In Rimworld you will have a colony of pawns to keep safe and of course well fed. One of the hardest parts about managing a large colony is keeping a food supply for your colonists. One technology that makes this a little bit easier is the Nutrient Paste Dispenser. With this, you can create meals easily out of raw food.
This guide will show you how to unlock the nutrient paste dispenser and how to use it to keep your colonists well fed and automate the cooking process.
Contents
Nutrient Paste Dispenser Information and Unlocking
How to Use the Nutrient Paste Dispenser
Setting Which Foods to be Turned into Paste
What is the Nutrient Paste Dispenser and How is It Unlocked?
As aforementioned, the nutrient paste dispenser is a machine that creates meals to eat. This machine will eliminate the need for your colony to have any cook at all. The nutrient paste dispenser takes in raw food types and uses power to create Paste Meals. Although colonists will get a small debuff from eating these meals (as they are quite bland and uncreative) there are some good things about this machine!
One of the best things about using a nutrient paste dispenser in your colony is that your characters will never suffer from food poisoning again. Although this machine spits out boring paste meals, at least they are healthy! It doesn’t matter which raw materials are used or creating the meals, colonists will not get sick from eating these. You will also not have to have a pawn constantly cooking meals. This frees them up for any other activities around the colony.
How to Unlock the Nutrient Paste Dispenser
In order to unlock the nutrient paste dispenser, you will have to complete some research. If you don’t already have it, you can unlock the research panel by crafting and placing a Research Bench. This will allow you to study new technologies and advance your colony. Firstly, you will have to research Electricity. You will then be able to research the technology for Nutrient Paste. This will unlock the Nutrient Paste Dispenser and the Hopper.
Once you’ve unlocked these two things, you can build them under the Production menu.
How to Use the Nutrient Paste Dispenser
Now that you have it unlocked, build the nutrient paste dispenser somewhere in your colony. Keep in mind that this facility needs power in order to work so you will have to have a power supply running to it at all times. Once you have it built, you will also need to build at least one Hopper.
The Hopper is the part of the machine where you will place the raw food to be turned into paste. Make sure you build a Hopper somewhere against the Nutrient Paste Dispenser. You can build multiple Hoppers if you want to have a large supply of food going to the machine. Place down a hopper with the straight end against the Paste dispenser like in the image below.
Once you have raw food in the hoppers and the nutrient paste dispenser is powered up all the hard work is done! You have your own personal cook. Keep in mind that anyone who eats a meal from this will suffer a small mood debuff whenever they eat a paste meal.
Deciding What to Put in the Dispenser and Keeping it Cold
One great thing about the dispenser is you can choose to have it just for certain food types. For example if you’d rather use all the large corn harvest to make paste meals and save the meal for your gourmet chefs to cook with, that’s possible!
You can select the Hopper item and change what is being stored there by selecting the Storage button. Here you are able to check which items will be allowed to be stored here and which will not. (Keep in mind putting human meat in here will still give the Ate Human Meat debuff. Even after it’s turned into paste, apparently they still know.)
It also is a good idea to build some refrigeration around the hoppers. That way all of the food that is stored here will stay nice and cool so it won’t spoil. You can see an example of what I built around my nutrient paste dispenser in the image above.
Using the paste dispenser is an automatic task that cannot be explicitly triggered. It is still possible to make a pawn produce as many meals as you want, until the machine runs out of raw food to process. You need at least one pawn to be hungry enough to demand a meal. This will happen at least once per day, per pawn.
Nutrient paste meals are created at a powered nutrient paste dispenser instantly, using 0.3 nutrition of any food inside its hoppers. Typically, nutrient paste meals are dispensed by a hungry pawn and then immediately eaten; they can't be produced by work bill, and animals won't use a dispenser.
At 300% nutritional efficiency, Nutrient paste is the most efficient way to prepare a meal. Compared to the next best method, simple and fine meals with 180% efficiency, paste gives 66.67% more food.
As a rough rule of thumb - 25 tiles of rice / potatoes / corn, in ordinary soil, is enough to feed a single colonist in Losing is Fun indefinitely, when: They are cooked into and eaten as simple meals. A grower's Plants skill is competent; 6 Plants is enough.
Hoppers act like a stockpile zone, but can only hold raw food other than hay. Unlike with most other haul tasks, hauling to a food hopper is considered both a "Cook" and a "Hauling" work job. Otherwise, it works like any other stockpile zone - you can click the "Storage" tab to select priority and stored items.
The default food restriction policy, named Lavish, allows pawns to consume meals of all qualities, pemmican, chocolate, or raw food (if accessible) and forbids human meat and insect meat. Hungry Pawns attempt to eat the food that grants them the most mood that they are allowed to eat.
Typically, vending machines have rows and rows of products with each one held in place by coils. These coils are controlled by electric motors that are activated once your coins have been accepted or your card transaction has been approved. Some vending machines use pickers to retrieve the product.
Select the pawn, and right click on the ovum to start fertilization. This always succeeds if Fertility is greater than 0. Male prisoners cannot fertilize an ovum. The embryo will have genes dependent on who the mother and father are.
When you are looking to feed your growing colony by the mid-game and beyond, the best thing you can do is begin to plant corn. The very best food crop in the game, corn offers you large stacks of food for a minimal amount of work needed, making it ideal for busy bases that have labor shortages.
Harvesting a mature crop plant generally produces more nutrition than letting an animal directly consume the living plant, except in cases where the harvesting colonists have exceptionally low plant harvest yield stats.
Said prisoners are missing their jaws, if the jaw is missing they can't eat. ...
Your wardens don't have access to the food. ...
Try setting up a nutrient dispenser so the output is in the prison but the hoppers are outside, if the wardens won't feed them perhaps they might feed themselves.
Mobile prisoners can use a nutrient paste dispenser that faces into their prison. Otherwise, wardens will bring any food allowed by their food restrictions. A prisoner's medical settings, as well as defaults for all prisoners, can be adjusted in their Health tab.
The easiest way to get prisoners is wait for a raid, then take whoever is downed, tell one of your pawns to arrest them. (Your pawn does not have to be drafted.) They will go pick up the poor downed pawn, and take them to one of those prisoner beds.
After researching Packaged Survival Meals, they can be crafted at a fueled stove or electric stove with 0.3 nutrition of vegetarian ingredients and 0.3 nutrition of meat. For example, 6 rice and 6 meat can create a meal. Outlander and Orbital traders, particularly Bulk Goods traders, can carry Packaged Survival Meals.
Baby food can be cooked at a Campfire, Electric stove, or Fueled stove. Each batch of 10 requires 0.25 nutrition from non-Hay vegetables and 450 ticks ( 7.5 secs ) of work. Alternatively, baby food can be made in batches of 40 at the cost of 1 nutrition and 1,800 ticks ( 30 secs ) of work.
Make Grow and Plant cut 1 on the work tab for your farmers. Colonists will automatically harvest plants and trees when ready. There's no need to micromanage unless you need them right this second. Plant cut only applies to chopping down trees and cutting/harvesting crops that you manually choose to be harvest, though.
Introduction: My name is Kimberely Baumbach CPA, I am a gorgeous, bright, charming, encouraging, zealous, lively, good person who loves writing and wants to share my knowledge and understanding with you.
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