How to Treat Food Poisoning in RimWorld (1.6.4633) | Outbreak Tool
Stop the vomit spiral before it kills your workday
Food poisoning in the installed RimWorld build is a one-day self-decaying hediff, so the fast fix is not medicine. Put sick pawns on bed rest, lock down suspect meals, switch emergency feeding to nutrient paste if you have it, and bring the kitchen back to -2 cleanliness or better before cooking again. The tools below use the exact local values from Hediffs_Global_Misc.xml, RoomStats.xml, Stats_Pawns_WorkRecipes.xml, Difficulties.xml, and Buildings_Production.xml.
Quick-Treat Workflow
The four moves that stop a colony-wide meal cascade right now.
Bed Rest First
Set Bed Rest and Patient to top priority. The local hediff has no tend or immunity comp, so movement discipline matters more than medicine.
Forbid Recent Meals
Lock down recent cooked stacks and move them to a suspect pile. Do not keep feeding from the same batch while pawns are still dropping.
Switch Emergency Food
Use [[NutrientPasteDispenser]] if you have one. Paste is the cleanest core fallback on this page.
Clean Before Rebill
Do not resume meal bills until the cook tile is back above -2 cleanliness and the bill is restricted to your best cook.
Practical rule: if Room Stats at the stove says Outdoors, treat it as broken immediately. The local roomless food-poison score is 2%.
Outbreak Triage
Plug in your current mess and get the first moves in the right order.
- Set Bed Rest to 1 for the sick pawns.
- Forbid risky stacks and switch to nutrient paste.
- Clean before any new cooking.
Recovery Timeline
The local FoodPoisoning hediff starts at severity 1 and decays at -1 per day.
The first 4.8 hours are the initial stage. The hard part is the long middle block: 14.4 hours of major food poisoning with 50% moving.
Food Safety Matrix (1.6 Data)
What you can feed during an outbreak, and what can still poison pawns.
| Food | Code signal | Poison route | Outbreak call |
|---|---|---|---|
|
Nutrient paste meal Core fallback |
Nutrition 0.9, no local FoodPoisonChanceFixedHuman entry on MealNutrientPaste. |
Does not carry the normal raw-food fixed poison stat and avoids low-skill kitchen throughput problems. | Best core emergency feed while you clean and reassign cooking. |
|
Simple / fine / lavish meals Needs clean kitchen |
Cooked meals inherit the meal poisonable path; risk comes from room roll plus cook skill roll. | Dirty-room chance from RoomStats.xml, cook chance from Stats_Pawns_WorkRecipes.xml. |
Use only after you fix cleanliness and lock bills to a real cook. |
|
Raw plant / animal food 2% fixed |
FoodPoisonChanceFixedHuman 0.02 on raw plant and animal product defs. |
Humans can be food-poisoned even without a cook or kitchen. | Bad fallback for a human colony unless starvation is the alternative. |
|
Kibble 2% fixed |
FoodPoisonChanceFixedHuman 0.02 on Kibble. |
Same fixed human poison stat problem, plus awful mood value. | Do not stabilize human pawns with kibble unless you are desperate. |
|
Rotten food Never |
CompRottable.cs calls the food poisoning path when the food is not fresh and the eater is susceptible. |
Rotten food is not an outbreak recovery food. It is how you start another letter. | Destroy or keep away from humans. |
Biotech baby food is intentionally left out of the calculator because the local game folder only contains Core defs, not the Biotech data pack.
Kitchen Risk Calculator
Combine room cleanliness, cook skill, difficulty, and stomach factor to estimate the risk per bite.
Final risk per bite
0.50%
A clean room with a decent cook is usually survivable. The current danger is the cook roll, not the room roll.
Breakdown
Fix first
- Raise the room above -2 cleanliness.
- Stop low-skill cooks from touching meal bills.
Reference numbers: [[FoodPoisonChance]], [[SterileTile]], [[TableButcher]], [[BionicStomach]].
Troubleshooting & Hidden Pitfalls
When the room is already clean but somebody still vomits on the dining table.
roomlessScore applies a flat 2% dirty-area chance. Fix the tile, wall, or doorway setup first.Code-Backed Facts
The numbers this page uses from the installed game files.
-1/day. That is why the baseline recovery is one in-game day.
Internal Resources
Relevant defs and related pages on this site.
Quick Treatment Rules
If you only need the no-fluff answer: food poisoning is not a tending problem in this build. It is a rest, meal-control, and kitchen-discipline problem.
- Draft and undraft sick pawns next to a bed if they insist on wandering.
- Forbid or dump recent cooked meals until you know the new batch is clean.
- Switch the whole colony to nutrient paste if a dispenser is online.
- Clean the cook tile first, then the rest of the room, then reopen meal bills.
- Restrict cooking to your best cook until the room is stable again.
Stage timing from the local hediff: Initial 4.8h, Major 14.4h, Recovering 4.8h.
Emergency Priorities
[FoodPoisoningEmergency] BedRest=1 Patient=1 Doctor=2 Clean=1 Cook=0 Haul=2 Basic=3 [CookException] ApprovedCookSkill=6+ KitchenCleanliness=-2.0 or better RoomStatsAtStove=Indoors [MealPolicy] AllowNutrientPaste=true AllowRecentCookedStacks=false AllowRawFood=false AllowKibble=false
Kitchen Rules That Actually Matter
The clean-room breakpoint is lower than many players think. You do not need a pristine +cleanliness kitchen to shut off dirty-room poisoning. You just need to reach -2 or better and keep the cook tile from dropping back under it.
| Signal | Local value | What to do with it |
|---|---|---|
| Dirty-room food roll | -5 = 5%, -3.5 = 2.5%, -2 = 0% | Chase -2 first. Sterile perfection can wait. |
| Butcher table | -15 cleanliness | Never share the cook room with it. |
| Sterile tile | +0.6 cleanliness | Prioritize the cook tile and interaction lane first. |
| Outdoors cooking | 2% roomless score | Fix doorway and room-state issues before anything else. |
Difficulty and Pawn-Side Modifiers
Kitchen cleanliness and cook skill define how likely a bad meal is to exist. Difficulty and stomach factor change what happens when a pawn eats that potentially poisoned food.
| Difficulty | Factor | Practical read |
|---|---|---|
| Peaceful | 0.3x | You can get away with messy early kitchens longer. |
| Community builder | 0.5x | Still forgiving, but not free. |
| Adventure story | 0.75x | Bad kitchens start hurting more regularly. |
| Strive to survive | 1.0x | Baseline numbers used by default in the calculator. |
| Blood and dust | 1.1x | Small kitchen mistakes get punished faster. |
| Losing is fun | 1.2x | Use strict cook gates and a real safe-food fallback. |
Bionic stomach applies a local 0.5x food poisoning chance factor. That is good on high-value cooks and fighters, but it does not excuse a filthy kitchen.
Local 1.6.4633 File Map
| File | Value used | Impact on the page |
|---|---|---|
Version.txt |
1.6.4633 rev1266 | Build target for every calculator on this page. |
Hediffs_Global_Misc.xml |
FoodPoisoning severity 1, -1/day |
Sets the 24-hour timeline and stage tracker. |
RoomStats.xml |
Food poison curve reaches 0 at -2 cleanliness |
Defines the kitchen breakpoint and room roll. |
Stats_Pawns_WorkRecipes.xml |
Cook skill poison curve 5% to 0.1% | Drives the cook portion of the calculator. |
Difficulties.xml |
Food poison factor 0.3x to 1.2x | Adjusts the eater-side multiplier. |
Buildings_Production.xml |
Butcher table -15, paste dispenser 0.3 nutrition per dispense | Supports the prevention and safe-food calls. |
CompRottable.cs |
Rotten food routes into food poisoning | Why rotten food is never an outbreak recovery choice. |
FAQ
Does medicine help?
No tending path is defined on the local FoodPoisoning hediff. Rest, meal policy, and kitchen cleanup are the real fixes.
How long does it last?
Baseline local duration is one in-game day: 4.8h initial, 14.4h major, 4.8h recovering.
What cook skill is safe?
There is no true zero from skill alone. Skill 6 is 0.5% and skill 9+ is 0.1%, so most colonies should gate meal bills at 6+ until the room is stable.
Why am I still getting cases in a sterile room?
Check cook skill, room state at the stove, suspect bulk stacks, and any hidden butchering or traffic contamination. A clean room only removes one part of the roll.