How to Feed Animals in RimWorld (1.6) | Animal Feeding Planner + Winter Reserve Tool
Step 2: Key Data Sources
Small Pet Bases
Household convenience firstIf the colony only has a bonded pet or a couple of utility animals, the real job is stopping them from burning colonist meals. Give them one reachable animal shelf and refill it from low-priority inputs instead of overbuilding a ranch economy.
- Use kibble or hay as a dedicated animal lane.
- Keep the shelf near base traffic, not mixed into the pantry.
- Rebuild only when the reserve drops, not forever.
Fast action: for small bases, put a roofed shelf near the animals, tighten human food policies, and keep one modest reserve instead of a giant winter barn workflow.
Quick Solution: Feed Animals Fast
| Situation | Fastest answer | Why it works | Biggest mistake |
|---|---|---|---|
| Pen herbivores hungry | Check the pen marker, then add reachable hay or more grazing. | The pen math tells you if land still supports the herd. | Crafting more kibble before checking reachability. |
| Winter or toxic fallout | Move roofed hay or kibble onto barn-side shelves now. | Stored feed works after plants stop doing the job. | Waiting until the pen already went negative. |
| Pets stealing meals | Give pets their own reachable kibble lane. | Dedicated shelves stop human food leakage. | Using the same pantry for colonists and animals. |
| Wargs starving | Feed raw meat or corpses. | Local Core def marks warg food as strict carnivore only. | Assuming kibble works for every predator. |
Emergency Animal Feed Checklist
Status: start with the first three checks. If any of them fail, the route is broken before the recipe is broken.
Common Kibble Mistakes to Avoid
- Using kibble to avoid herd-size decisions.
- Converting scarce colonist food into routine animal feed.
- Ignoring reachability and blaming the recipe.
- Building the winter reserve too late.
- Keeping one universal shelf for animals with different diet rules.
Local 1.6.4633 Reminders
- Make_Kibble uses 1 nutrition of raw meat or animal product plus 1 nutrition of plant food, with Hay explicitly allowed.
- Kibble and Hay both carry 0.05 nutrition per item in local defs.
- ButcherSpot has WorkTableEfficiencyFactor 0.7, which is why the same recipe only gives the effective 35-output result.
- PenMarker and AnimalFlap local defs match the barn-routing advice in your report.
- Warg uses CarnivoreAnimalStrict in local race data.
FAQ & Quick Tips
No special research gate is the important part here. The usual failure is using the wrong workstation or not having both ingredient sides available.
Because food location is part of feed quality. If the food is outside the pen, under the wrong policy, or behind a bad route, the colony still behaves as if it is short.
No. Your local Warg def is the important exception: strict carnivore only, meaning raw meat or corpses instead of kibble.
Hay usually wins on simplicity. Kibble wins when you need mixed stable feed, want to dump low-priority meat, or need a cleaner reserve for travel or mixed colonies.
Patch History
- 2025-06-11: Ludeon announced Odyssey and free Update 1.6.
- 2025-07-11: Odyssey and Update 1.6 went live.
- 2025-08-28: 1.6.4566 improved animal travel and roaming behavior.
- 2025-10-31: 1.6.4630 fixed some animal fishing edge cases.
- 2025-11-04: stable version history marks 1.6.4633.
The official notes change animal-management context around travel and fishing, but your local code snapshot still shows the same core feeding loop: Make_Kibble, Kibble, Hay, PenMarker, AnimalFlap, and Warg all line up with the vanilla advice in the report.
Advanced Storage & Bill Tips
- Ingredient staging: keep low-priority meat and hay closest to the butcher table.
- Shelf priorities: make the barn shelf the easiest valid destination.
- Animal flap routing: connect the barn without making colonist traffic cut through the feed room.
- Reserve targets: build to a number based on nutrition per day, not on shelf vibes.
Watch & Learn Videos
Planner Tools: emergency triage, reserve math, and local Core-def facts
Emergency Feed Tool
Use this when animals are already trending toward starvation and you need the next correct action, not a whole theory lecture.
Logic here follows your report plus the local Core defs for Make_Kibble, PenMarker, AnimalFlap, and Warg.
Recommendation
Choose the inputs on the left. The tool will tell you what to fix first, what food lane fits the animal, and when the real answer is to cut herd pressure.
Primary feed lane
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First fix
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Penalty to avoid
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Reserve reminder
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Vanilla Feed Matrix
| Animal category | Best default feed | Best reserve feed | Important caveat |
|---|---|---|---|
| Pen herbivores | Pasture or hay | Roofed hay, then kibble if mixed input matters | Pasture first; do not overcraft kibble if the pen already carries them. |
| House pets / haulers | Kibble | Kibble on a dedicated shelf | Remove kibble from colonist food policies. |
| Most tamed carnivores | Raw meat or kibble | Kibble if the species allows it | Check the exact animal before assuming the warg rule applies. |
| Wargs | Raw meat or corpses | Raw meat reserve | Local Warg def uses CarnivoreAnimalStrict, so kibble is the wrong plan. |
| Pack animals | Map forage when possible | Stable packed kibble or hay | Plan for total travel time, not just the ideal ETA. |
Winter Reserve Calculator
Enter the nutrition your stored feed needs to cover. This uses the local 1.6.4633 values of 0.05 nutrition for both Kibble and Hay, plus the local recipe and butcher spot efficiency data.
Recipe facts used: Make_Kibble outputs 50; ButcherSpot has 0.7 efficiency; Kibble and Hay both carry 0.05 nutrition.
Reserve math
Enter your numbers. The calculator will convert total nutrition into kibble count, hay count, butcher batches, and approximate hay/meat inputs for the selected bench.
Total nutrition with margin
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Kibble needed
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Hay needed
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Batches at selected bench
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Plant-side input items
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Meat-side input items
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How to read the result
- Kibble count tells you the shelf number if kibble carries the whole reserve.
- Hay count tells you the equivalent animal-feed count if herbivores just eat hay directly.
- Plant-side / meat-side items assume the common 0.05 nutrition inputs like hay and raw meat.
- If herd pressure is already too high, a bigger reserve number is not the only fix. The correct fix may still be fewer mouths.
Local 1.6.4633 Code Facts
These cards use the local RimWorld data already in the site repo under static/data/rimworld/1.6.4633_rev1266/entities. They are the in-repo facts this page is built around.
Make_Kibble
RecipeDefs/Recipes_Food.xml
- Ingredients: MeatRaw or AnimalProductRaw count 1.
- Ingredients: PlantFoodRaw count 1 with Hay explicitly listed.
- Product: Kibble 50.
- Work amount: 450. Work skill: Cooking.
TableButcher vs ButcherSpot
ThingDefs_Buildings/Buildings_Production.xml
- Both local defs list Make_Kibble in their recipes.
- ButcherSpot has WorkTableEfficiencyFactor 0.7.
- The spot is the emergency option, not the efficient long-term option.
- TableButcher also carries the expected cleanliness penalty.
Kibble
ThingDefs_Items/Items_Food.xml
- Description: mixed meat and plant animal feed; humans dislike it.
- Nutrition 0.05 per item.
- DeteriorationRate 6, so roofed storage still matters.
- FoodPoisonChanceFixedHuman 0.02 reinforces that this is not people food.
Hay & Haygrass
Items_Resource_RawPlant.xml / Plants_Cultivated_Farm.xml
- Hay description explicitly says good animal feed, inedible for humans.
- Hay carries Nutrition 0.05.
- Plant_Haygrass is described as nutrient-rich grasses yielding hay.
- The local data supports hay as the simple herbivore reserve lane.
PenMarker & AnimalFlap
Buildings_Misc.xml / Buildings_Structure.xml
- PenMarker local description matches the vanilla pen-routing workflow.
- AnimalFlap local description explicitly calls out insulated animal access.
- That is why barn-side shelves and animal flaps belong in the same plan.
- Storage route quality is part of feed quality.
Warg
ThingDefs_Races/Races_Animal_WargGroup.xml
- Local race data uses foodType: CarnivoreAnimalStrict.
- The local description says wargs only eat meat or corpses.
- This is the key exception that breaks lazy one-shelf feed plans.
- If the colony has a warg, reserve the right food before travel or winter.