RimWorld

RimWorld

IceWorld: Feast or Famine
Showing 1-4 of 4 entries
Update: 20 Mar, 2024 @ 10:47pm

Release: alpha-3

New Functionality [1.5+]:
- Colonists now prioritize food bowls when getting food to tame, train, or feed an animal
- Animals now gain 10% bonus nutrition when eating from a food bowl

Balance Updates [1.5+]:
- Adjusted overfed penalties to start earlier
- Increased overfed limits for animals that intentionally overeat

Fixes [1.5+]:
- Fixed a bug that caused animal settings to be excluded from copy/paste/link commands for food bowls
- Made animal settings visible when selecting multiple linked food bowls, consistent with storage settings

Notes:
During play testing I noticed that colonists were ignoring food bowls when taming, training, and feeding animals. Small animals in particular tend to get most of their nutrition from training, so in these cases food bowls weren't really helping to control their diet. I've fixed this so that colonists will now prefer food in bowls when performing these activities.

Food bowls exist to help manage nutrition in the early game, but this is also the part of the game that's easiest to micromanage. In cold climates especially it can be difficult to justify the cost of a food bowl when resources are needed elsewhere. To remedy this, I've added a small nutrition bonus whenever an animal eats from a food bowl. This won't make a big impact on the game, but it gives survival-minded players a reason to invest in food bowls early - especially if they're more worried about nutrition than other resources.

The overfed condition was originally intended to make food binges more realistic and less punishing in resource-scarce environments. During play testing I noticed that binging colonists spent a lot of time in the 'stuffed' stage where they ate more slowly, but not as much time in the 'bursting' stage where they would be interrupted by the urge to vomit. To address this, I've caused both stages to happen sooner, which should make them more disruptive.

Lastly, I noticed that small animals were hardly getting any benefit from the overfed condition due to limits I had imposed to keep them from unintentionally entering a food coma after a big meal. With food bowls now available to help avoid these situations in the first place, it feels safe to increase these limits. Generally speaking it will still be more efficient to feed small animals small-portion foods such as kibble or pemmican to avoid waste, but if you are stuck feeding them a cooked meal, this should allow them to retain some nutritional benefits in the form of reduced hunger longer.

Update: 17 Mar, 2024 @ 1:16pm

Release: alpha-2

Updated to support both 1.4 and 1.5

Update: 29 Jan, 2023 @ 10:42pm

Release: alpha-1

New Feature: Animal Food Bowl
- Hauling destination for configurable types of food
- Tamed animals will prioritize food in bowls when looking for something to eat
- Players can assign food bowls to certain types of animals

Notes:
Animals might seem like a burden in food-scarce environments, but in many cases they can be a nutritionally efficient source of security and companionship for an otherwise isolated colonist. If you are going to attempt to keep an animal alive on an ice sheet, it's crucial that you manage what they eat. In the base game, your only choice is to use 'allowed areas' to restrict your animals from going near the food you don't want them to eat. Managing these areas can be tedious, however, and doing so also reduces the amount of interaction between your colonists and their beloved pets, which sort of defeats the purpose of having a pet to begin with. With this update, players can more simply control what their animals are eating without having to resort to allowed areas.

Update: 22 Jan, 2023 @ 9:20pm

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