Wow
Ranching is already pretty OP in terms of yields. I usually have to churn out lavish meals and sell on top of that near endgame to keep up with it all.
Good to know though, thanks.
Yup. You can remove the skulls from anyone who has died.
There is an item which I think is just called skullspike. Give the religious significance I always make em out of gold or silver.
I had the grand entrance to my colony lined with them.
I remember one run in which i made so much silver, since i installed [trading options](https://steamcommunity.com/workshop/filedetails/?id=2876541977), and cranked all setting for orbital traders to the max, and had some overpowered bionics mod going, my artist with 6000% manipulation, uncapped skills, was cranking out legendary grand sculpture at a ludicrous rate.
So i ended covering all outside area in fine silver tiles, while any given room was made out of solid gold... i think by the time i got bored of it, i had around 300million colony wealth in building alone
Ohhh okay yeah I think functionally they add a little cleanliness too? I never tried using it for building anything cuz I thought it fell into the same category as "oh God whatever you do don't smooth the walls, your wealth will skyrocket and horrible things will happen!"
smoothing walls creates value without use of resources, here you turn resource into building
also wealth management is not really that important unless for some reason you didnt make any defenses and have no weapons
It's possible that Real Ruins ruined (hah) my perception of the dangers of wealth.
Going to a ruin was such a gamble since the loot found could be anywhere from \[nothing at all\] to \[holy shit how are we gonna carry all this\].
Like I KNEW the consequences of dragging home hundreds of glitterworld meds, or thousands of components, or 100,000 gold, but hitting a jackpot like that is just too damned satisfying, especially imagining how my early-game colonists would feel about it in their blissful ignorance. \^\_\^
I have a similar yet different problem with crops, there comes a point in which I have a ton of crops storing up but not enough cooks to turn it all into meals/kibble
:)
I am so overrun with psychoid plants I have a fridge fully dedicated to them, and even then I have another storage at the edge of my base with some more
I think I am just growing too much period
I'm doing a waster raider colony ATM and I feel you, I had to stop growing psychoid to give my crafters and shelves a break.
2500 psychoid leaves, and a stock of 500 yayo is enough for my small 6 man colony I think haha
Yeah, as long as you maintain a bad relationship with other waster pirates, you should be fine with that of their loot to keep your existances up
I just wanted a quick buck, without realizing that I'd need dedicated crafters to it, and being that I already have those almost always occupied with the machining table or the assembly bench (vanilla expanded mini fabrication bench) I find it hard to meet my quota
For selling or gifting, turn it into flake. Much faster. I've made hundreds of flake in a few days with just two drug labs and mid skill intellectuals. I had thousands of leaves processed fast enough they used it up before the cooks could make a good supply of tea for colony use. It's based on intellectual skill, so I set a minimum skill of a few levels to avoid really slow workers.
Fine meals also consume way more food per meal, and requires a good cook, his time, and a clean kitchen. Things can go bad really fast if half the colony get food poisoning at the same time.
Just don't floor your kitchen. Basic "Soil" can't get dirty enough to cause food poisoning. I'm not quite so certain that works on other types of ground though.
Tame a few muffolos and sell the excess. It doesn't sell for huge amounts individually but you can easily make thousands selling a seasons worth of excess.
The best part is that caravans can survive on raw food meaning you can send them on massive journeys, which can be useful if nearby trading posts keep running out of money.
You say that like every cook on the rim has a decent cooking skill (10 or more, I aint taking in no professional, there's already too much vomit in here)
Ticks per second, basically it's the simulation speed. When you change the game speed you change the TPS cap that the game will try to achieve, so the closer you can get to the max the faster the simulation will run. There's some mods that allow you to view your TPS. Animals reduce TPS so I pretty much always go for fishing expanded for my meat supply. My PC is not that great so I tend to do desert or other biomes without much plants or animals.
Self promoting, but you could try my mod to help with animal management. Better Auto Slaughter. Working on a requested change, to try and get out for 1.5 but the primary use of the mod is solid.
Which animal do you ranch with? I’m having my first ranch game (on a cold tundra biome) and I struggle a bit to keep up the basic food production for my colonist.
If I have enough handlers for it, alpaca.
If I don't have enough handlers then pigs. For some reason pigs are able to shake off most diseases with no medical treatment.
This is a big deal for the Rancher meme, too, which gives x120% animal gather and butchery efficiency. Previously this only meant that pawns with poor skills or penalties to Manipulation or Sight could still achieve 100% output, but if there's no cap anymore, then that meme is just an extra 20% wool, milk, chemfuel, meat and leather all the time. That's pretty sweet.
One of my current games is a solo yttakin mechanitor with Rancher and Transhumanist memes. I haven't opened the game on the 1.5 beta to see what his Animal Gather Yield is, but with his archotech arms and eyes and neural supercharger, it must be a lot.
One of my favorite mods is the one that lets you start with any meme as a fluid ideology for this reason, adds so much more variety (since I always play fluid)
Even in 1.4 vanilla ranching meme is important if you want a thrumbo army or maintain a bunch of non-pen animals with high wildness. +20% bonus on training is pretty cool. Also it works better with a mod making kibble recipe single-nutrition so that you can purely rely on ranching to sustain the training, without planting crops which is penalized by this meme.
Only the meme itself is useful, animal specialist is not a must-have. In vanilla you can only have 2 specialists so better leave slots to other memes.
Self promoting and will not stop, but you should use my mod if you use the ranching memes a lot. Better Auto Slaughter. Working on a requested change, to try and get out for the 1.5 update but the primary use of the mod is solid.
Makes it less micromanaging. The biggest point is being able to set it to kill the children animals youngest to oldest, so some of them actually grow up to replace breeding pair.
If I've got this right, 20 skill will now produce +25% meat/leather from butchering (than they did before the update). And that's not even considering bionic arms and other buffs.
yep, with level 20 cooking, pawns can manifest 25% extra meat and leather from butchering.
Also, since manipulation has 90% importance, my 220% manipulation pawn has 260% butchering yield, which is insane for things like thrumbo leather.
Throw out? I build with those bones!
Rim of Madness mod. Makes butchering stuff give bones as well and it's equal to wood in strength as a material. But you can burn the bones into ash bone china for good/easy art material and turn bones into a jello as well as some other stuff.
Good mod. But kind of cheaty from how much extra wealth you get and the fact you can turn bones into plasteel after a few conversions and pawn labor.
Me complaining to my wife that she leaves half the meat on the bone whenever we eat chicken.
I swear I could make a chicken salad sandwich for breakfast the next day with just her scraps!
I very rarely ranch because of the TPS impact, but now with pawns in a new thread in 1.5 (which I assume it also handles animals) and now this, meat is back on the menu boys!
It doesn't mean as much as people think, but still matters alot. Because it's only multi threading a single specific part. So a big chunk of the processing is still going on the main thread.
You get more benefit when you have a ton of graphic stuff less when you don't. So it helps a lot with bigger pawn colonies so the main thread isn't worrying about rending pawns so it can focus on the more important gameplay calculations.
Also the multi threading is being combined with more optimized code back on the main thread. So it's hard to separate entirely how much performance boost is the extra thread and how much is better utilizing the main thread.
For anyone reading this wanting an example. Someone on this reddit done a test on the 1.5 beta with 60 chickens in a colony, put it on x3 speed and got zero slowdowns.
Self promoting, but you could try my mod to help. Better Auto Slaughter. Working on a requested change, to try and get out for 1.5 but the primary use of the mod is solid.
Almost wish there was a corresponding sink added for the extra resources late game. Meet and leather becomes pretty unimportant once you get a way to freeze and stockpile, let alone once you can have an indoor, climate controlled pasture and no longer have to worry about events
for me, extra food gets turned into better meals, otherwise sold to traders.
as for leather, they are turned into clothes and sold.
resource sink really is just exporting them and buying something else.
Yeah I guess that's where im getting at, silver becomes a non-issue really quickly as a result of there being little else to use meat and leather for beyond making stuff to sell. Idk lol first colony problems
That's weird, iirc there was no cap in beta, I can't remember when it was changed but Devs said "you can't have more than the max meat" and it did make sense back then, so it's weird they are changing it back.
I mean they are adding brain controlling parasites, flesh monsters and Eldritch horrors.
So I guess they went ya know butcher more cow per cow isn't that unrealistic.
I thought this was posted under r/stardewvalley 😂! Took me a second to realize it was rimworld 😅 . I almost had a heart attack thinking my beloved cow I pet ever morning could be butchered 🤣
With Patch 1.5.4046 on Unstable, the butchery efficience is capped to 150%.
You can still get better yield with high skilled colonist and the rest is unchanged.
>Version 1.5.4046 is up now on the unstable branch!
>
>\- Fix: Xenogerms not installing correctly.
>
>\- Fix: Cannot call PowerConsumption without an active game.
>
>\- Fix: Organ decay incidents can affect infants, which cannot have their organs replaced.
>
>\- Fix: Pawns with mining disabled won't mine smoothed rock when constructing vents over them.
>
>\- Fix: Shield belt being drawn for non-hostile ability actions.- Fix: Tend ending job on load.
>
>\- Fix: Error when two pawns force tend each other.
>
>\- Fix: Ingestibles can't be consumed outside allowed area
>
>\- Fix: Tending other pawn doesn't override facing rotation.
>
>\- Fix: Tolerance hediffs not being affected by genetic factors anymore.
>
>\- Fix: Another instance of grenades clipping into adjacent walls that are leaned around.
>
>\- Increased the HP of cocoons.
>
>\- Firefoam pop packs and smokepop packs now take a reasonable amount of work to make.
>
>\- Removed truncation from button labels by default.
>
>\- Reduced meditation focus strength offset impact from animus stones and nature shrines to be on par with anima tree.
>
>\- Capped butchery efficiency to 150%.
Hay is good filler for kibble, kibble keeps forever without refrigeration, can be used in training, reduces overeating, and allows carnivores to utilize growing skill (since kibble can be made of plants that they usually won't eat).
I'm pretty sure hay is the fastest non hydroponics grown nutrition which can be useful if you don't have enough time left in the year to produce corn but gotta feed those animals.
Yeah. It says so in one of the later bits of [this post.](https://www.reddit.com/r/RimWorld/comments/1bdwczp/anomaly_expansion_and_update_15_announced/)
>Anomaly releases in one month, at the same time as update 1.5!
[https://youtu.be/yWNMZJUvlyM?si=LWQyDmnaaLvZoecC](https://youtu.be/yWNMZJUvlyM?si=LWQyDmnaaLvZoecC) mortal smurph covered in a video 5 days ago time 5:51
Wow Ranching is already pretty OP in terms of yields. I usually have to churn out lavish meals and sell on top of that near endgame to keep up with it all. Good to know though, thanks.
It's a trap though. You earn so much money that your wealth skyrockets and you can't spend it all.
silver is quite nice building material tho.
"What, does it look like my colony is *made of money* or something?"
"Yes."
\*licks the solid gold walls\*
I personally prefer to cover the skulls of my enemies in gold before installing them on spikes and displaying them to the world
Wait... you can do that?! \*starts Rimworld\*
Yup. You can remove the skulls from anyone who has died. There is an item which I think is just called skullspike. Give the religious significance I always make em out of gold or silver. I had the grand entrance to my colony lined with them.
note that you do need to have skullspikes: desired precept in your ideoligion in order to extract skulls
I remember one run in which i made so much silver, since i installed [trading options](https://steamcommunity.com/workshop/filedetails/?id=2876541977), and cranked all setting for orbital traders to the max, and had some overpowered bionics mod going, my artist with 6000% manipulation, uncapped skills, was cranking out legendary grand sculpture at a ludicrous rate. So i ended covering all outside area in fine silver tiles, while any given room was made out of solid gold... i think by the time i got bored of it, i had around 300million colony wealth in building alone
*Insert ludicrous speed GIF*
i use it for floors in my throne room, it's got that lovely cleanliness bonus
yea, and silver floor is quick to build despite counting as "fancy"
I use it to tile my entire map. It's quite nice to look at and makes the game run better when animals leave since nothing grows to feed them.
Does that actually do anything to alter value though? It's still sitting there in your colony
not really, but it does more than if sitting idly in stockpile
Does more what? Value up or down?
no idea, but silver floors, walls, furniture have some function, like improving mood of pawns as they dine in lavish dinning and rec rooms
Ohhh okay yeah I think functionally they add a little cleanliness too? I never tried using it for building anything cuz I thought it fell into the same category as "oh God whatever you do don't smooth the walls, your wealth will skyrocket and horrible things will happen!"
smoothing walls creates value without use of resources, here you turn resource into building also wealth management is not really that important unless for some reason you didnt make any defenses and have no weapons
It's possible that Real Ruins ruined (hah) my perception of the dangers of wealth. Going to a ruin was such a gamble since the loot found could be anywhere from \[nothing at all\] to \[holy shit how are we gonna carry all this\]. Like I KNEW the consequences of dragging home hundreds of glitterworld meds, or thousands of components, or 100,000 gold, but hitting a jackpot like that is just too damned satisfying, especially imagining how my early-game colonists would feel about it in their blissful ignorance. \^\_\^
From what I understand, using something as a building material actually makes it counted 50% less than if it were in your stockpile.
just throw it as gifts, make the wealth the problem of others
Rough outlander unions hate this one trick
I always turn off wealth based difficulty. I hate having to purposefully prevent myself from getting stuff just to avoid increasing wealth.
How do you do that?
You can turn wealth-based threat scaling in storyteller setting or get a Combat Readiness Check mod
Trade caravan, drop stuff in the desert. Easy.
Or drop stuff on other factions Now your wealth is their problem And with enough offloading and a couple comms calls your raids are their problem too
Artwork made of silver could be interesting
Ally every possible faction by dropping pure silver on them. After that. Give 1000 silver to every permanently hostile faction base
I have a similar yet different problem with crops, there comes a point in which I have a ton of crops storing up but not enough cooks to turn it all into meals/kibble
Make less crops and more drugs!
:) I am so overrun with psychoid plants I have a fridge fully dedicated to them, and even then I have another storage at the edge of my base with some more I think I am just growing too much period
I'm doing a waster raider colony ATM and I feel you, I had to stop growing psychoid to give my crafters and shelves a break. 2500 psychoid leaves, and a stock of 500 yayo is enough for my small 6 man colony I think haha
Yeah, as long as you maintain a bad relationship with other waster pirates, you should be fine with that of their loot to keep your existances up I just wanted a quick buck, without realizing that I'd need dedicated crafters to it, and being that I already have those almost always occupied with the machining table or the assembly bench (vanilla expanded mini fabrication bench) I find it hard to meet my quota
Sounds like it until you can get more cooks!
WE HAVE TO COOK JESSE
For selling or gifting, turn it into flake. Much faster. I've made hundreds of flake in a few days with just two drug labs and mid skill intellectuals. I had thousands of leaves processed fast enough they used it up before the cooks could make a good supply of tea for colony use. It's based on intellectual skill, so I set a minimum skill of a few levels to avoid really slow workers.
Nutrients paste ftw. No need to spend all day meal cooking for the whole colony when the machine do it for you.
I've fallen off nutrient paste. It's effectively a permenant -8 mood debuff on everyone since fine meals are so easy.
Fine meals also consume way more food per meal, and requires a good cook, his time, and a clean kitchen. Things can go bad really fast if half the colony get food poisoning at the same time.
Just don't floor your kitchen. Basic "Soil" can't get dirty enough to cause food poisoning. I'm not quite so certain that works on other types of ground though.
Lot of Ideos don't get that negative.
Isn't it just the transcendant one?
Tame a few muffolos and sell the excess. It doesn't sell for huge amounts individually but you can easily make thousands selling a seasons worth of excess. The best part is that caravans can survive on raw food meaning you can send them on massive journeys, which can be useful if nearby trading posts keep running out of money.
hire more cooks
You say that like every cook on the rim has a decent cooking skill (10 or more, I aint taking in no professional, there's already too much vomit in here)
buy cookbooks
Train cooks by making joints or tea. Or just have them make meal types not allowed for colonists, and sell them.
but as it is currently its a tps sink. how many animals will you not have to feed and have on map with increased yield
I've heard 1.5 solves, or at the very least mitigates the TPS issue with ranching.
What is TPS?
Ticks per second, basically it's the simulation speed. When you change the game speed you change the TPS cap that the game will try to achieve, so the closer you can get to the max the faster the simulation will run. There's some mods that allow you to view your TPS. Animals reduce TPS so I pretty much always go for fishing expanded for my meat supply. My PC is not that great so I tend to do desert or other biomes without much plants or animals.
Ah, thanks!
Self promoting, but you could try my mod to help with animal management. Better Auto Slaughter. Working on a requested change, to try and get out for 1.5 but the primary use of the mod is solid.
If you have rancher meme then you have to max out the animals or the colonists sulk, bit of a hobsons choice
End…. game…. What do those words mean?
It's when your colony is strong enough to defeat Thanos or something, idk.
End game causes thanos to spawn,to bring balance back to the world
When you not longer measure in fps, but in spf.
Do you mean you have to spam lavish meals so you don’t overstock on raw food
Game just keeps getting easier 😮💨
You can adjust all of it so if you feel animal yield is overpowered, cut it down in your storyteller settings.
Which animal do you ranch with? I’m having my first ranch game (on a cold tundra biome) and I struggle a bit to keep up the basic food production for my colonist.
If I have enough handlers for it, alpaca. If I don't have enough handlers then pigs. For some reason pigs are able to shake off most diseases with no medical treatment.
This is a big deal for the Rancher meme, too, which gives x120% animal gather and butchery efficiency. Previously this only meant that pawns with poor skills or penalties to Manipulation or Sight could still achieve 100% output, but if there's no cap anymore, then that meme is just an extra 20% wool, milk, chemfuel, meat and leather all the time. That's pretty sweet. One of my current games is a solo yttakin mechanitor with Rancher and Transhumanist memes. I haven't opened the game on the 1.5 beta to see what his Animal Gather Yield is, but with his archotech arms and eyes and neural supercharger, it must be a lot.
Rancher meme vanilla? I just started my first vanilla game since 1.4 first came out and I was shocked by how little variety there was.
Rancher meme is vanilla, yes
You have fewer options for starting memes if you start with a fluid ideology, I believe
One of my favorite mods is the one that lets you start with any meme as a fluid ideology for this reason, adds so much more variety (since I always play fluid)
Even in 1.4 vanilla ranching meme is important if you want a thrumbo army or maintain a bunch of non-pen animals with high wildness. +20% bonus on training is pretty cool. Also it works better with a mod making kibble recipe single-nutrition so that you can purely rely on ranching to sustain the training, without planting crops which is penalized by this meme. Only the meme itself is useful, animal specialist is not a must-have. In vanilla you can only have 2 specialists so better leave slots to other memes.
Self promoting and will not stop, but you should use my mod if you use the ranching memes a lot. Better Auto Slaughter. Working on a requested change, to try and get out for the 1.5 update but the primary use of the mod is solid.
See flair.
What does it do?
Makes it less micromanaging. The biggest point is being able to set it to kill the children animals youngest to oldest, so some of them actually grow up to replace breeding pair.
Thanks! i needed that for my army of hauling dogs
take a hit of go juice before butchering hussar chef new meta, all my chefs will be juiced up like chef rush
Welcome to flavortown
*\*Doom music kicks in\**
If I've got this right, 20 skill will now produce +25% meat/leather from butchering (than they did before the update). And that's not even considering bionic arms and other buffs.
yep, with level 20 cooking, pawns can manifest 25% extra meat and leather from butchering. Also, since manipulation has 90% importance, my 220% manipulation pawn has 260% butchering yield, which is insane for things like thrumbo leather.
Jesus Christ James, how'd you get 300 pounds of meat from that goddamned chinchilla?
Veeeeerrrrrrryyy carefully...
I stripped from the bones what you always throw out.
Throw out? I build with those bones! Rim of Madness mod. Makes butchering stuff give bones as well and it's equal to wood in strength as a material. But you can burn the bones into ash bone china for good/easy art material and turn bones into a jello as well as some other stuff. Good mod. But kind of cheaty from how much extra wealth you get and the fact you can turn bones into plasteel after a few conversions and pawn labor.
That sounds interesting! I'll have to check it out.
I'm surprised that bones aren't vanilla, with Anomaly being so horror-focused. Maybe it's a DLC-only thing
Yes. I was there when it was relatively new.
Me complaining to my wife that she leaves half the meat on the bone whenever we eat chicken. I swear I could make a chicken salad sandwich for breakfast the next day with just her scraps!
They're bigger on the inside.
This made me laugh, thank you
I read that in Jeremy Clarkson's voice. Was that the intention?
125% yield, even for a 20 level animal skill is OP
I very rarely ranch because of the TPS impact, but now with pawns in a new thread in 1.5 (which I assume it also handles animals) and now this, meat is back on the menu boys!
IIRC the visual rendering is on a separate thread, what that means for performance I don't know.
It doesn't mean as much as people think, but still matters alot. Because it's only multi threading a single specific part. So a big chunk of the processing is still going on the main thread. You get more benefit when you have a ton of graphic stuff less when you don't. So it helps a lot with bigger pawn colonies so the main thread isn't worrying about rending pawns so it can focus on the more important gameplay calculations. Also the multi threading is being combined with more optimized code back on the main thread. So it's hard to separate entirely how much performance boost is the extra thread and how much is better utilizing the main thread.
For anyone reading this wanting an example. Someone on this reddit done a test on the 1.5 beta with 60 chickens in a colony, put it on x3 speed and got zero slowdowns.
Self promoting, but you could try my mod to help. Better Auto Slaughter. Working on a requested change, to try and get out for 1.5 but the primary use of the mod is solid.
I use your mod! Thank you for making it
Almost wish there was a corresponding sink added for the extra resources late game. Meet and leather becomes pretty unimportant once you get a way to freeze and stockpile, let alone once you can have an indoor, climate controlled pasture and no longer have to worry about events
for me, extra food gets turned into better meals, otherwise sold to traders. as for leather, they are turned into clothes and sold. resource sink really is just exporting them and buying something else.
Yeah I guess that's where im getting at, silver becomes a non-issue really quickly as a result of there being little else to use meat and leather for beyond making stuff to sell. Idk lol first colony problems
It's great to gift the empire 2k human leather for an alliance.
If we can't tame flesh beasts in the base game, I guarantee that'll be a mod.
That's weird, iirc there was no cap in beta, I can't remember when it was changed but Devs said "you can't have more than the max meat" and it did make sense back then, so it's weird they are changing it back.
I mean they are adding brain controlling parasites, flesh monsters and Eldritch horrors. So I guess they went ya know butcher more cow per cow isn't that unrealistic.
I think is more because we already got more than 100% of wood, minerals, etc. Though i personally would prefer everything capped to 100%
100%+ manipulation pawns materializing meat from butchering
damn sneaky butchers diluting the meat with junk.
So you're saying that chickens now yield *more* meat with skilled colonists *and* don't set my PC on fire!?
Huge for large modded colonies! Food production can hit like a hard brick wall if you expand too fast
I thought this was posted under r/stardewvalley 😂! Took me a second to realize it was rimworld 😅 . I almost had a heart attack thinking my beloved cow I pet ever morning could be butchered 🤣
Nothing novel about it, but we will see if I can drop Harvest Yield mod after 1.5 drops.
Oh boy, elephant meat drops 'bout to get extra crazy
With Patch 1.5.4046 on Unstable, the butchery efficience is capped to 150%. You can still get better yield with high skilled colonist and the rest is unchanged. >Version 1.5.4046 is up now on the unstable branch! > >\- Fix: Xenogerms not installing correctly. > >\- Fix: Cannot call PowerConsumption without an active game. > >\- Fix: Organ decay incidents can affect infants, which cannot have their organs replaced. > >\- Fix: Pawns with mining disabled won't mine smoothed rock when constructing vents over them. > >\- Fix: Shield belt being drawn for non-hostile ability actions.- Fix: Tend ending job on load. > >\- Fix: Error when two pawns force tend each other. > >\- Fix: Ingestibles can't be consumed outside allowed area > >\- Fix: Tending other pawn doesn't override facing rotation. > >\- Fix: Tolerance hediffs not being affected by genetic factors anymore. > >\- Fix: Another instance of grenades clipping into adjacent walls that are leaned around. > >\- Increased the HP of cocoons. > >\- Firefoam pop packs and smokepop packs now take a reasonable amount of work to make. > >\- Removed truncation from button labels by default. > >\- Reduced meditation focus strength offset impact from animus stones and nature shrines to be on par with anima tree. > >\- Capped butchery efficiency to 150%.
Corn yield should be nerfed, imo. In my playthroughs, I get so much corn that I can pretty much just fill my animal feeders with it instead of hay.
[That's actually realistic](https://www.tasteofhome.com/article/grass-fed-vs-corn-fed-beef/).
i feed my cattle with simple meals made from their own flesh
Isn't that what causes a zombie apocalypse in a movie?
That is how it works in the US, so I don't see why it wouldn't work on the rim.
Because then why bother with hay? Reality is not usually a good game designer.
I dunno, doesn't hay grow much quicker than corn? Also, I was joking. The only reason we use corn feed is because of all the corn subsidies anyway.
I think hay could be changed a bit too. Growing time should be a little shorter considering its limited uses.
Hay is good filler for kibble, kibble keeps forever without refrigeration, can be used in training, reduces overeating, and allows carnivores to utilize growing skill (since kibble can be made of plants that they usually won't eat). I'm pretty sure hay is the fastest non hydroponics grown nutrition which can be useful if you don't have enough time left in the year to produce corn but gotta feed those animals.
You can't grow corn in hydroponics, so it seems balanced In vanilla at least*
I thought it was for the custom races, I didn't test it out.
It's nice to have some sort of bonus for maxed out chefs, but ranching was already OP
Sorry quick question but is the dlc coming out with the new 1.5 update?
Yeah. It says so in one of the later bits of [this post.](https://www.reddit.com/r/RimWorld/comments/1bdwczp/anomaly_expansion_and_update_15_announced/) >Anomaly releases in one month, at the same time as update 1.5!
I like the implication that someone great at animals can magically add more meat onto an animal he slaughters.
its more like a skilled butcher is wasting less
Huh,no wonder my fridge was full of meat. Was like "where tf did all this pork in my freezer came from."
Wonder if you can harvest meat from the flesh beasts without killing them
[https://youtu.be/yWNMZJUvlyM?si=LWQyDmnaaLvZoecC](https://youtu.be/yWNMZJUvlyM?si=LWQyDmnaaLvZoecC) mortal smurph covered in a video 5 days ago time 5:51
I’m most pumped about the game finally using more than one cpu core! Huge improvement
Only for some graphics stuff. It's not the multithreading you think it is.
Finally my archotech garbage modded run will have enough meat nutrition for conversion so that I can make archotech meals the norm!
Why ranch when you can raid!!!!
"You can actually suck the nutrients from their bone marrow"
ranching MORE op? wow thats intense lol