out of way so that only animal handlers/doctors have a chance to bond them (if colonist doesn't meet animal they don't bond), one or two pets are no problem.

Oh and about ideology, if you have ideology that doesn't eat crops, you need meat/milk/eggs.

5. I meant, that animnals skills does not do much but is meant only for checks(fail to tame or fail to cut wool). Plants char gets significant speed boost.
7. no they are not. toxic fallout/cold winter, they create filth, dont carry anything, just eat. pawn is more efficient at carrying AND can clean and do other things. So, why not make pawna generate wealth over drug plants and buy another pawns? You still have to WAIT TONNES OF TIME to tame and teach a bunch of animals how to carry stuff.
8. assuming you have food for animals. like what i have now. 1st year, not even first year yet. Decembary(forest domain), tonnes of animals, no food(rice/potato etc), and there is toxic fallout. so i kill all animals now. and 95% of all meat will rot in 3 days, what do i do then? if i spare animals, they day in 2-3 days from hunger, so i get 6 days worth of food. I whish i have grown a lot more plant food, which would get me through season + fallout.

9. Means you need to grow it first. AND IT GROWS VERY SLOW. not only that, there are thunderstorms and raiders love to burn it and there is toxic fallout. Hay is a liability.
11. above.
12. you are right about that. but not 100%. Dog with no legs is no longer a dog that can carry stuff. But also, dog cant carry EMP grenades or items that immedeatelly disable attackers.(one use mental weapons, etc)
So yes there is some value with combat, if I had a few extra dogs, it may still be less efficient compared to extra colonist.(mental weapon can disable up to 3 raiders if not mistaking? and then i can make them my pawns later)
13. I really like this advice, shame on me i did not figure out myself.
15. most do, those don't usually dont have many useful sustainable animals either.
Playzr 🐵 May 22, 2022 @ 5:23am 
I'd agree that animals are usually not worth the extra effort for several reasons. Having a few can be good, but if they're mating they can grow exponentially and it becomes difficult to feed them. I suppose the main benefit is a regular source of meat or milk to make fine/lavish meals instead of having to hunt constantly. You also get more meat for slaughtering animals than you do for hunting, but you did have to feed it. Ideally you'd have a large pen with plenty of grass, more than they can eat and you don't have to work hard to feed them, but if there's a winter season you'd need hay (or a huge stockpile of corn maybe) to keep them alive.
My favourite animal is the cow because it provides milk, which can be used to make lavish meals instead of having to kill the animals for meat. I would let the herd grow to a good size and then kill/sell all the males so I'm left with a source of milk that isn't growing too fast to feed.
Chickens can breed too fast, although a bunch of hens can be a good source of eggs similar to the cows.
All other purposes of animals like combat and hauling seem nice at first but you'd be better off with some more colonists to do that job constantly instead of occasionally. Maybe if you have a hunter where they can be attacked by the one animal they're hunting it's good to have an animal follow and defend the hunter in that case. But that's only good because you're not intentionally putting the animal in danger, just having them follow as a precaution means they're less likely to die or be seriously injured.
And toxic fallout can really ruin things because you'll have to move them inside quickly and might not have the food to feed them for the duration. It is possible to build a greenhouse meadow for them but that takes planning.
Thrumbo fur is valuable though if you manage to tame some of those, make clothing or chairs out of it to sell or use.
But in summary it's a lot of work just for nicer meals, but convenient if you reduce the amount of work involved.
Astasia May 22, 2022 @ 5:34am 
I'll just say I'm glad threads like this exist to counter the other threads that appeared after 1.3 about how OP animals are now. If we have people believing strongly in both sides that means the balance is probably in a pretty good place now.
Cat® May 22, 2022 @ 6:30am 
- Plants can not haul, rescue, or attack - dryads can but dogs are faster and wont die if raiders burn the tree down.

- Plants can not grow meat or milk.

- Plants can only produce devilstrand and cotton as textiles, animals can produce equivalently strong, more comfortable, and more beautiful materials.

- Animals do not need soil to grow.

- Animals can be kept indoors, under roof.

- Animals produce heat.

- Animals can remain fertile for years, and remain a source of food even if not a single tile is growable.

- Animals do not die to cold snaps - if an animal is in fact killed it still provides 100% of its food value.

- Animals can convert food the colony does not have use for into food it does have use for (insect meat, human meat, corpses, ideological foodstuffs).

- Animals can provide mood bonuses both passively and actively through bonding and nuzzle.

- While animals might at time require tending, this is not mandatory; if you still choose to tend a wounded or sick animal this is medicine skill that would otherwise be slower to achieve.

- Haulers can haul the wide range of the map without ever endangering colonists, as colonists can remain safely in the established area while only faster, tougher, and less valuable animal pawns go out and haul materials the map provides.

- Some of the game's fastest animals are capable of rescuing, meaning your healers can stay in the hospital working instead of sourcing patients.

- Some of the game's most effective food producers do not require taming, and can simply be penned to passively generate resources both in terms of nutrition, survival materials, and silver. The cow converts relatively meagre amounts of hay into tremendous amounts of vegetarian meat substitute (milk).

- Animals can be sourced easily, and easily housed. You are not required to expose your pawns to the wilds to manage and protect farmland, only one ideology can source additional growing tiles.

- Many animals can feed themselves on grass and other ambient plants that the colony otherwise could not make use of.

- Many animals can feed themselves on corpses that the colony could otherwise not make use of, such as human.

- Many animals will hunt food on their own and thus only require feeding when injured or sick.

- Pawns with handling skill can be growers, but less effectively than they can be handlers. Pawns that otherwise could not grow could still produce food through handling.

- Animals can be zoned to avoid filth spreading, plants can not be zoned out of dirty soil tiles without trading extra resources through hydroponics.

- A talented hunter can produce thousands of units of food and material in a single day, regardless of time of year, and then spend the rest of the year napping and playing hoopstone. A grower can not.

- Giant lists are really long and cool and make it seem like the writer has a lot of information even though the information is mostly expanded by grammatical words rather than factual statements. But reality is that the simple fact of the matter is that resource acquisition in Rimworld, much like in real life, is not a zero-sum game. You don't have to choose, you can do both, and you don't have to do both at the same time, neither do you need to keep both equal. Certainty and predictability of growing in spring and summer can be augmented with opportunistic hunting, and accidental self-tame events can create stable backups for food sourcing and temporary mood buffs. You can kill the free boomalope now, or later, and it wont make a difference in terms of its value as food. Animals are riskier and a longer gambit to pull off than plants but if your colony lasts a long time you can simply convert an old quarry into a pen and multiply your income many-fold with little effort, effort that otherwise would have simply gone to waste.

- Smokeleaf plant wont take a doomsday rocket launcher shot for you, Fido will.
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Date Posted: May 22, 2022 @ 1:27am
Posts: 51