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).

Output: 50 kibble (table) Output: 35 kibble (spot @ 70%) Per kibble: 0.05 nutrition Doesn’t rot (store roofed)

Fast Click Path

  1. Build Butcher table (best) or Butcher spot (emergency).
  2. Select it → BillsAdd billmake kibble.
  3. Ingredients are counted by nutrition (not stack count).
  4. Set a target: Do until you have X (don’t “Do forever” unless you mean it).
  5. 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.

RimWorld bills screen example for how to make kibble rimworld (add the Make_Kibble bill here and adjust ingredient filters)
Bills UI reference (same place you add make kibble and tweak ingredient filters/radius).

Recipe (Core Def)

Protein side
1.0 nutrition
Categories: MeatRaw, AnimalProductRaw
Greens side
1.0 nutrition
Category: PlantFoodRaw (+ Hay allowed)
Output (table)
50 kibble
= 2.5 nutrition
Output (spot)
35 kibble
WorkTableEfficiencyFactor 0.7
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.
Kitchen and freezer layout reference for how to make kibble rimworld efficiently (short paths, separate butcher work from clean cooking)
Layout example: keep raw inputs close, keep butcher-work out of the clean kitchen, and keep the path to animal feed short.

Rendered Workflow (Screenshot-Style)

Workflow diagram: inputs → butcher bill → roofed feed shelf inside the pen/barn.

Ingredient → Batches → Kibble

Batches possible
Kibble output
Kibble nutrition
Greens used
Protein used

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).

Organized storage shelf example for how to make kibble rimworld and keep animal feed in a dedicated, roofed lane
Storage idea: dedicate a roofed shelf/stockpile to animal feed so hauling and access stay predictable.

Winter Stockpile Calculator

Nutrition required
Kibble required
Batches required
Input nutrition (protein + greens)

Where to get “nutrition/day”: check the Pen marker estimate, or add up your animals’ hunger rates.

Form caravan interface for how to make kibble rimworld caravans (pack stable animal feed and count days out)
Caravan reminder: plan animal feed for days out (including delays). Kibble is stable and easy to count.

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
Work priorities tab example for how to make kibble rimworld when pawns refuse to craft (raise Cooking priority)
If the recipe is correct but nothing happens, it’s usually work priorities (Cooking) or a hauling/reachability issue.

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.

Pen animals example for how to make kibble rimworld feeding loops (keep feed reachable inside fenced enclosure)
Pens: grazing first, then hay/kibble as a roofed, reachable reserve inside the enclosure.

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

Open in This Site’s Wiki

If a link redirects, it’s selecting the correct entity type (ThingDef vs RecipeDef) automatically.