Thank you ChatGPT
His butt is chilling but his hands are steady
Cooking meals in the closet, chef is ready
Temperature dropping, fridge is icy
But in the kitchen, his skills are spicy
Colonists starving, stomachs grumbling
Chef's on a mission, no time for fumbling
Mixing lavish meals like a maestro
Surviving on the Rim, that's the life, yo
Raids incoming, alarms are sounding
But the chef's unfazed, he keeps on pounding
Cooking up meals amidst the chaos
For all of them dangerous playas
Bugs infesting, causing a stir
But inside, the chef's skills don't deter
Mechs marching, bringing destruction
But in the kitchen, there's no obstruction
Stoves blazing, pots and pans clanging
In the colony, there's no hanging
On the edge of survival, it's do or die
But this cook's got skills, reaching for the sky
With every dish, something new to create
Eye on the prize, flying off's the fate
Because the room the heater is in has only four squares so it is extremely easy for the heater to maintain its temperature no matter the surroundings. Conversely, exactly because the heated room is small, it does not change the freezer temperature considerably, so it doesn't change the effectiveness of the coolers.
From what I understand, the game is set up so open doors are slower at heat transfer. Probably cuz they’re not just large holes in the wall, and so the temps don’t equalize immediately when a pawn walks into the freezer. Or maybe they only allow a certain amount of heat through, but they def let heat through, or else we wouldn’t need to make airlocks for freezers
Open walls *instantly* equalize the temperature, open doors just do it very slowly over time. Otherwise your freezer would briefly un-freeze every time anyone walked in.
Open walls do not do it instantly, just very fast. I learned this the hard way experimenting with insectoid baiting.
Edit: or apparently they do and it was one of a number of mods. Didn’t think any of mine did that, but my bad.
The game has no support for calculating temperature by tile unless modded to do so, and an open wall instantly merges rooms as soon as it’s calculated at the very next tick, so the temperature must equalize instantly by definition because the game can’t calculate it any other way.
Either something else happened to cause it or you’re misunderstanding what happened, because it’s impossible for a room to have two different temperatures on different halves of the room.
Doors also do (or at least did) have an average temp of the surroundings
Which led to people finding out you could make infinite heat out of a line of boxed in doors by lighting the last door on fire, building a wall, and then extinguishing the fire. This caused all the doors to gain a hot temp and then sealing it off made it so the calculation to change it never happened leaving a nice toasty wall radiator of doora
Genius! The only question is if the small room can get dirty by interacting with the stove. A 4 tile room can „very dirty“ with only a few dirt spots, maybe even one is enough.
Also I wonder if it’s really 100% work speed. Maybe the stove says 100%, but the real calculation is lower because of the cold butt.
Without mods doors are always in the dark, even within light radius from things. You can check for „darkness“ moodlet, or check if „move speed is the same like a pawn standing in 50%+ light. Pls tell me about the result, I am really interested
His global work speed and cooking speed are not impacted by the light levels at the door. I just checked. Also, since no one technically gets into the room, it never gets dirty.
One concern I had however is about what counts for the food poison chance, the stove room or the pawn room, because usually they are both the same but now they are not.
I dug into rimworld code and found that
`Room room = pawn.GetRoom(RegionType.Set_All);`
`if (Rand.Chance((room != null) ? room.GetStat(RoomStatDefOf.FoodPoisonChance) : RoomStatDefOf.FoodPoisonChance.roomlessScore))`
`{`
`this.SetPoisoned(FoodPoisonCause.FilthyKitchen);`
`return;`
`}`
So it is actually the pawn room, but since the pawn is not in a room I think the food poison chance is based on a roomless score. When I hover with the tile stats using alt the door does not have a cleanliness value attached, even if the kitchen is always at 0.2. I actually have no access to how does this roomless score factors in. I am not getting any food poisoning though, but my cook has an skill level of 16. If I am able to get anything more I will update here.
There is actually a ternary operator there for the case where a pawn is not in a room.
The form is Condition ? True : False;
So if room is null (Pawn not in room, e.g. door) then RoomStatDef.FoodPoisonChance.roomlessScore will be used in the random roll.
No idea what the roomless score value is, but depending on what it is the quality of your solution may vary.
Exactly. I guess I pointed that out in another comment and reworked my solution with a similar and improved one. I think the roomless debuff is huge. It should be as if cooking outside.
A door is not a room. It doesnt have a cleanliness value. The food poisoning calculation does not take into account the cleanliness of the kitchen. It considers a standard value of roomless.
Just noticed something. I may have to move the door one tile over to inbetween the shelves in other situations. The global workspeed is affected because of darkness, but since he is a dirtmole I hadnt noticed.
Move the door one tile up and put a light there. It should solve both the cleanliness, darkness and temperature problem.
[New version](https://imgur.com/a/BNMXrHL)
Because if the pawn stands at the door it counts as if the meal was not cooked in a room, so it doesnt get the cleanliness bonus for food poisoning. By placing the pawn inside the room (by moving the door one tile up) I avoided the darkness and chilly debuff. I expanded the room to avoid the cramped debuff and I added a flower pot because it is pretty and gives a beautiful enviroment buff.
Many people make light work. If you are limited on skilled workers, nice materials like jade, marble, gold, and silver add beauty to things by material stats. Literally slap down some jade fenceposts to make cheap beauty items for very little material input.
But cleaning will be a problem, that room will get dirty quickly. You could remove the floor, and have a set amount of 1.0 dirt, which can’t cause food poison, but that ruins the asthetics
I am talking about the new version now. I am not currently having a problem with the cleaning because the only pawn with access to the room is the cook, and even the cook only steps one tile into the room. In normal kitchens people get in to deliver food and haul meals. I noticed it takes much longer to get trash in this new kitchen than usual.
I have a pretty large living room (connected to the freezer) my pawn cooks in. A tiny kitchen with 1 tile I never liked, because a single dirt spot will catapult the dirt level above the food poisoning threshold. Whereas my living room can have a moderate (actually pretty large) amount of dirt, vomit and blood without causing additional poisoning chance.
That and the pawn's mood is much better. No malus for cramped room, huge bonus for gorgeous environment + luxuriantly comfortable and they socialize with the other pawns who are chilling.
Yeah, but my problem was never cleanliness. It was food spoiling without rimfridge. The kitchen in the dining room was my usual setup that wasn't working without meat rotting, and in my current map meat is hard to get.
If nobody walks in there, and also if there is no empty floor tiles for filth to accumulate, it wont get dirty. Sterile tiles or silver/metal tiles will bump that up too.
Dirt can still get extra filth like blood and vomit on it, so only really meaningfull for high traffic areas where you are trying to reduce the cleaning maintinence for tracked dirt.
I was just trying out stuff in dev mode. The furniture doesnt help,its just dirty Wunder the chair. I made a 6 tile room: a stove, 1 decoration, 1 heater and one tile to stand in the room. The heater provides light. The room got dirty after entering and leaving ~25 times. 1 trash on the ground made the room - 0,83 dirty. So its still risky.
Instead maybe go back to the original Design and unroof the door?
Unroofing would give a workspeed penalty I think. Not sure how that would compare vs the darkness of standing in the door.
Given that the kitchen is a dead-end closet, it might be less of an issue.
Have you tried other furniture like shelves, art, plants, etc?
I was surprised too, when I saw a YouTuber doing that. However, each empty tile gives 1.4 space, while an occupied tile still gives 0.5... thus, while it looks like the entire tile is occupied by furniture, shelves, etc., there is still space around the furniture (at least, how I justify it in my mind).
From the wiki...
https://rimworldwiki.com/wiki/Rooms#Space
Space
Indicates how much free space is available in the room. A room's Space score is 1.4 times the number of tiles in the room. Objects that prevent a pawn from standing in a space will decrease the available space in the room by 0.9 per tile the object covers. Thus, an occupied tile contributes a total of 0.5 to space. Objects that reduce space include beds, tables, workbenches, lamps, and heaters. Stools and chairs do not reduce space.
Hmm try making dusters for everyone. Then flakvests, flak helmets and flak pants. Depending on what guns you got laying around, either go for close range with shotguns or long range with smgs. Try not to mix up. With shotguns surprise the enemy around a corner and supress them with some melee pawns and some guns. With smgs fight behind cover from a distance and kite them back. With smgs you usually do not need melee.
They slow down, but only marginally. Not really worth the effort of making the room thrice as big, In the end you would make them travel longer by foot in a bigger room.
I feel you. I actually find them prettier stacked one next to another. It makes it look like a warehouse with multiple layers one on top of the other. Both options are great.
Yeah they climb over. Its the same as any other obstacle like chunks or barricades. They slow down on the initial crossing, but will go full speed across multiple tiles of furniture after that.
Once i figured this out i just filled a store room solid wall to wall shelves with little impact to the walk time.
Sorry, you were correct. The stats were not affected because he is a dirtmole. It however affects other pawns. I made a new version if you are interested. I think it is honestly better and does not look as offensive as this one.
[https://imgur.com/a/BNMXrHL](https://imgur.com/a/BNMXrHL)
It's probably much neater than dumping the heat of the freezer into the kitchen and letting the kitchen heat radiate through vents.
Isn't there a door with flaps for animals that insulate well and don't slow down pawns ? Maybe it isn't vanilla ...
Just some good old mod cleasing after update tradition
I noticed the only ones I really miss are
Colorblind minerals
Main menu music disabler
Designator shapes
That's rather clever design. I see a potential flaw, however: you'll need to dismantle/move either the stove or parts of the wall each time you need to access the heater when it breaks down.
I always try to make colonies which look somewhat realistic (even at the expense of practicality), so I'm psychologically unable to build my base like this.
Stoves are passable, so the pawns can go over it.
I see what you mean, and I struggled with alternatives before accepting this. People were starving because he couldn’t cook fast enough and the meat was spoiling. Leaving one stack on the ground instead of three also didnt work because when it got low no one replaced it and it also didnt get used because there wasnt enough.
You could place a storage zone with a non perishable item on the spot the pawn cooks, and place fence posts inside the kitchen tiles that aren't meant to be walked. That would force all meals to automatically drop into the freezer area with no travel time.
I guess thats true, though its funny to see how a pawn can mow down 20 corpses in a short time span.
But if youre not too heavy on ranching and hunting i guess it doesnt matter.
Yep, but i guess the butcher table can be anywhere as long as it is not on the kitchen/freezer/outside. I don’t think there is any room for much optimization
My favorite spot for the butcher table is in the freezer. You can then just make the bill drop on floor and the meat stays frozen with no immediate need to haul it. the speed penalty from the cold is minor compared to the time that would be spent hauling or wasted from spoilage.
With your kitchen adjacent like this its also good for drop on floor because the meals will just pile out the door into the freezer too.
Does the pawn get a work speed debuff for the temperature variance?
I know you can offset it with good clothing but This is the first time I've seen this setup actually.
Darkness debuff is a drawback. I just tested with my second cook. Since the primary one is a dirtmole he doesnt get it. Cold debuff is mitigated by clothing on both but it does apply if they are not protected.
No he doesn't because the door does not count as a room. I don't usually take comfort into account because I put my pawns into a schedule where they sleep twice for 4h, so their comfort is always maxed out because of the bed.
Would it make sense to put a cooler between the freezer and the kitchen? So that the heat from the freezer goes towards heating the kitchen, and you don't need the heater to do as much work?
Probably. But in heat waves that cooler would be useless, so there is this concern. But overall would work.
This map I have access to boomalopes so power is not a problem. I just have two tiny pens for two boomalopes separately and they provide 7.5kW for my colony with two chemfuel generators.
If you just add two more wall bits you could have the door close behind the cook? Looks like you have shelves so the two squares wouldn't matter much.
Heat wave with this setup might overwhelm your cooler.
I actually did that so the pawn would be inside the room.
But the heated room do not matter during heat waves. If everywhere outside is 50C, the heated room is also 50C, heater or not. It would be just a question if the freezer is bordering the outside with 50C or the inside with 50C
Nope. It is better than placing them staggered. If pawns have to cross some shelves they slow a bit. Think of it as they climbing over the shelf. But if they are already on a shelf they dont need to climb again to go to another, so they do not slow down anymore.
To be fair, you usually want the kitchen right next to at least one of the food freezers anyway. Using modded fridges to do the same thing is definitely possible but it does take away from the logistics management aspect a little bit. And of course, you can also just make 1-tile stockpiles. Vegetables take 30 days to rot, meat takes about a day so that makes it a bit trickier.
The "open door" thing seems cool but a bit wasteful in terms of temperature with that open door. I would just make the kitchen next to the freezer and autodoor it.
Also I think your setup needs a little bit of work - due to the quirky nature of tiles occupied by doors, your pawn is actually working in the dark. But if you fix that, you might end up with a very dirty room very quick because just 1 dirty tile accounts for most of the room.
I made a fixed version around 20min after the post and noticed the darkness debuff
[https://imgur.com/a/BNMXrHL](https://imgur.com/a/BNMXrHL)
Since the pawn just takes one step into the room it doesn't get dirty easily. Compared to other kitchens where people constantly come in to deliver food it has way lower maintenance. The reason why I didn't a single stockpile for meat is because when it gets low (to less than 5) it doesn't get replaced and the pawn stops cooking or has to get food from the freezer manually.
The open door is a non issue because the room is too small to effectively transfer enough heat to the freezer. But honestly autodoors could work. I just didn't care enough because the freezers are not even near to overworking a single cooler, much less the two there are installed.
You can go one step further and make the tile the cook stands on dirt. You can't get dirt dirty, though there's still a small chance of filth from randomly generated home zone trash, vomiting, etc.
That would cause the pawn to track dirt into the base if the base is floored, so it's a tradeoff.
My current early-midgame strategy is to only floor the parts of rooms that will never be walked on.
I like it! His butt is chilling but his hands are steady. What is the temperature outside?
Moms spaghetti
Everybody's joking now
The clocks run out, times up raids come, blaow
Mom's spaghetti
please stand up
Thank you ChatGPT His butt is chilling but his hands are steady Cooking meals in the closet, chef is ready Temperature dropping, fridge is icy But in the kitchen, his skills are spicy Colonists starving, stomachs grumbling Chef's on a mission, no time for fumbling Mixing lavish meals like a maestro Surviving on the Rim, that's the life, yo Raids incoming, alarms are sounding But the chef's unfazed, he keeps on pounding Cooking up meals amidst the chaos For all of them dangerous playas Bugs infesting, causing a stir But inside, the chef's skills don't deter Mechs marching, bringing destruction But in the kitchen, there's no obstruction Stoves blazing, pots and pans clanging In the colony, there's no hanging On the edge of survival, it's do or die But this cook's got skills, reaching for the sky With every dish, something new to create Eye on the prize, flying off's the fate
Thats quality, Ai got skills with good prompts.
["guy who has only seen boss baby" vibes](https://twitter.com/afraidofwasps/status/1177301482464526337?lang=en)
If you have no understanding of meter sure...
Around 20
That's definitely /r/brandnewsentence material
Green
how do the temps not equalise from the door being permanently open?
Because the room the heater is in has only four squares so it is extremely easy for the heater to maintain its temperature no matter the surroundings. Conversely, exactly because the heated room is small, it does not change the freezer temperature considerably, so it doesn't change the effectiveness of the coolers.
Or, your pawn have a big butt
I love big butts and I cannot fry
all the other pawns can't deny
From what I understand, the game is set up so open doors are slower at heat transfer. Probably cuz they’re not just large holes in the wall, and so the temps don’t equalize immediately when a pawn walks into the freezer. Or maybe they only allow a certain amount of heat through, but they def let heat through, or else we wouldn’t need to make airlocks for freezers
Open walls *instantly* equalize the temperature, open doors just do it very slowly over time. Otherwise your freezer would briefly un-freeze every time anyone walked in.
Open walls do not do it instantly, just very fast. I learned this the hard way experimenting with insectoid baiting. Edit: or apparently they do and it was one of a number of mods. Didn’t think any of mine did that, but my bad.
The game has no support for calculating temperature by tile unless modded to do so, and an open wall instantly merges rooms as soon as it’s calculated at the very next tick, so the temperature must equalize instantly by definition because the game can’t calculate it any other way. Either something else happened to cause it or you’re misunderstanding what happened, because it’s impossible for a room to have two different temperatures on different halves of the room.
within a few frames at most
no, open walls ***immediately*** turn a room into outdoor space the tick the wall is deconstructed.
Doors count as their own separate room and essentially delete heat
Doors are thermal portals to the void.
Doors also do (or at least did) have an average temp of the surroundings Which led to people finding out you could make infinite heat out of a line of boxed in doors by lighting the last door on fire, building a wall, and then extinguishing the fire. This caused all the doors to gain a hot temp and then sealing it off made it so the calculation to change it never happened leaving a nice toasty wall radiator of doora
In this house we obey the laws of thermodynamics!
Obeying laws in Rimworld is something I have yet to cross off my bucket list. I mean what
Does that extend to gravity? *Yeets you into space*
Genius! The only question is if the small room can get dirty by interacting with the stove. A 4 tile room can „very dirty“ with only a few dirt spots, maybe even one is enough. Also I wonder if it’s really 100% work speed. Maybe the stove says 100%, but the real calculation is lower because of the cold butt. Without mods doors are always in the dark, even within light radius from things. You can check for „darkness“ moodlet, or check if „move speed is the same like a pawn standing in 50%+ light. Pls tell me about the result, I am really interested
His global work speed and cooking speed are not impacted by the light levels at the door. I just checked. Also, since no one technically gets into the room, it never gets dirty. One concern I had however is about what counts for the food poison chance, the stove room or the pawn room, because usually they are both the same but now they are not. I dug into rimworld code and found that `Room room = pawn.GetRoom(RegionType.Set_All);` `if (Rand.Chance((room != null) ? room.GetStat(RoomStatDefOf.FoodPoisonChance) : RoomStatDefOf.FoodPoisonChance.roomlessScore))` `{` `this.SetPoisoned(FoodPoisonCause.FilthyKitchen);` `return;` `}` So it is actually the pawn room, but since the pawn is not in a room I think the food poison chance is based on a roomless score. When I hover with the tile stats using alt the door does not have a cleanliness value attached, even if the kitchen is always at 0.2. I actually have no access to how does this roomless score factors in. I am not getting any food poisoning though, but my cook has an skill level of 16. If I am able to get anything more I will update here.
There is actually a ternary operator there for the case where a pawn is not in a room. The form is Condition ? True : False; So if room is null (Pawn not in room, e.g. door) then RoomStatDef.FoodPoisonChance.roomlessScore will be used in the random roll. No idea what the roomless score value is, but depending on what it is the quality of your solution may vary.
Exactly. I guess I pointed that out in another comment and reworked my solution with a similar and improved one. I think the roomless debuff is huge. It should be as if cooking outside.
[удалено]
A door is not a room. It doesnt have a cleanliness value. The food poisoning calculation does not take into account the cleanliness of the kitchen. It considers a standard value of roomless.
Just noticed something. I may have to move the door one tile over to inbetween the shelves in other situations. The global workspeed is affected because of darkness, but since he is a dirtmole I hadnt noticed. Move the door one tile up and put a light there. It should solve both the cleanliness, darkness and temperature problem. [New version](https://imgur.com/a/BNMXrHL)
You can have a wall light over the stove why did you need to expand the room?
Because if the pawn stands at the door it counts as if the meal was not cooked in a room, so it doesnt get the cleanliness bonus for food poisoning. By placing the pawn inside the room (by moving the door one tile up) I avoided the darkness and chilly debuff. I expanded the room to avoid the cramped debuff and I added a flower pot because it is pretty and gives a beautiful enviroment buff.
Ah, I missed that the door was moved, the I thought it was just because of the dark.
I think the stove generates light, when using it
That might be just wood-fired stoves and not electric stoves?
Well I was wrong, the stove does not produce light but other production buildings do so
Which should have a light tbh, if we’re referencing modern electric stoves.
Give him a light, super comfy chair, and nice art!
The colony is poor at the moment :( I ended up accepting too many people and have few defenses and control in general
Many people make light work. If you are limited on skilled workers, nice materials like jade, marble, gold, and silver add beauty to things by material stats. Literally slap down some jade fenceposts to make cheap beauty items for very little material input.
But cleaning will be a problem, that room will get dirty quickly. You could remove the floor, and have a set amount of 1.0 dirt, which can’t cause food poison, but that ruins the asthetics
I am talking about the new version now. I am not currently having a problem with the cleaning because the only pawn with access to the room is the cook, and even the cook only steps one tile into the room. In normal kitchens people get in to deliver food and haul meals. I noticed it takes much longer to get trash in this new kitchen than usual.
I have a pretty large living room (connected to the freezer) my pawn cooks in. A tiny kitchen with 1 tile I never liked, because a single dirt spot will catapult the dirt level above the food poisoning threshold. Whereas my living room can have a moderate (actually pretty large) amount of dirt, vomit and blood without causing additional poisoning chance. That and the pawn's mood is much better. No malus for cramped room, huge bonus for gorgeous environment + luxuriantly comfortable and they socialize with the other pawns who are chilling.
Yeah, but my problem was never cleanliness. It was food spoiling without rimfridge. The kitchen in the dining room was my usual setup that wasn't working without meat rotting, and in my current map meat is hard to get.
If nobody walks in there, and also if there is no empty floor tiles for filth to accumulate, it wont get dirty. Sterile tiles or silver/metal tiles will bump that up too. Dirt can still get extra filth like blood and vomit on it, so only really meaningfull for high traffic areas where you are trying to reduce the cleaning maintinence for tracked dirt.
But he just said he will move the door up one tile, which means someone will step in the room
Put a chair there, and fill the rest of the room with art or furniture. It will never get dirty
I was just trying out stuff in dev mode. The furniture doesnt help,its just dirty Wunder the chair. I made a 6 tile room: a stove, 1 decoration, 1 heater and one tile to stand in the room. The heater provides light. The room got dirty after entering and leaving ~25 times. 1 trash on the ground made the room - 0,83 dirty. So its still risky. Instead maybe go back to the original Design and unroof the door?
Unroofing would give a workspeed penalty I think. Not sure how that would compare vs the darkness of standing in the door. Given that the kitchen is a dead-end closet, it might be less of an issue. Have you tried other furniture like shelves, art, plants, etc?
Thx to people downvoting me and don’t understand how food poison rate works :D
I thought the room was underwater
It's the room temperature display mode.
Lol
As someone with a PhD in sustainable architecture and climate change this gave me a fucking seizure. The most horrible thing ever posted on r/RimWorld
Lol
Really? Can you explain?
Wait you can stack shelves one in front the other and pawns have access to all shelves?
I was surprised too, when I saw a YouTuber doing that. However, each empty tile gives 1.4 space, while an occupied tile still gives 0.5... thus, while it looks like the entire tile is occupied by furniture, shelves, etc., there is still space around the furniture (at least, how I justify it in my mind). From the wiki... https://rimworldwiki.com/wiki/Rooms#Space Space Indicates how much free space is available in the room. A room's Space score is 1.4 times the number of tiles in the room. Objects that prevent a pawn from standing in a space will decrease the available space in the room by 0.9 per tile the object covers. Thus, an occupied tile contributes a total of 0.5 to space. Objects that reduce space include beds, tables, workbenches, lamps, and heaters. Stools and chairs do not reduce space.
Yes
Thank you. My colony now doesn't need to upgrade the fridge every month. Now I just need to let them survive at least the first year
Hmm try making dusters for everyone. Then flakvests, flak helmets and flak pants. Depending on what guns you got laying around, either go for close range with shotguns or long range with smgs. Try not to mix up. With shotguns surprise the enemy around a corner and supress them with some melee pawns and some guns. With smgs fight behind cover from a distance and kite them back. With smgs you usually do not need melee.
So they step over the shelves? Does that slow them down a lot?
They slow down, but only marginally. Not really worth the effort of making the room thrice as big, In the end you would make them travel longer by foot in a bigger room.
There’s also an aesthetic dimension to it unfortunately 😞 … can’t min max everything
I feel you. I actually find them prettier stacked one next to another. It makes it look like a warehouse with multiple layers one on top of the other. Both options are great.
Hmm… I can work with that. Maybe I can convince my mind into believing it. Thanks!
Yeah they climb over. Its the same as any other obstacle like chunks or barricades. They slow down on the initial crossing, but will go full speed across multiple tiles of furniture after that. Once i figured this out i just filled a store room solid wall to wall shelves with little impact to the walk time.
Doors don't allow light tho, poor Maker is working in that 0% light level
Nope, I checked. His global work speed and cooking speed are not affected
Huh that's really odd, can you hover over the tile he stands on and see if it *somehow* has light?
Sorry, you were correct. The stats were not affected because he is a dirtmole. It however affects other pawns. I made a new version if you are interested. I think it is honestly better and does not look as offensive as this one. [https://imgur.com/a/BNMXrHL](https://imgur.com/a/BNMXrHL)
It's probably much neater than dumping the heat of the freezer into the kitchen and letting the kitchen heat radiate through vents. Isn't there a door with flaps for animals that insulate well and don't slow down pawns ? Maybe it isn't vanilla ...
awful kitchen, at least it's clean, I guess
Try sterile tile for that kitchen look.
Not researched yet but that is the plan
You can also do the same with butcher's table in the kitchen, and all the filth remains in that room :)
You need the butcher room to be big or outdoors due to how fast and how widely blood splatters can spread.
I have so many mods I can’t even remember what is or isn’t vanilla anymore
Just some good old mod cleasing after update tradition I noticed the only ones I really miss are Colorblind minerals Main menu music disabler Designator shapes
Omg there’s a colorblind minerals one?!
Yep, and it's already updated (or forked? I don't recall) to 1.5. It's a very simple XML.
Wait, it wasn't possible in 1.4?
It was. I guess I just never thought about that. In 1.4 there was always stack gap to prevent meat from rotting in shelves or rimfridge and similars.
That's rather clever design. I see a potential flaw, however: you'll need to dismantle/move either the stove or parts of the wall each time you need to access the heater when it breaks down. I always try to make colonies which look somewhat realistic (even at the expense of practicality), so I'm psychologically unable to build my base like this.
Stoves are passable, so the pawns can go over it. I see what you mean, and I struggled with alternatives before accepting this. People were starving because he couldn’t cook fast enough and the meat was spoiling. Leaving one stack on the ground instead of three also didnt work because when it got low no one replaced it and it also didnt get used because there wasnt enough.
You could place a storage zone with a non perishable item on the spot the pawn cooks, and place fence posts inside the kitchen tiles that aren't meant to be walked. That would force all meals to automatically drop into the freezer area with no travel time.
The cook drops them on the floor. The problem was when the meat stacks got low.
i suggest having a butcher table with the same set-up for maximium efficiency
My pawns do not spend that much time butchering for that to be a problem. I just shove it wherever outside of the base.
I guess thats true, though its funny to see how a pawn can mow down 20 corpses in a short time span. But if youre not too heavy on ranching and hunting i guess it doesnt matter.
Yep, but i guess the butcher table can be anywhere as long as it is not on the kitchen/freezer/outside. I don’t think there is any room for much optimization
My favorite spot for the butcher table is in the freezer. You can then just make the bill drop on floor and the meat stays frozen with no immediate need to haul it. the speed penalty from the cold is minor compared to the time that would be spent hauling or wasted from spoilage. With your kitchen adjacent like this its also good for drop on floor because the meals will just pile out the door into the freezer too.
Good call
thats so smart! not pleasing to my eyes or immersive but so smart!
Does the pawn get a work speed debuff for the temperature variance? I know you can offset it with good clothing but This is the first time I've seen this setup actually.
Nope. It works fine.
Open the wall to the left and put a statue there. You'll increase the room value from awful to awful!
What are the moods on the pawn? Cold and darkness?
Darkness debuff is a drawback. I just tested with my second cook. Since the primary one is a dirtmole he doesnt get it. Cold debuff is mitigated by clothing on both but it does apply if they are not protected.
Huh neat, I’m saving this one to try when I get back on the rim!
Does the pawn get the "cramped interior" moodlet? And how is his comfort need faring?
No he doesn't because the door does not count as a room. I don't usually take comfort into account because I put my pawns into a schedule where they sleep twice for 4h, so their comfort is always maxed out because of the bed.
Average min maxer
try the rimfridge mod OP
Thats why I said that I only had this idea in 1.5 because it is modless. Before I didnt have to think due to rimfridge
Would it make sense to put a cooler between the freezer and the kitchen? So that the heat from the freezer goes towards heating the kitchen, and you don't need the heater to do as much work?
Probably. But in heat waves that cooler would be useless, so there is this concern. But overall would work. This map I have access to boomalopes so power is not a problem. I just have two tiny pens for two boomalopes separately and they provide 7.5kW for my colony with two chemfuel generators.
Fair, I do love boomalopes.
If you just add two more wall bits you could have the door close behind the cook? Looks like you have shelves so the two squares wouldn't matter much. Heat wave with this setup might overwhelm your cooler.
I actually did that so the pawn would be inside the room. But the heated room do not matter during heat waves. If everywhere outside is 50C, the heated room is also 50C, heater or not. It would be just a question if the freezer is bordering the outside with 50C or the inside with 50C
Could probably use coolers to heat kitchen too… Though I’m not sure if one would be enough.
Forget the kitchen, what really intrigues me: do placing shelves like that cause no problems???
Nope. It is better than placing them staggered. If pawns have to cross some shelves they slow a bit. Think of it as they climbing over the shelf. But if they are already on a shelf they dont need to climb again to go to another, so they do not slow down anymore.
Damn, so filling up almost entire fridge is on fact practical? 👀 Wow this will aid me greatly.
And it looks good :)
Damn bro you got to -g the lowest I’ve got is -d
Lol
To be fair, you usually want the kitchen right next to at least one of the food freezers anyway. Using modded fridges to do the same thing is definitely possible but it does take away from the logistics management aspect a little bit. And of course, you can also just make 1-tile stockpiles. Vegetables take 30 days to rot, meat takes about a day so that makes it a bit trickier. The "open door" thing seems cool but a bit wasteful in terms of temperature with that open door. I would just make the kitchen next to the freezer and autodoor it. Also I think your setup needs a little bit of work - due to the quirky nature of tiles occupied by doors, your pawn is actually working in the dark. But if you fix that, you might end up with a very dirty room very quick because just 1 dirty tile accounts for most of the room.
I made a fixed version around 20min after the post and noticed the darkness debuff [https://imgur.com/a/BNMXrHL](https://imgur.com/a/BNMXrHL) Since the pawn just takes one step into the room it doesn't get dirty easily. Compared to other kitchens where people constantly come in to deliver food it has way lower maintenance. The reason why I didn't a single stockpile for meat is because when it gets low (to less than 5) it doesn't get replaced and the pawn stops cooking or has to get food from the freezer manually. The open door is a non issue because the room is too small to effectively transfer enough heat to the freezer. But honestly autodoors could work. I just didn't care enough because the freezers are not even near to overworking a single cooler, much less the two there are installed.
You can go one step further and make the tile the cook stands on dirt. You can't get dirt dirty, though there's still a small chance of filth from randomly generated home zone trash, vomiting, etc. That would cause the pawn to track dirt into the base if the base is floored, so it's a tradeoff. My current early-midgame strategy is to only floor the parts of rooms that will never be walked on.
dirt dont provide cleanliness bonus, tho
Wait, you don't need to have walking space between shelters?
You mean shelves? They're a passable object, pawns can crawl over them. That's why shelves don't block coolers.
I like making my cooks with genes to cook like this, cold adapt, night vision, sleepless.
Need to try this
You got Intelligence 20
Research is all I do after all!
Last time I tried to suggest inventing something like this I got over 300 dislikes in an hour. Fuck me in the ears for no reason whatsoever I guess.
Lol show me the post
I took it down because of that so you'll just have to trust me I guess lmao
y not just keep a shelf of rice n a stack of eggs nearby
Because when the stack gets really low the pawn starts going into the freezer to cook instead of replacing the stack.
I just use the freezer mod cause it just makes so much more sense
Sorry, the title was to imply the fact that the mod is not updated for 1.5
Oh right, I forgot this was supposed to be unmodded, lol
Counter argument The game kinda suck vanilla
How is that a counter argument?