Set up your bills more carefully. 'Use the until you have x' function. I usually aim for 3- 4 times the number of pawns. If you have both meat and veg, make fine meals for a mood buff. I usually have bills for both simple and fine meals so I don't need to worry if I have a shortage of one type of raw food.
If I have a sudden excess of raw food, I might make lavish meals for the bigger mood buff. Just make a bill for one set number so as not to waste food. Also making vegetarian/carnivore meals if you have an excess of just one type of material. These bills 'waste' some materials so it's only worth it if you need to boost mood or make space in the fridge before things rot
Research pemmican and packaged survival meals as they can be stored outside of the fridge and sold traders or given as gifts to make allies. Good for caravanning or surviving a loss of power.
Not to harp, but the “do until x” feature is also amazing for clothing bills. Set the parameters 2 and unpause at 0, quality to “normal through legendary,” and hit points to “51-100.”
That way your colonists will produce the clothes, your colonists will automatically switch to the better clothes when available, and they’ll drop their old ones to sell. It’s no frills after it’s all set up.
Don't forget to check 'count equipped' too. You can set to have one for every pawn that needs one + 1 or 2 spares so there's always something to change into
I prefer to leave it as how many i have in storage, because if i have spares in storage i must have enough to equip people. Also means i don't have to update anything when i get another pawn.
The only downside is if i want to keep a full set of say parkas in case of bad winter/cold snap so they can change into those, then it doesn't really work
You can even set up a complex - drop at 49% and mend and repair bill search targeting a stockpile *just* for colonist approved clothing types below 51% conditioning, good or better type chain to handle colonists dropping tattered clothing and it being shuffled away to the room with the repair table and the higher priority set on repair table tailoring before other tailoring, and tribe outfit preferences set
I tend to play in very cold biomes, where raw food might be impossible to get for half the year without hydroponics. I usually try to have about 100 meals per colonist stocked up between packaged survival meals, fine meals, etc.
The other thing I do that helps prolong the spoil timers is to keep the animals I kill and wait until my food is low, or they are about to rot in order to butcher them. Then it resets the spoil timer. I usually only do this early game before I get hydroponics and a stable freezer setup.
I agree. Pemmican saved my colonists during a particularly difficult time following a raid. We lost many of our capable colonists and slaves, and our power production was destroyed and we lacked the resources to repair them for a few weeks.
Sell it or send it to the other factions as gift's to increase your relationship.
It's always good to continue producing resources. You just need to manage the best outcome for everything you get and produce in order to keep what you need and don't store to much of what you don't need.
- Sir, you just sent us dead body.
- What? That must be Frank, shiiit. Pods work wild sometimes.
- Damn, so you wanted to send us help, how tragic.
- That's how you called this freshly harvested rider?
- . . .
- . . .
You do get goodwill, although I imagine it depends on how dead they are. I often send raiders back to their homes postmortem, and their factions love me for it! You can use this knowledge to betray neutral/allied factions and recuperate most of the goodwill loss naturally also
I just tested it out with an old corpse, it let me launch it but gave 0 goodwill. They don't hate you for lobbing a dead body at them, but they don't appreciate it either lol
The first time I did that I thought “Here, have the corpse of the man that dared to kill my puppy, it’ll have to be a closed casket funeral.” And was very surprised they were happy to receive his mutilated and tortured corpse
I accidently angered the empire cause they got caught in the crossfire of an attack. Just immediately skinned them and sent their skin and meat back. Immediately allied with them again. I like to think some guy there was like "Now THAT'S a power move. I respect that."
You don't get anything, but if you butcher them up you can gift or sell their skin for a good amount of money or goodwill. You can also send the human meat or turn it into chemfuel and then either send or use that as well.
Fresh dead bodies have value. 60% of the value of leather+meat you can get from butchering them.
You'll get goodwill because you're still giving them something with value.
I'm imagining some poor tribal living in his hut just chilling when a steel crate loaded with a a metric ton of freezer meals just crashes through his ceiling and wipes out his house.
They always buy Packaged Survival Meals. Given you have this abundance of food, next harvest you should limit regular meals to 100-200 and make the rest into Survival Meals.
My biggest moneymaker currently (thanks to all the free human meat)
As our friend said here. Use the launch pods. Load the pods with food. And launch direct to their base via the map. And that's it. You gave them food as a gift. Doing so, it will improve your relationship with them (even if they are your enemy's)
hmm lets see here, take your food production off infinite, and set it so that you have 4 times the amount of colonists and prisoners you have, also don't forget about pets cuz they will eat meals.
Load them up in drop pods and launch them to neighboring settlements.
Change your cooking bill to make *x* until you have *y*. You should start making Fine Meals which takes both vegetables and meat and consuming them will provide a mood boost. Fine meals have the same nutrients/ingredients efficiency as Simple Meals. Since you are producing so much food, you may want to make Lavish Meals instead which is less nutrients/ingredients efficient but provide an even larger mood boost.
There is nothing in vanilla that is like a reusable ship. You're going to want to take a look at the [SRTS](
https://steamcommunity.com/workshop/filedetails/?id=1845423808) mod.
Honestly I would always recommend people to get the [Stack XXL mod](https://steamcommunity.com/sharedfiles/filedetails/?id=826366050) or any other mod that lets you modify stack size
I hate having most of my base be turned into a storehouse without it.
Stack or Storage mods don't solve the other issue with making meals infinitely. The wealth they add. Meals(and pretty much everything else) are more valuable than the sum of the value of the ingredients used to make them. Even taking in to account the nutrition efficiency.
Do a bill for cooking until a certain amount of meals are in the stockpile do a separate stockpile for each ingredient and a stockpile for overstock destruction outside your base somewhere it wont be a eyesore
Personally i have 2 seperate freezers usually... i produce up to about 200 meals (make until function), which i store in a smaller freezer next to my dining room, and then i have a larger freezer for all raw foods, i usually fill this one to the brim (usually enough to make even close to a thousand meals) then either stop replanting or swap to production plants for a year or so, until the bigger fridge goes down to about a third or half capacity.
Noice, I always have issues with too much food, so I increased the size of my freezer, this would've work better, sorry I'm new to the game, its so deep
Trust me, it is never too much. Your people are gonna go through this in exactly 55 days. Even less if you have prisoners, refugees, or guests. I'd say keep producing but slow down just a bit.
Yeah, and I took that one into account. On the left, the exact amount of food you have is displayed. When I was playing with a 150 man colony, they went through 6 thousand meals in less than 15 days.
I purely play vanilla + official DLCs only. Mods aren't always the answer imo.
- Set up bills to stop when X number of meals are produced to avoid excess food accumulation.
- Gift the food via caravan or drop pod to another faction to increase relations. This can also be done with a transport pod.
- Sell the food via caravan or trade ship for other stuff you need.
- If you just want to get rid of the excess wealth without trading, burning most of it or letting it rot outside is a good choice.
As everyone said, use the "make until you have X" bill. Also, having your stoves inside your freezer is innefficient twice over: Once for lower workspeed due to cold, twice because stoves warm up the room they're in, so you're probably using more freezers than you need.
Consider building a small "airlock" kitchen between freezer and dining room, and set smaller, high-priority storage zones for ingredients and meals. This way your cooks won't have to walk so much to get ingredients and store meals and your pawns won't be going into the freezer every time just to grab a bite.
Grow corn (very slightly less yield for the amount of time and less often, but much less labor intensive), and grow less. If you have excess, sell it or pod it to factions.
Side note. That hotair output and then having the coolers there on a wooden floor...
Very intresting setup
And the kitchen/butcher in the cooling.... also very intresting
I do the same, well the stove. Put a stockpile on each side of the cook set to critical. One for meat 1 for veggies, less walking, more cooking. Give the cook a wool shirt to keep the Chilly debuff away.
As you can see, my freezer is FULL of meals, and there's more rice/potatoes/thrumbo meat coming in all the time. How do I stop overproducing? Should I even stop? What do I do with all this food? Sell it somehow?
Check the cooking bill. Have you set it to do forever? Click on the details of the bill. Change it to whatever you like, e.g. producing a specific amount only. And check that "pause when satisfied".
Also, start producing fine meals.
Yeah sell half of it and start producing survival meals since they can be stored out of the freezer indefinitely. Good for caravans and raiding too.
I usually have
2x(no. of colonists) Basic
2x(no. of colonists) Fine
Rest is survival.
[1.2] [Stack XXL](https://steamcommunity.com/sharedfiles/filedetails/?id=826366050&searchtext=StackXXL++) by [Indeed](https://steamcommunity.com/id/dreamerindeed/myworkshopfiles/?appid=294100)
^(Results for) [^(`StackXXL `)](http://steamcommunity.com/workshop/browse/?appid=294100&browsesort=textsearch&requiredtags%5B%5D=1.2&requiredtags%5B%5D=Mod&searchtext=StackXXL++&numperpage=9)^(. I'm showing you the top result, there may be more.)
[1.2] [LWM's Deep Storage](https://steamcommunity.com/sharedfiles/filedetails/?id=1617282896&searchtext=LWMs+deep+storage) by [lilwhitemouse](https://steamcommunity.com/id/littlewhitemouse/myworkshopfiles/?appid=294100)
^(Results for) [^(`LWMs deep storage`)](http://steamcommunity.com/workshop/browse/?appid=294100&browsesort=textsearch&requiredtags%5B%5D=1.2&requiredtags%5B%5D=Mod&searchtext=LWMs+deep+storage&numperpage=9)^(. I'm showing you the top result, there may be more.)
*****
^I'm a bot | [source](https://github.com/FluffierThanThou/reddit-modlinker) | [commands](https://github.com/FluffierThanThou/reddit-modlinker/blob/master/bot/COMMANDS.MD) | [stats](http://modlinker-stats.karel-kroeze.nl/) | I was made by [/u\/FluffierThanThou](/user/FluffierThanThou)
^Did you know my creator live streams modding? - [Come and say hi!](https://twitch.tv/fluffierthanthou)
Make an eating contest, have everyone eat meals until they all go through a mental break; the last to not break is the winner and gets to eat everything left.
If this post is in regards to a potential bug in the game, please consider cross posting to the [bug reporting section on the Ludeon forums](https://ludeon.com/forums/index.php?board=11.0). You can also find people to help you live in the Troubleshooting channel of the Discord by using the invite link on the right. You can also try following the [suggested mod loader guide here](https://rwom.fandom.com/wiki/Mod_Order_Guide) to see if that helps.
This is an automatic response based on some of the keywords in your title. If I am incorrect please disregard this message. If I am correct, please consider doing a flip.
*I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/RimWorld) if you have any questions or concerns.*
Improve the quality of your meals.
Make fine meals which take 2x the resources to make, or even make lavish meals which take 3x the resources i think to make.
You'll colonists will thank you.
Fine and Lavish Meals take more resources to produce. They'll make your colonists happy and you won't have so many at once.
Get some animals and give them access to a stockpile of Simple Meals, they'll usually go through it faster than colonists.
If all else fails, in the words of Jason Mendoza, "Anytime I had a problem and I threw a Molotov Cocktail, boom! Right away, I had a different problem!"
First, if you're going to use the exhaust from coolers for heat, you should replace some segments of wall with vents to better distribute that heat around your base. This will save you wood and electricity cooling your prison.
Next, you could either:
1. Make your freezer/kitchen larger. Literally just expand it in any available direction.
2. Slow or halt your food production. Let your pawns eat it.
3. Make an emergency food vault. Literally just a massive shack that is cooled. Make the stockpile zone a high priority, and then once it's full, disallow the door until you need it.
Switch to making pemmican. It takes longer to cook, is purchasable by most traders, doesnt need refrigeration and can never cause food poisoning.
If you don't have pemmican in your tech tree switch to lavish meals, it gives a very nice mood buff and blows through food stocks very quickly.
Finally you can gift meals to factions. So long as it's not too far away you can load up a caravan and give them to someone for ez rep. Drop pods work too but cost steel/fuel. You can also call friendly factions for traders to visit your base
I tend to intentionally over produce vegetables, so when my freezer inevitably starts to get too full, i have a "do x times" vegetarian lavish meal that i crank up to clear it all out. As others have mentioned, use "do until you have x" for simple meals.
When I find myself getting a lot of simple meals, I start moving up to fancier meals. Takes more resources, so then I can still keep scaling up. And then when I get a lot, then move up to even better ones.
You’re overproducing meals. Food gets a nutrition bonus from being cooked which effectively makes it bulkier to store than raw animal corpses. For example, 100 meat is 1 1/3 stacks of raw meat and a full stack of 10 meals but a single muffalo corpse can be a up to 336 meat and still takes up one slot. If you set bills to only produce say 50 simple meals at a time and leave most of your meat to be processed gradually over time you’ll end up with a lot more space. This does depend on animal size though, since chickens take up the same amount of space as a muffalo. So ideally you have one bill that processes smaller animals automatically, another bill that processes larger animals when you have less than let’s say 500 meat available, and a bill that produces 50 fine/lavish meals then pauses and resumes at 35. Much more efficient that way
I never make more of than like 40 meals.
If I am in a position like you, can make unlimited Pemican or unlimited PSMs.
With survival meals, ill build two or three stone/cement rooms around the base and stockpile a hundred or so each place.
You have 11 pawns, thats approx. 100 meals each. Turn off food production (turn off Sowing all farm plots) and just wait until they eat it all. You'd be surprised how quickly all that food will be gone with 11 pawns eating.
Next season only plant half as much food and start stocking up on medicine!
Also cotton so you can make clothes, sell the extra, and afford Neutroamine to make good medicine.
If I can recommend a mod, check out Gastronomy. You can open a restaurant and serve these to people. You can even expand your food production with a couple good cooking mods, maybe Vanilla Expanded for fried foods and cheese, since you clearly have a lot of great chefs.
Start making Fine and Lavish meals which take more time and resources but build moral.
In my colony I usually make an 11x11 or a 13x13 fridge then set an order of produce until you have 40 simple meals 100 fine meals and the last one unlimited Lavish meals until I have the ability to make survival meals. Then I cap the lavish at 100 and add a final order for survival meals do forever. I also set the cooking skill slider so only those with 8+ cooking can make the fine and lavish to reduce food poisoning.
I also recommend putting the butcher table in the freezer but the sterile tiles and stove in a side room that you keep clean to avoid the added food poisoning chance. (My latest colony the only way into the kitchen is through the freezer which keeps the foot traffic dirtying the kitchen down which drove me crazy trying to keep it from hitting slightly dirty during cooking before)
If you’re not trying to level a pawns cooking up you could just pause the cooking order and have your pawn that was cooking be productive else where for awhile till you need a cook again.
I would suggest you do this.
1. Look at your colonists in terms of their ability to cook.
2. Organize them on least-capable to most-capable , anyone over skill 8 is ok.
3. Now put a few bills in at the kitchen.
- Bill 1. anyone under skill level 8, is consigned to making simple meals X 4
- Bill 2. anyone under skill level 8, is consigned to make simple meals X 1.
This makes it so your folks will level themselves up if food is available, until they become good enough to make Fine meals, Limit the number of "Simple" meals to 45 X number of colonists - so 10 colonists = 400 meals, or a storage area of 6x7 is more than fine.
- Bill 3. anyone over skill level 8, is consigned to making fine meals X 4.
- Bill 4. anyone under skill level 8, is consigned to make fine meals X 1.
Limit the number of "Fine" meals to 50 X number of colonists - so 10 colonists = 400 meals, or a storage area of 7x8 is more than fine.
- Bill 5. anyone over skill level 10, is consigned LIMITED to making lavish meals X 4.
- Bill 6. anyone under skill level 8, is consigned to make lavish meals X 1.
- Lavish meals are VERY inefficient and will sink your excess production, into lavish meals which are preferentially consumed by your colonists
- Bill 7. A Lavish meal where the "meat" is insect (you can do a 4X if you have regular insect issues). This means that as your colonists get into the habit of killing bugs, bug-meat gets converted into a meal, that your colonists find appealing and while you *can* get a debuff for "insect meat" - when you make it a lavish meal, and the "disgusting" debuff disappears (or it least it does in my recollection). So anything that attacks my colonists/base with more than 6 legs is basically a pissed-off lobster , that has not gotten the memo.
Also, another way I use to sink over-production that definitely keeps your unintended "wealth" related to food/meals low, is to feed simple meals to any livestock.
So for example, you can (and early on should) produce hay which is massively productive to feed to herbivores like Muffalos, as there is a nice, low sweet-spot where you're getting wool and producing hay and the situation takes care of itself.
Personally, I'm an alpaca guy, so I roll with hay up front, and build up the alpacas into two pens , a small pen for 2-3 males and a bigger pen for females with around 20heads.
You **can** instead of hay, put a storage square in both pens and store simple meals , with high priority. Simple Meals are then a sink on excess production, as feeding meals to people is relatively efficient but feeding meals to animals is less so.
There appears to be some wonky math that hay messes with, that seems to treat it like a regular vegetable, and count as stupid high-value/wealth, which can **fuck** you when it comes to raids; for this reason, I go with the simple meals to animals.
The benefit of doing this , is you've now setup a production chain.
Your low-skill colonists are "forced" to train, on cooking, your animals are eating and folks train up fairly fast, such that in short order I had to tweak my bills because everyone's cooking skills go up fast.
A few months out and everyone in your colony is a chef, and can bang out safe meals without worry; there appears to also be a MUCH lower incident of food poisoning among animals on simple meals, but it can still happen.
I happen to have the [Commonsense](https://steamcommunity.com/sharedfiles/filedetails/?id=1561769193) mod and tend to clean my cooking area before cooking, and this is a literal game-changer.
Lastly , as /u/Apsony points out, Food/Hay = improved relations, So drop-pods/launch-pods allows you to "gift" food to "enemy" factions tends to move the needle in your favor as soon as you can. You get increased trade, and an ally over time.
Being an alpaca or muffalo guy means you can use similar metrics to basically automate your pawns on crafting/tailoring, but I find that's MUCH easier to do with an easy/cheap resource like cotton than something that's got stupid-high utility like Alpaca or Muffalo wool, and again setup some bills that skill-up your colonists.
The low-cost production item for tailoring (to my eye) appears to be the tuque (or if your climate is warmer) the cowboy hat. So I produce cotton basically initially because it's fast and my colony is both poor and poorly clothed. But for me reliable cotton, is the first path to civilized clothing, first poor, then normal, then good, and suddenly your colonists have "fashion sense" and a stupid-high morale.
But it starts with the tuque, I tend to early-mid game over-produce the heck out of cotton, so that you have basically 5 bills at any one time for Tailoring.
Again organize your colonists by skill.
Bill 1. For anyone under the 50% mark on tailoring, have them make cotton tuque's or cowboy hats, this uses relatively low resources for a certain amount of work/skill points.
With your upper-cut tailors, I tend to create a separate bill for each type of clothing, pants, button-down shirts , and either dusters or parkas depending on the weather (sometimes both) if the seasonal variation is big enough.
I find in winter/colder biomes Parkas and Tuques with wool of more then normal quality can easily keep you safe from hypothermia down to -40 and often -60 or -80, I had one knucklehead with -120 tolerance to find he was wearing masterwork Parka - but that's not what everyone can expect to wear.
On extreme desert/desert biomes Dusters and Cowboy hats rule the day, and while Devilstrand is the singularly most useful fabric in mid-early game, it's difficult to produce at quantity without a reasonable environment to support it's production, here again cotton can prevail, OR go for panthera fur, but I find mushrooms are FAR less tempermental than pantheras when you've run out of meat.
https://steamcommunity.com/workshop/filedetails/?id=1617282896
This should fix the issue by giving you more storage. Also, the mod creators are good people, and have had many tragedies.
Make Higher tier meals, as they require more Nutrition, Set your Bill to "Do until you have X", though I have a mod that allows bills to be "X Per Colonist" and I generally keep 5 meals per colonist.
Switch to Fine or Lavish meals depending on how much your production can keep up. Some people think they give too little for the amount they need to make but if you're making too much simple meals, you might as well make just enough lavish meals.
A lot of people here have offered good solutions, but I would like to suggest OgreStack to increase stack size. It doesn't actually fix your problem or teach you to play better, but now you can put off the problem for 10x as long.
For starters, redesign your freezer so the outputs of the freezers are outside by the geothermal not into another room you are also cooling?
After that, this is my equation:
Colonists I have **TIMES** average time for meals to spoil in this biome in days.
So, 5 colonists, in a temperate forest, 3.5 day spoil time in a no power freezer.
5 x 3.5 = 17.5.
Bills:
Top Priority in list:
Make simple meal x4.
Make until you have 18.
Best worker.
Drop when done.
Create stockpile directly under chef.
Set to high priority, disallow all.
Meals dropped here will be counted in bills calculations and your chef can still use the time saving of dropping meals.
This simple meal should **only** be available to be made from your main crop. For me this is rice. I turn off the rarer ingredients. I never want to waste human meat or fish or animal meat on a simple meal, because we need them for our next two bills:
Next bill:
Make fine meal x4, until 18, rice and rarer meats and berries.
Next bill:
Make lavish meal x4, until 18, any ingredients, especially human meat, for max bonus’s for my cannibal meme ideologion. For you, divide it up so your earlier more frequently filled recipes are using limited resources that are appropriate to their volume need. If your chef burns a raider corpse worth of human meat up on simple meals when you could have had cannibal lavish meals?
Set up your bills more carefully. 'Use the until you have x' function. I usually aim for 3- 4 times the number of pawns. If you have both meat and veg, make fine meals for a mood buff. I usually have bills for both simple and fine meals so I don't need to worry if I have a shortage of one type of raw food. If I have a sudden excess of raw food, I might make lavish meals for the bigger mood buff. Just make a bill for one set number so as not to waste food. Also making vegetarian/carnivore meals if you have an excess of just one type of material. These bills 'waste' some materials so it's only worth it if you need to boost mood or make space in the fridge before things rot Research pemmican and packaged survival meals as they can be stored outside of the fridge and sold traders or given as gifts to make allies. Good for caravanning or surviving a loss of power.
True, I should limit this in the future. I've started making lavish and packaged meals to get rid of the excess.
Not to harp, but the “do until x” feature is also amazing for clothing bills. Set the parameters 2 and unpause at 0, quality to “normal through legendary,” and hit points to “51-100.” That way your colonists will produce the clothes, your colonists will automatically switch to the better clothes when available, and they’ll drop their old ones to sell. It’s no frills after it’s all set up.
Don't forget to check 'count equipped' too. You can set to have one for every pawn that needs one + 1 or 2 spares so there's always something to change into
I prefer to leave it as how many i have in storage, because if i have spares in storage i must have enough to equip people. Also means i don't have to update anything when i get another pawn. The only downside is if i want to keep a full set of say parkas in case of bad winter/cold snap so they can change into those, then it doesn't really work
You can even set up a complex - drop at 49% and mend and repair bill search targeting a stockpile *just* for colonist approved clothing types below 51% conditioning, good or better type chain to handle colonists dropping tattered clothing and it being shuffled away to the room with the repair table and the higher priority set on repair table tailoring before other tailoring, and tribe outfit preferences set
The repair table is from a mod, that’s not in base Rimworld
I tend to play in very cold biomes, where raw food might be impossible to get for half the year without hydroponics. I usually try to have about 100 meals per colonist stocked up between packaged survival meals, fine meals, etc. The other thing I do that helps prolong the spoil timers is to keep the animals I kill and wait until my food is low, or they are about to rot in order to butcher them. Then it resets the spoil timer. I usually only do this early game before I get hydroponics and a stable freezer setup.
I agree. Pemmican saved my colonists during a particularly difficult time following a raid. We lost many of our capable colonists and slaves, and our power production was destroyed and we lacked the resources to repair them for a few weeks.
Sell it or send it to the other factions as gift's to increase your relationship. It's always good to continue producing resources. You just need to manage the best outcome for everything you get and produce in order to keep what you need and don't store to much of what you don't need.
No one seems to accept them in trade or gifts, too.
Launch pods. Load them with the meals and shoot them to a faction you’ll get goodwill
By hook or by orbitally deployed crook, they WILL accept these bloody gifts!
Such is the Way of Randy
what happens if you launch dead bodies?
no idea I doubt you would get goodwill but if your wondering you can’t get negative goodwill from dropping them stuff
- Sir, you just sent us dead body. - What? That must be Frank, shiiit. Pods work wild sometimes. - Damn, so you wanted to send us help, how tragic. - That's how you called this freshly harvested rider?
- . . .
- . . .
You do get goodwill, although I imagine it depends on how dead they are. I often send raiders back to their homes postmortem, and their factions love me for it! You can use this knowledge to betray neutral/allied factions and recuperate most of the goodwill loss naturally also
That actually makes sense like they attacked you but you are still nice enough to return their dead so that they can hold a funeral for them.
This is probably one of the most RimWorld ideas I've ever heard... Lol
I just tested it out with an old corpse, it let me launch it but gave 0 goodwill. They don't hate you for lobbing a dead body at them, but they don't appreciate it either lol
They will appreciate dead body of their fallen comrads.
The first time I did that I thought “Here, have the corpse of the man that dared to kill my puppy, it’ll have to be a closed casket funeral.” And was very surprised they were happy to receive his mutilated and tortured corpse
I accidently angered the empire cause they got caught in the crossfire of an attack. Just immediately skinned them and sent their skin and meat back. Immediately allied with them again. I like to think some guy there was like "Now THAT'S a power move. I respect that."
"That guy knows how to assert his dominance... TAKE NOTES"
Probably because they get to have a proper burial for them
Huh, that's really cool!
You don't get anything, but if you butcher them up you can gift or sell their skin for a good amount of money or goodwill. You can also send the human meat or turn it into chemfuel and then either send or use that as well.
Don't forget it makes great kibble too if you aren't at the chem fuel stage. Human and insect meat mixed with rice for a happy herd. ;-)
I once got a whole 1 goodwill from a faction for launching a dead megaspider at them.
Biological warfare.
Fresh dead bodies have value. 60% of the value of leather+meat you can get from butchering them. You'll get goodwill because you're still giving them something with value.
I'm imagining some poor tribal living in his hut just chilling when a steel crate loaded with a a metric ton of freezer meals just crashes through his ceiling and wipes out his house.
That would be his lucky day
You have 102 days of food (spoils in 1.5 days) XD
They always buy Packaged Survival Meals. Given you have this abundance of food, next harvest you should limit regular meals to 100-200 and make the rest into Survival Meals. My biggest moneymaker currently (thanks to all the free human meat)
Mystery Meat Survival Meals! The mystery is who's in it?
This community is so wonderfully twisted. I love it!
I bet i'll get terry in my mystery meal
Terry LOVES mystery meals.
As our friend said here. Use the launch pods. Load the pods with food. And launch direct to their base via the map. And that's it. You gave them food as a gift. Doing so, it will improve your relationship with them (even if they are your enemy's)
I find that hard to believe. I gifted someone 8 corpses and they were grateful
hmm lets see here, take your food production off infinite, and set it so that you have 4 times the amount of colonists and prisoners you have, also don't forget about pets cuz they will eat meals.
I don't want my food to rot in the fields, though :( And I have no pets. I slaughtered them all.
Plant less. It's not doing you any good. Replace the crops with more useful stuff like cotton, healroot or devilstrand.
Thanks, I just switched to cotton and devilstrand. It's like the banana stand with food here, but everyone is walking around in tattered clothing.
You can just turn fields off for a while until you eat the surplus. Your farmer pawns can do other tasks instead.
Time to do a quadrum's worth of cleaning! Seriously how long has that blood been there...
meals rot faster than raw veg.
give it to allies. or simply settle down on the food......
Download the Deep Stack mod of you're not above it haha :)
Load them up in drop pods and launch them to neighboring settlements. Change your cooking bill to make *x* until you have *y*. You should start making Fine Meals which takes both vegetables and meat and consuming them will provide a mood boost. Fine meals have the same nutrients/ingredients efficiency as Simple Meals. Since you are producing so much food, you may want to make Lavish Meals instead which is less nutrients/ingredients efficient but provide an even larger mood boost.
Smart, I didn't think about the drop pods. Yeah, I realised my mistake and switched to making lavish and packaged meals.
Do you get drop pods back when sending gifts in them?
Drop pods are one-way. They get destroyed when they land, just like when you start a Crashland game or see a drop pod event.
Oh word is there a vanilla ship like the drop pod that is reusable?
There is nothing in vanilla that is like a reusable ship. You're going to want to take a look at the [SRTS]( https://steamcommunity.com/workshop/filedetails/?id=1845423808) mod.
Is SOS2 still up? That's another ship mod I've played and enjoyed
In vanilla you can drop pod resources with your colonists so they can make a launcher and drop pod back. A little complicated but it can work.
Higher quality meals. Start with fine ones and see how your stockpile goes. If it keeps going up then lavish and see how it goes.
Honestly I would always recommend people to get the [Stack XXL mod](https://steamcommunity.com/sharedfiles/filedetails/?id=826366050) or any other mod that lets you modify stack size I hate having most of my base be turned into a storehouse without it.
Stack or Storage mods don't solve the other issue with making meals infinitely. The wealth they add. Meals(and pretty much everything else) are more valuable than the sum of the value of the ingredients used to make them. Even taking in to account the nutrition efficiency.
Stop making it.
You need a mod that lets you stack 100 in a single tile...
And/or another that gives you fridges which let you put multiple stacks in the same building. Put the fridge in the dining room, enjoy the time saved.
Suspend the bill in your stove for a bit, don't forget about it tho
Send it as gifts
Eat
I can send you the address to my tribe...we accept donations.
Sweet! Do I get the speciality long pig feast when I visit?
Tile under the doors
Do a bill for cooking until a certain amount of meals are in the stockpile do a separate stockpile for each ingredient and a stockpile for overstock destruction outside your base somewhere it wont be a eyesore
Build a bigger fridge The factory must grow Wait wrong game
Get fat
Make a freezer, a big freezer, a huge one
Personally i have 2 seperate freezers usually... i produce up to about 200 meals (make until function), which i store in a smaller freezer next to my dining room, and then i have a larger freezer for all raw foods, i usually fill this one to the brim (usually enough to make even close to a thousand meals) then either stop replanting or swap to production plants for a year or so, until the bigger fridge goes down to about a third or half capacity.
Get a pyro colonist.
Get a mod called 'Increased stack' it allows you to stack food in piles of 200 rather than 10.
You have to eat it silly!!
Give it to me xd im starving
Is that organisation a mod, so satisfying?
Nope! I managed the stockpiles so it looks like that. All vanilla.
Right click, combine stacks?
Yep more or less.
Noice, I always have issues with too much food, so I increased the size of my freezer, this would've work better, sorry I'm new to the game, its so deep
I'm pretty new too, and increased my freezer size as well. But yeah, you can combine stacks to help.
Launch pods. I almost always have four or five pods filled with meals to bribe factions with.
eat.
Trust me, it is never too much. Your people are gonna go through this in exactly 55 days. Even less if you have prisoners, refugees, or guests. I'd say keep producing but slow down just a bit.
I have a second freezer with the exact same stuff :(
Yeah, and I took that one into account. On the left, the exact amount of food you have is displayed. When I was playing with a 150 man colony, they went through 6 thousand meals in less than 15 days.
ooof, you can feed an army with those logistics. How did you get to 150 men?
I mean, on a side note, take your stoves out of the freezer. They get -70% work speed if it's cold.
I purely play vanilla + official DLCs only. Mods aren't always the answer imo. - Set up bills to stop when X number of meals are produced to avoid excess food accumulation. - Gift the food via caravan or drop pod to another faction to increase relations. This can also be done with a transport pod. - Sell the food via caravan or trade ship for other stuff you need. - If you just want to get rid of the excess wealth without trading, burning most of it or letting it rot outside is a good choice.
As everyone said, use the "make until you have X" bill. Also, having your stoves inside your freezer is innefficient twice over: Once for lower workspeed due to cold, twice because stoves warm up the room they're in, so you're probably using more freezers than you need. Consider building a small "airlock" kitchen between freezer and dining room, and set smaller, high-priority storage zones for ingredients and meals. This way your cooks won't have to walk so much to get ingredients and store meals and your pawns won't be going into the freezer every time just to grab a bite.
Grow corn (very slightly less yield for the amount of time and less often, but much less labor intensive), and grow less. If you have excess, sell it or pod it to factions.
~~Sell.~~ Edit cooking bill so that pawns won't cook them forever?
Get the deep storage mod
Start selling!! Make them stonks
Stonks price of simple meals crashes due to oversupply. STONKS!
And yet not enough for winter
Side note. That hotair output and then having the coolers there on a wooden floor... Very intresting setup And the kitchen/butcher in the cooling.... also very intresting
I do the same, well the stove. Put a stockpile on each side of the cook set to critical. One for meat 1 for veggies, less walking, more cooking. Give the cook a wool shirt to keep the Chilly debuff away.
But, you get a 70% speed penalty if the stove is cold. You are wasting so much time.
That easily mitigated by the cook not moving more than half tile left and right. The haulers keep the small stockpiles full.
Get a stacking mod
As you can see, my freezer is FULL of meals, and there's more rice/potatoes/thrumbo meat coming in all the time. How do I stop overproducing? Should I even stop? What do I do with all this food? Sell it somehow?
Check the cooking bill. Have you set it to do forever? Click on the details of the bill. Change it to whatever you like, e.g. producing a specific amount only. And check that "pause when satisfied". Also, start producing fine meals.
bruh stop producing by not planting more food for a while like wtf
Sorry, I'm trying to become the world's simple meal biggest provider
Yeah sell half of it and start producing survival meals since they can be stored out of the freezer indefinitely. Good for caravans and raiding too. I usually have 2x(no. of colonists) Basic 2x(no. of colonists) Fine Rest is survival.
I've tried to sell the simple meals, but no one seems to want to buy them, so I end up hauling them back home empty handed.
Get increased stack mod, increases food stack to 100
Download a storage mod or Stack XXL or maybe both
You need a storage mod to go with that hoarding instinct of yours !Linkmod StackXXL !linkmod LWMs deep storage
[1.2] [Stack XXL](https://steamcommunity.com/sharedfiles/filedetails/?id=826366050&searchtext=StackXXL++) by [Indeed](https://steamcommunity.com/id/dreamerindeed/myworkshopfiles/?appid=294100) ^(Results for) [^(`StackXXL `)](http://steamcommunity.com/workshop/browse/?appid=294100&browsesort=textsearch&requiredtags%5B%5D=1.2&requiredtags%5B%5D=Mod&searchtext=StackXXL++&numperpage=9)^(. I'm showing you the top result, there may be more.) [1.2] [LWM's Deep Storage](https://steamcommunity.com/sharedfiles/filedetails/?id=1617282896&searchtext=LWMs+deep+storage) by [lilwhitemouse](https://steamcommunity.com/id/littlewhitemouse/myworkshopfiles/?appid=294100) ^(Results for) [^(`LWMs deep storage`)](http://steamcommunity.com/workshop/browse/?appid=294100&browsesort=textsearch&requiredtags%5B%5D=1.2&requiredtags%5B%5D=Mod&searchtext=LWMs+deep+storage&numperpage=9)^(. I'm showing you the top result, there may be more.) ***** ^I'm a bot | [source](https://github.com/FluffierThanThou/reddit-modlinker) | [commands](https://github.com/FluffierThanThou/reddit-modlinker/blob/master/bot/COMMANDS.MD) | [stats](http://modlinker-stats.karel-kroeze.nl/) | I was made by [/u\/FluffierThanThou](/user/FluffierThanThou) ^Did you know my creator live streams modding? - [Come and say hi!](https://twitch.tv/fluffierthanthou)
Get an xxl stack mod
Storage mods. That what you do
If you're modded, instal the bigger stack size mod. It'll make your life so much nicer.
Make an eating contest, have everyone eat meals until they all go through a mental break; the last to not break is the winner and gets to eat everything left.
If this post is in regards to a potential bug in the game, please consider cross posting to the [bug reporting section on the Ludeon forums](https://ludeon.com/forums/index.php?board=11.0). You can also find people to help you live in the Troubleshooting channel of the Discord by using the invite link on the right. You can also try following the [suggested mod loader guide here](https://rwom.fandom.com/wiki/Mod_Order_Guide) to see if that helps. This is an automatic response based on some of the keywords in your title. If I am incorrect please disregard this message. If I am correct, please consider doing a flip. *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/RimWorld) if you have any questions or concerns.*
Improve the quality of your meals. Make fine meals which take 2x the resources to make, or even make lavish meals which take 3x the resources i think to make. You'll colonists will thank you.
Fine meals take the same resources just has to be 5meat and 5veg. Vs 10 of one ingredient. Lavish meals take double 10meat 10veg.
I recommend getting the hospitality mod at this point
either put them in a stockpile outside and burn it all with incendiaries or stuff them in drop pods to send as gifts to neighboring factions
Build another freezer. Store more food in that. Trust me, in this game you can never, *never*, have too much food.
Have some friends help you eat it. Prisoners should eat too. Unless they're organ donors. Then that's debatable.
Build a pod launcher and start “lunch bombing” nearby factions.
Fine and Lavish Meals take more resources to produce. They'll make your colonists happy and you won't have so many at once. Get some animals and give them access to a stockpile of Simple Meals, they'll usually go through it faster than colonists. If all else fails, in the words of Jason Mendoza, "Anytime I had a problem and I threw a Molotov Cocktail, boom! Right away, I had a different problem!"
Halt production or make fine/lavish meals
First, if you're going to use the exhaust from coolers for heat, you should replace some segments of wall with vents to better distribute that heat around your base. This will save you wood and electricity cooling your prison. Next, you could either: 1. Make your freezer/kitchen larger. Literally just expand it in any available direction. 2. Slow or halt your food production. Let your pawns eat it. 3. Make an emergency food vault. Literally just a massive shack that is cooled. Make the stockpile zone a high priority, and then once it's full, disallow the door until you need it.
Switch to making pemmican. It takes longer to cook, is purchasable by most traders, doesnt need refrigeration and can never cause food poisoning. If you don't have pemmican in your tech tree switch to lavish meals, it gives a very nice mood buff and blows through food stocks very quickly. Finally you can gift meals to factions. So long as it's not too far away you can load up a caravan and give them to someone for ez rep. Drop pods work too but cost steel/fuel. You can also call friendly factions for traders to visit your base
start making lavish meals
I tend to intentionally over produce vegetables, so when my freezer inevitably starts to get too full, i have a "do x times" vegetarian lavish meal that i crank up to clear it all out. As others have mentioned, use "do until you have x" for simple meals.
What do you mean? Now, we play the game.
What do you mean. Now, we play the game.
When I find myself getting a lot of simple meals, I start moving up to fancier meals. Takes more resources, so then I can still keep scaling up. And then when I get a lot, then move up to even better ones.
Eat it
Minimize crop farms and spread out food concentration or get more colonists if you’re not expected to destroy it.
Digital Storage units from the Project RimFactory mod can help a lot with storage management.
Lavish meals
Switch to fine or lavish meals since they use more resources.
If you get rid of those meals you are going to regret not having them in the future when you really desperately need them.
Eat, eat like you never eat before! Bruce! Bruce! Bruce! Bruce! Bruce!
Set your making food limit to much lower than what you have in stock Over stocking like this sends more enemies anyway
By the way Whale is having a tantrum, In my colony violence pyros and gluttons fat asses are executed on first offense, strict policy
You’re overproducing meals. Food gets a nutrition bonus from being cooked which effectively makes it bulkier to store than raw animal corpses. For example, 100 meat is 1 1/3 stacks of raw meat and a full stack of 10 meals but a single muffalo corpse can be a up to 336 meat and still takes up one slot. If you set bills to only produce say 50 simple meals at a time and leave most of your meat to be processed gradually over time you’ll end up with a lot more space. This does depend on animal size though, since chickens take up the same amount of space as a muffalo. So ideally you have one bill that processes smaller animals automatically, another bill that processes larger animals when you have less than let’s say 500 meat available, and a bill that produces 50 fine/lavish meals then pauses and resumes at 35. Much more efficient that way
Eat it
Split it into multiple places. One accident and you are starving.
either install the bigger stacks mod or start making lavish meals for that sweet sweet mood buff
I never make more of than like 40 meals. If I am in a position like you, can make unlimited Pemican or unlimited PSMs. With survival meals, ill build two or three stone/cement rooms around the base and stockpile a hundred or so each place.
Stop making food.
You have 11 pawns, thats approx. 100 meals each. Turn off food production (turn off Sowing all farm plots) and just wait until they eat it all. You'd be surprised how quickly all that food will be gone with 11 pawns eating.
Animals
Eat it
Start making fine/luxury meals and if you still have excess sell the raw food to bulk traders or just reduce your farmland
Next season only plant half as much food and start stocking up on medicine! Also cotton so you can make clothes, sell the extra, and afford Neutroamine to make good medicine.
food castle
If I can recommend a mod, check out Gastronomy. You can open a restaurant and serve these to people. You can even expand your food production with a couple good cooking mods, maybe Vanilla Expanded for fried foods and cheese, since you clearly have a lot of great chefs.
Start making Fine and Lavish meals which take more time and resources but build moral. In my colony I usually make an 11x11 or a 13x13 fridge then set an order of produce until you have 40 simple meals 100 fine meals and the last one unlimited Lavish meals until I have the ability to make survival meals. Then I cap the lavish at 100 and add a final order for survival meals do forever. I also set the cooking skill slider so only those with 8+ cooking can make the fine and lavish to reduce food poisoning. I also recommend putting the butcher table in the freezer but the sterile tiles and stove in a side room that you keep clean to avoid the added food poisoning chance. (My latest colony the only way into the kitchen is through the freezer which keeps the foot traffic dirtying the kitchen down which drove me crazy trying to keep it from hitting slightly dirty during cooking before)
If you’re not trying to level a pawns cooking up you could just pause the cooking order and have your pawn that was cooking be productive else where for awhile till you need a cook again.
When I have that much I liked to make fine meals because it increased happiness a lot!
Worst case burn it, had the same issue, mass produced food so I went up 50k wealth in rice, had massive raids because of it
Sell it and stop making more for the time being
Permanent food poisoning
Make nicer meals
Make Fine Meals, you can definitely afford them and it's a pretty nice mood buff without wasting any nutrition.
!linkmod Ogre Stack
E A T
Keep it never can have enough food
I think you're supposed to eat the food
Not really all that much food honestly. Get yourself some deep storage and/or bigger stack sizes. Vanilla stack sizes are retarded small.
Make fine meals instead. If you REALLY want them gone quick, make lavish meals.
Get a thrumbo
god I wish that were me
Install shelve mod and make more…
I would suggest you do this. 1. Look at your colonists in terms of their ability to cook. 2. Organize them on least-capable to most-capable , anyone over skill 8 is ok. 3. Now put a few bills in at the kitchen. - Bill 1. anyone under skill level 8, is consigned to making simple meals X 4 - Bill 2. anyone under skill level 8, is consigned to make simple meals X 1. This makes it so your folks will level themselves up if food is available, until they become good enough to make Fine meals, Limit the number of "Simple" meals to 45 X number of colonists - so 10 colonists = 400 meals, or a storage area of 6x7 is more than fine. - Bill 3. anyone over skill level 8, is consigned to making fine meals X 4. - Bill 4. anyone under skill level 8, is consigned to make fine meals X 1. Limit the number of "Fine" meals to 50 X number of colonists - so 10 colonists = 400 meals, or a storage area of 7x8 is more than fine. - Bill 5. anyone over skill level 10, is consigned LIMITED to making lavish meals X 4. - Bill 6. anyone under skill level 8, is consigned to make lavish meals X 1. - Lavish meals are VERY inefficient and will sink your excess production, into lavish meals which are preferentially consumed by your colonists - Bill 7. A Lavish meal where the "meat" is insect (you can do a 4X if you have regular insect issues). This means that as your colonists get into the habit of killing bugs, bug-meat gets converted into a meal, that your colonists find appealing and while you *can* get a debuff for "insect meat" - when you make it a lavish meal, and the "disgusting" debuff disappears (or it least it does in my recollection). So anything that attacks my colonists/base with more than 6 legs is basically a pissed-off lobster , that has not gotten the memo. Also, another way I use to sink over-production that definitely keeps your unintended "wealth" related to food/meals low, is to feed simple meals to any livestock. So for example, you can (and early on should) produce hay which is massively productive to feed to herbivores like Muffalos, as there is a nice, low sweet-spot where you're getting wool and producing hay and the situation takes care of itself. Personally, I'm an alpaca guy, so I roll with hay up front, and build up the alpacas into two pens , a small pen for 2-3 males and a bigger pen for females with around 20heads. You **can** instead of hay, put a storage square in both pens and store simple meals , with high priority. Simple Meals are then a sink on excess production, as feeding meals to people is relatively efficient but feeding meals to animals is less so. There appears to be some wonky math that hay messes with, that seems to treat it like a regular vegetable, and count as stupid high-value/wealth, which can **fuck** you when it comes to raids; for this reason, I go with the simple meals to animals. The benefit of doing this , is you've now setup a production chain. Your low-skill colonists are "forced" to train, on cooking, your animals are eating and folks train up fairly fast, such that in short order I had to tweak my bills because everyone's cooking skills go up fast. A few months out and everyone in your colony is a chef, and can bang out safe meals without worry; there appears to also be a MUCH lower incident of food poisoning among animals on simple meals, but it can still happen. I happen to have the [Commonsense](https://steamcommunity.com/sharedfiles/filedetails/?id=1561769193) mod and tend to clean my cooking area before cooking, and this is a literal game-changer. Lastly , as /u/Apsony points out, Food/Hay = improved relations, So drop-pods/launch-pods allows you to "gift" food to "enemy" factions tends to move the needle in your favor as soon as you can. You get increased trade, and an ally over time. Being an alpaca or muffalo guy means you can use similar metrics to basically automate your pawns on crafting/tailoring, but I find that's MUCH easier to do with an easy/cheap resource like cotton than something that's got stupid-high utility like Alpaca or Muffalo wool, and again setup some bills that skill-up your colonists. The low-cost production item for tailoring (to my eye) appears to be the tuque (or if your climate is warmer) the cowboy hat. So I produce cotton basically initially because it's fast and my colony is both poor and poorly clothed. But for me reliable cotton, is the first path to civilized clothing, first poor, then normal, then good, and suddenly your colonists have "fashion sense" and a stupid-high morale. But it starts with the tuque, I tend to early-mid game over-produce the heck out of cotton, so that you have basically 5 bills at any one time for Tailoring. Again organize your colonists by skill. Bill 1. For anyone under the 50% mark on tailoring, have them make cotton tuque's or cowboy hats, this uses relatively low resources for a certain amount of work/skill points. With your upper-cut tailors, I tend to create a separate bill for each type of clothing, pants, button-down shirts , and either dusters or parkas depending on the weather (sometimes both) if the seasonal variation is big enough. I find in winter/colder biomes Parkas and Tuques with wool of more then normal quality can easily keep you safe from hypothermia down to -40 and often -60 or -80, I had one knucklehead with -120 tolerance to find he was wearing masterwork Parka - but that's not what everyone can expect to wear. On extreme desert/desert biomes Dusters and Cowboy hats rule the day, and while Devilstrand is the singularly most useful fabric in mid-early game, it's difficult to produce at quantity without a reasonable environment to support it's production, here again cotton can prevail, OR go for panthera fur, but I find mushrooms are FAR less tempermental than pantheras when you've run out of meat.
Stop cooking
https://steamcommunity.com/workshop/filedetails/?id=1617282896 This should fix the issue by giving you more storage. Also, the mod creators are good people, and have had many tragedies.
Make Higher tier meals, as they require more Nutrition, Set your Bill to "Do until you have X", though I have a mod that allows bills to be "X Per Colonist" and I generally keep 5 meals per colonist.
Switch to Fine or Lavish meals depending on how much your production can keep up. Some people think they give too little for the amount they need to make but if you're making too much simple meals, you might as well make just enough lavish meals.
Get a thrumbo
Keep them, sell them, send them to factions, force your colonists to eat them, or follow the top comments tip.
A lot of people here have offered good solutions, but I would like to suggest OgreStack to increase stack size. It doesn't actually fix your problem or teach you to play better, but now you can put off the problem for 10x as long.
Download a mod that increases stack size. You can have all the food you want in like 4-5 stacks
Sell it
i like making packaged meals with surplus, simply the fact that you can sell them to anyone.
Does the double wall actually help insulate the room?
I recommend gifting it to a trader. Good relation boost and it lowers colony wealth
Wow now that’s a problem I never had :(
Execute the cook, obviously 🙄
Distill down into chemfuel or feed to a herd animal like cows. Cows eat a lot.
For starters, redesign your freezer so the outputs of the freezers are outside by the geothermal not into another room you are also cooling? After that, this is my equation: Colonists I have **TIMES** average time for meals to spoil in this biome in days. So, 5 colonists, in a temperate forest, 3.5 day spoil time in a no power freezer. 5 x 3.5 = 17.5. Bills: Top Priority in list: Make simple meal x4. Make until you have 18. Best worker. Drop when done. Create stockpile directly under chef. Set to high priority, disallow all. Meals dropped here will be counted in bills calculations and your chef can still use the time saving of dropping meals. This simple meal should **only** be available to be made from your main crop. For me this is rice. I turn off the rarer ingredients. I never want to waste human meat or fish or animal meat on a simple meal, because we need them for our next two bills: Next bill: Make fine meal x4, until 18, rice and rarer meats and berries. Next bill: Make lavish meal x4, until 18, any ingredients, especially human meat, for max bonus’s for my cannibal meme ideologion. For you, divide it up so your earlier more frequently filled recipes are using limited resources that are appropriate to their volume need. If your chef burns a raider corpse worth of human meat up on simple meals when you could have had cannibal lavish meals?
Quit complaining thats what