How to Make Kibble in RimWorld (1.6) — Exact Recipe + Fast Calculators
If you searched how to make kibble rimworld: build a butcher table (or butcher spot), add the Make_Kibble bill, and feed it 1 nutrition of protein + 1 nutrition of greens.
This page uses RimWorld 1.6.4633 rev1266 Core defs (paths listed in the Data tab).
Fast Click Path
- Build Butcher table (best) or Butcher spot (emergency).
- Select it → Bills → Add bill → make kibble.
- Ingredients are counted by nutrition (not stack count).
- Set a target: Do until you have X (don’t “Do forever” unless you mean it).
- Store output on a roofed shelf/stockpile near animals.
Tip: Kibble uses Cooking work type (same as butchering). If your cook is busy, it won’t happen.
make kibble and tweak ingredient filters/radius).Recipe (Core Def)
Build: Butcher table (TableButcher)
Bill: Make_Kibble (make kibble)
Input: 1.0 nutrition protein (MeatRaw / AnimalProductRaw)
1.0 nutrition greens (PlantFoodRaw + Hay)
Output: 50 kibble (table) or 35 kibble (spot)
Default “Don’t Waste Good Food” Settings
- Greens: prefer Hay first; allow rice/potatoes only if you truly have surplus.
- Protein: prefer low-value meat (insect meat, cull animals, hunting overflow).
- Bill defaults: disallows InsectJelly and EggsFertilized.
- Keep kibble out of colonist food policies if humans keep eating it.
Rendered Workflow (Screenshot-Style)
Workflow diagram: inputs → butcher bill → roofed feed shelf inside the pen/barn.
Ingredient → Batches → Kibble
Kibble bill counts ingredients by nutrition. Most raw foods are 0.05 nutrition each (so 20 = 1.0), but eggs are a common exception (0.25).
Winter Stockpile Calculator
Where to get “nutrition/day”: check the Pen marker estimate, or add up your animals’ hunger rates.
Common Ingredient Conversions (1.0 Nutrition)
| Ingredient | Nutrition per item | Items for 1.0 nutrition | Notes |
|---|---|---|---|
| Hay | 0.05 | 20 | Explicitly allowed on greens side. |
| RawRice / RawPotatoes / RawCorn / RawBerries | 0.05 | 20 | PlantFoodRaw category. |
| Meat (most types) | 0.05 | 20 | MeatRaw category (includes insect meat). |
| Milk | 0.05 | 20 | AnimalProductRaw category. |
| Eggs (unfert.) | 0.25 | 4 | AnimalProductRaw child category. Fertilized eggs are disallowed by default. |
“Why won’t my pawn make kibble?” (Fast Checklist)
| Symptom | Most likely cause | Fast fix |
|---|---|---|
| Can’t find “make kibble” anywhere | Looking at the stove | Use TableButcher / ButcherSpot → Bills |
| Bill exists, nobody starts it | Cooking priority too low / pawn busy | Set a cook’s Cooking to high priority; pause other bills |
| Pawn says “missing materials” | Only one nutrition “side” available | Ensure you have protein (meat/animal products) AND greens (plant/hay) |
| Ingredients exist but pawn won’t use them | Ingredient filter/radius/forbidden/reachability | Open bill details; expand allowed ingredients; unforbid; check allowed area and doors |
| It crafted once then stopped | Target satisfied / ingredient bottleneck | Check “Do until you have X” count; confirm both sides still available |
| Animals starving despite kibble on map | Storage isn’t reachable from the pen/barn | Put kibble on a roofed shelf/stockpile the animals can path to |
| Colonists keep eating the kibble | Food policy allows it | Remove kibble from human food restrictions; keep it in animal-only storage lanes |
| Warg won’t eat it | Wargs are strict carnivores | Feed raw meat / corpses; don’t plan wargs around kibble |
Kibble vs Hay vs Grazing vs Meals (Practical)
| Feed type | Best at | Worst at | When to pick it |
|---|---|---|---|
| Grazing (pasture) | Cheapest pen feeding | Winter / toxic fallout / dead biomes | Default if the pen marker says you’re net-positive |
| Hay | Bulk plant feed for herbivores/omnivores | Doesn’t solve meat overflow | Great reserve; also the cleanest greens input for kibble |
| Kibble | Stable mixed feed + uses low-value protein | Costs cook time | Best as winter buffer, caravan feed, and “ugly meat sink” |
| Raw food | Emergency bridging | Spoils / messy logistics | Fine short-term; replace with a reserve system |
| Meals | Convenience for 1–2 pets | Wastes colonist-grade labor | Only when the herd is tiny or you’re in a short crisis |
Warg note (Core Def): Warg has <foodType>CarnivoreAnimalStrict</foodType> and its description explicitly says it will only eat meat or corpses.
Core Def Sources
These are the exact files (from your /game install) that define the numbers on this page:
/game/Data/Core/Defs/RecipeDefs/Recipes_Food.xml
RecipeDef Make_Kibble:
ingredientValueGetterClass = IngredientValueGetter_Nutrition
ingredients: (MeatRaw|AnimalProductRaw) 1.0 nutrition
(PlantFoodRaw + Hay) 1.0 nutrition
products: Kibble x50
/game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Production.xml
ThingDef TableButcher (butcher table): recipes include Make_Kibble
ThingDef ButcherSpot (butcher spot): WorkTableEfficiencyFactor = 0.7
/game/Data/Core/Defs/ThingDefs_Items/Items_Food.xml
ThingDef Kibble: Nutrition = 0.05, foodType = Kibble
/game/Data/Core/Defs/ThingDefs_Plants/Plants_Cultivated_Farm.xml
ThingDef Plant_Haygrass: harvestYield = 18, growDays = 7
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