r/RimWorld • • 16h ago

Discussion Is this the most efficient kitchen?

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686 Upvotes

196 comments sorted by

668

u/NajidTheCarGuy 1000+ mods and still have no idea how the game works 16h ago

Don't the butcher table still create filth regardless if the floor made out of straw?

372

u/Traditional-Stay-990 16h ago

Yes, so this kitchen has chanses of food poisoning meas

107

u/AmW_a_l_r_u_s 16h ago

Filth needs to get lower than -2 which won't happen often if at all, deapite straw not effwcting filth from blood, and depending on how often pawns are cleaning.

109

u/DiamondSentinel 16h ago edited 15h ago

Don’t bother trying to explain it to people, they won’t listen.

This is a size 21 room, meaning it needs to get 42 total filth in order to hit foot poisoning chance. Flat 15 from the butcher table, plus an extra 2.1 from the flooring, which doesn’t actually matter. Blood filth is 10 per, so you’d need 3 blood stains to hit food poisoning (and even then, this is a pathetic .04% chance of food poisoning), or 2 and a dirt/trash filth from walking.

However, an important note is that straw matting doesn’t actually stop blood filth from accumulating. Straw has a 5% filth modifier (basically if filth would be deposited on straw, 95% of the time it gets shunted to another nearby tile (the filth is not voided, btw)), but blood is one of the (many) kinds of filth that ignores filth modifiers.

Straw matting does very little if your main source of filth is a butcher table. It’s mainly there to mitigate healthy animal generated filth or pawn movement generated filth.

As long as you are not negligent, a dirty room is unlikely to cause food poisoning. To have a minuscule 1% chance, you need 2.6 filth per tile or 55 total filth. Basically, each bloodstain after the first 3 adds a .8% food poisoning chance, up to a max of 9 stains total, which is still only a 5% chance per bill.

85

u/me_khajiit 15h ago

5% per bill is quite a lot. Like 1 of 20 is poisoned then stack poisoning applies (don't remember how it works now) . 20 meals is a daily ration for an average colony of 10 people, so you will get poisoning a lot.

16

u/stonhinge 10h ago

Stack poisoning averages the poison chance across the stack. So one 100% poison meal stacked on 4 0% poison meals you end up with 5 20% poison meals.

As far as I am aware, food poisoning is also per work, not meal. So cooking x4 could possibly increase your chances of having a bad outbreak of food poisoning at low skill. So one must decide if they want time efficiency or take their chances with more rolls for food poisoning.

31

u/ulzimate neurotic, lazy 10h ago

That's a lot of words to say that putting a butcher table in the kitchen will increase food poisoning chance more than not putting a butcher table in the kitchen

1

u/Gamer2Paladin 5h ago

I known this but not why, now I understand the full system.

9

u/Cat_with_cake 6h ago

Saying "Don't bother trying to explain it to people, they won't listen" definitely doesn't help and makes people don't want to listen to you

-4

u/DiamondSentinel 4h ago

I've tried explaining this calmly to the subreddit for years now, but they do, in fact, refuse to listen regardless of what I say. It is not my fault that this subreddit is an active misinformation engine.

1

u/Gamer2Paladin 5h ago

Thanks for this I finally get the filth system. I always wonder why my combination Kitchens were less of a problem then sole Kitchens.

3

u/DiamondSentinel 4h ago

Yep. The best thing you can do for a kitchen is to actually not to use sterile tiles (I mean, absolutely do. They reduce filth by .6 per tile, and far more importantly are much faster to clean. But it's not the biggest thing you can do), it is to have a very large kitchen.

Keep shelves of long-life ingredients like Corn in your kitchen, or psychite leaves for tea. Include statues to make it pretty, or production increasing buildings like a mech booster or frenzy inducers in them. There are many things you can put in a kitchen to make use of the much larger space, and this means that it's easier to avoid food poisoning (that being said, it is truly really hard to get food poisoning from the room so long as you have someone actually cleaning your colony. For the last 3 years I've put my butcher table in my kitchen and I've never seen food poisoning from the room unless I'm cooking outside (which is a flat 2% chance, btw. Less than max filth))

1

u/Gamer2Paladin 1h ago

I put the dining room in there most times and at some point a second kitchen😅

1

u/Aetherfang0 1h ago

I like the “clean before cooking” mod(think that’s the name, or close to it. You’ll lose some efficiency since your cook isn’t spending every second cooking, but I’ve never felt the pinch from that

1

u/[deleted] 15h ago

[deleted]

0

u/DiamondSentinel 15h ago

No, I did not. It is a flat 15 as I mentioned in literally the 3rd sentence. That 15 is divided between every single tile in the room, meaning larger rooms are less affected by the butcher table.

4

u/N0ob8 15h ago

Whoops my bad. This is why I shouldn’t be on my phone without my glasses lol

3

u/Waity5 16h ago

I never get food poisoning (unless I have a guest who's a terrible cook and I forget to unassign them)

26

u/killadrix 15h ago

You don’t “never” get food poisoning.

Even a level 20 Cook has a small chance for incompetent cooked food poisoning.

1

u/sobralik 12h ago

Yes but Waity5 may be is pigskin or with nuclear stomach or something?

2

u/killadrix 12h ago

He said unless he “has a guest that’s a terrible cook”.

What part of a guest that’s a terrible cook do you suggest gives him food poisoning if he is a pigskin or has a nuclear stomach?

1

u/sobralik 12h ago

Yes your logic makes sense, then such guest would poison only themselves.

3

u/laureen_llama Llama trainability: Advanced 14h ago

You can set cooking task (i.e. simple meal making) to be limited by cooking level. Usually I allow cook levels 6 and up to do cooking

3

u/stonhinge 10h ago

See, that only works if one has a pawn with 6 cooking. 3 cooking has the same food poison chance at most raw food, so if no one is 3 or more, you're better off eating raw.

To those countering with "but nutrient paste!", I counter with the fact that you need 4 things for nutrient paste, which are not always available. 1) The technology 2) Power 3) Materials 4) A colonist with Construction 5. The only one generally easily solvable is Construction 5, provided one has materials.

1

u/Gamer2Paladin 5h ago

Butchering to level up my cocking and put the min. level for cocking per cocking job.

2

u/NajidTheCarGuy 1000+ mods and still have no idea how the game works 16h ago

That what's I was thinking cause the straw floor only get rid filth that create from pawns

17

u/Professional-Floor28 Long pork enjoyer 16h ago

Food poisoning due to low cleanliness only happens if the room is under -2 cleanliness. Just the straw floor + butcher table is not gonna make it go under -2.

2

u/taco-sniper 13h ago

Butcher tables have inherent dirty status even if it isnt used

3

u/Waity5 16h ago

True, but it produces very little, I have enough cleaners for it not to matter but moving it would technically be better

48

u/BeFrozen Incapable of Social 16h ago

Butcher table reduces cleanliness by existing.

-2

u/Haranador 14h ago

Which is irrelevant since cleanliness only affects foodpoising chance at < -2 and that room has an average of around -0.9 or less.

10

u/BeFrozen Incapable of Social 14h ago

Sure, but it is important to know that butcher table is itself filthy, not just filth it creates when pawns butcher animals.

2

u/Cat_with_cake 6h ago

Yes, but it does bring it closer to that point and makes it easier to reach conditions that cause food poisoning

3

u/Vistella 16h ago

-5 is not very little

1

u/I_follow_sexy_gays 15h ago

Depends on room size. This is actually a fairly big kitchen compared to what i usually make. But i usually throw the butcher table in the freezer because the work speed penalty isn’t that impactful considering butchering is fairly fast

3

u/stonhinge 10h ago

This tiny compared to what I usually make. 9x9 (double walled) or 11x11 freezer/kitchen.

Also, 300 items of food is only 30 simple/fine meals. Each colonist eats 2 per day, so we have 15 days of food for 1, 7.5 for 2, or 5 for 3. I don't know about you, but I want a larger freezer to hold food in case of things like toxic fallout, blight, or cold snaps. And if I'm going to make a larger freezer, I might as well put the butcher table and stove in there too.

1

u/I_follow_sexy_gays 9h ago

Big freezer obviously, smaller kitchen you only need 3x3 if you’re just gonna have the one stove

Do not put the stove in the freezer they suffer a penalty to cook speed in the cold, if you’re cooking a lot that penalty does add up

1

u/stonhinge 8h ago

My cook is generally also my plants person. They have no other task. So a 70% hit on speed is generally a non-issue. My maximum meal count is generally 4 per colonist, 2 days worth with the bill set to pause and resume at half. So I only have to cook every other day. They have no other primary task, so it doesn't matter if it takes all day for them to cook, they'd just be hauling/cleaning or doing other non-essential tasks when they finish.

4x fine meals take 30 seconds baseline. So it takes 51 instead of 30. What else are they going to do? Their primary job is cooking, I don't care how long it takes as long as my colonists don't starve.

1

u/I_follow_sexy_gays 8h ago

Not saying it doesn’t work. Just saying it’s not the most efficient like you’re asking in your post

1

u/stonhinge 8h ago

The lack of hauling needed between rooms mitigates the speed penalty, unless one is using vac barriers. Besides, slower cooking means more XP gained which means faster cooking speed. I have yet to be unable to cook enough meals to keep my colonies fed and since idle pawns are of no benefit, why not take all day to cook? Time spent not working is time wasted.

Cooking fine meals and butchering take the exact same amount of time by default. So why is butchering slow okay but not cooking?

2

u/Killeroftanks 14h ago

Yes however it always produces x amount of filth so you will always have a chance of food poison, and unless the game changed how stacks work, it still means one bad roll will screw everything else over.

1

u/stonhinge 10h ago

Stacks average out the food poison chance. So a meal with a 100% food poison chance put on a stack of 9 clean meals will net 10 meals with 10% food poison chance.

2

u/Yoitman 6h ago

Hey, your that guy who made Stormworks in Stormworks :o

3

u/NajidTheCarGuy 1000+ mods and still have no idea how the game works 16h ago

I think it would be best just make the butcher area sperate from the kitchen or put it in the refrigerator room for easy access since your refrigeration need some work

2

u/Arek_PL 16h ago

butcher table and dirt are dirty even when clean

2

u/065Walker 16h ago

Can't be most efficient and have an easily fixed and known concern 🙂.

1

u/die_in_a_fire_reddit 16h ago

Dirt floors can’t get dirty, so it makes for a surprisingly good kitchen.

Also, one of my favourite mods is RimFridge. It lets you do what you’ve done here, but with less fuss.

4

u/Far_Raspberry_4375 15h ago

Didnt they change it so that dirt floors are inherently dirty now?

3

u/PRoS_R 15h ago

There is a hint between menus that says "dirt is inherently dirty"

3

u/I_follow_sexy_gays 15h ago

Dirt floors are inherently dirty.

151

u/DoktorGuro 16h ago

Is that cooler heating bedroom?

203

u/M1ngb4gu 16h ago

They just can't sleep without the comforting smell of raw meat.

26

u/BalticMasterrace 16h ago

sweet dreams of hotdogs <3(made from long pork)

20

u/Arek_PL 16h ago

why would there be smell of meat? no air crosses through cooler as its either a heat pump (like your fridge) or peltier device (like your car fridge)

5

u/M1ngb4gu 14h ago

Unlike the air above your head, which goes whoosh

40

u/Waity5 16h ago

Look I didn't plan ahead

5

u/Noodleboom 7h ago

They asked if it's a good kitchen, not a good bedroom!

2

u/nomedable Wolf Mëister 7h ago

I think the word your looking for is overheating. That room is going to get sweltering eventually if OP has the fridge set below freezing.

64

u/Staryi_Penj 13h ago

I'm amazed by two things here.

First, the fact that a single shelf is enough for all your meat. Just how confident do you have to be that you'll always have meat, and that it'll always be exactly the right amount to fit on one shelf? I get that you can store animal corpses in a separate freezer, but why not keep them in the same room as the meat? That's an extra room for corpses and an extra cooler for no good reason.

Second, trying to vent the heat from your coolers directly into your pawns' bedroom. Because apparently, the one thing your pawns were missing for a comfortable life was sleeping in the heat. Ideally, you should vent the heat into a door tile with the roof removed above it.

I won't even start ranting about why you should never build tiny, miserable shoebox rooms with hideous flooring that give your pawns the "Unsightly environment" mood debuff. Everyone plays however they want.

And I won't complain about building walls and floors out of flammable materials either. That's a mistake everyone should experience firsthand at least once.

34

u/Phoenix92321 12h ago

Also butcher table in the same room as the cooking stove. Food poisoning galore

6

u/WanderingWilow 10h ago

Huh, I gotta go move some tables.

5

u/SerialElf 10h ago

that one not so much, as long as you're over -2 cleanliness no food poisoning from dirtiness. The table just makes it easier to hit that

1

u/Cat_Zeppelin 21m ago

i actually years ago moved my butcher table outside. I do usually recroom/kitchen/freezer building. and butcher table is by the door of that. with dumping stockpile not far. i think the table only suffers a speed debuf to butchering, down to 80 and that is it.

-3

u/Accomplished_Big6254 9h ago

it hardly matter when your colonist have decent amount of cooking skill (7+). never got food poisoning unless my chef is badly injured.

6

u/causticberries 9h ago

Food poisoning can be caused by mess or by skill. If the kitchen is really messy, even a skilled chef can make people sick

1

u/Phoenix92321 8h ago

Hell my lucky even with a skilled chef and clean kitchen I still have so much vomit

1

u/Ruff_Bastard 7h ago

The dogs keep getting into my beer and puking everywhere in the dining room. I know I can prevent this, but I think having alcohol addicted dogs is funny. Plus they sell for the same amount.

2

u/SwordsAndElectrons 6h ago

When people get food poisoning it states the cause. "Incompetent cook" is only one of them.

2

u/DescriptionMission90 1h ago

Incorrect. There is somewhere between a 0.1% and 5% chance from cook skill (level 7 makes this 0.25%, or ~1/400 meals) and also a separate 0-5% chance from a dirty room. These chances are added together.

A sufficiently dirty room will make 1/20 meals toxic regardless of chef skill, though a sufficiently bad chef can bring that up to 1/10.

6

u/folpagli granite 13h ago

Freezer room meat priority low Kitchen shelf meat priority medium

Et voila

8

u/AUniversalNoNo 12h ago

freezer not attached to meat room, efficiency loss, haulers will be walking all day

1

u/folpagli granite 12h ago

Let the haulers have a job instead of being idle, a cook getting things done fast is far more important than a pair of lifters doing more meat runs than misc runs

3

u/stonhinge 9h ago

I have no dedicated haulers, other than kids or temporary colonists. Unless they can't do skilled labor, I guess.

Everyone idle just means I need to grow more cotton or ranch some wool-bearing animals for textiles to get everyone up to at least crafting 8 for future component/bionic crafting so my all-star crafter can make weapons and armor and not be tied up making components. So they make corsets out of all the random leather I pick up because the Empire will buy them. Lower value per work than dusters but more value per material and I'm only making them to skill up anyways. Also use less material than dusters so I use more of the "useless" textiles.

One or two pawns idle is a good thing. It means there are not needed tasks that aren't getting done. Which lets one plan a new project. Maybe send them on a trading caravan or go visit some of those hunting/mining camps.

1

u/suplup 4h ago

I put all of my pawns on 4 in research so that there's always research to do. Smack down like 5 research benches and they'll always have work

1

u/RT10HAMMER 12h ago

Lifters aren't complaining, they just fulfill their destined function

1

u/fishworshipper 11h ago

My haulers already have a job dealing with all the corpses from the last raid, and half the corpses from the raid before that, and- oh, would you look at that, another raid. Tribals again.

1

u/AUniversalNoNo 10h ago

Which also should land in the freezer, the entire kitchen should be attached to the killbox

1

u/folpagli granite 10h ago

I haven't had a humans raid in so long I suspect my storyteller is broken. It's all roaming monstrosities…

0

u/Mafty_Navue_Erin 11h ago

The children are haulers. They gotta have something to work on instead of wasting time studying or playing around.

2

u/Possible_Mobile_2024 9h ago

You don't need to remove the roof to vent the heat into the door, you just leave the door open and you can have up to 3 coolers venting heat into it.

-2

u/Staryi_Penj 3h ago

But then where does the heat go if the door is held open? Into the adjacent room, turning it into a sauna?

The whole point of having a closed door with the roof removed above it is to create a proper ventilation shaft that vents the heat directly outside.

An open door just lets the heat flow into the next room. Why would you want that? So your pawns can enjoy a nice case of heatstroke?

0

u/Possible_Mobile_2024 2h ago

Dude the door deletes the heat, just try it before shitting on the idea. Look up adam vs everything, he uses it all the time. He explains it so even cavemen like you can understand.

0

u/Staryi_Penj 2h ago

I checked it out. Nah, that feels like cheating to me. When you vent heat through a ventilation shaft, thermodynamics works pretty much like it does in real life. But when you exploit a game bug to get rid of heat, that's cheating in my book. If I ever feel like cheating, I'll just turn on God Mode again.

30

u/Rheasa2648 16h ago

Wait...what the fuck? Vac barriers work...outside space?

37

u/DiscoStu772 15h ago

Brother my flab is ghasted by this revelation.

11

u/Waity5 15h ago

Yeah they're awesome, have them on my freezers and on my shuttle storage room

3

u/i_am_not_so_unique 14h ago

I am so stupid, I still use double doors. Omg. Thanks for your post!

3

u/Karew 15h ago

Yes, they’re incredible for freezers or if you’re in extreme biomes.

1

u/GearboxTheGrey 13h ago

They are huge for freezers lol.

1

u/SemiDiSole 12h ago

They also make for great oven traps using lava.

80

u/goldenseducer 16h ago

Maybe but it's kind of ugly and therefore I don't like it 🧑‍⚖️

39

u/goldenseducer 16h ago

Though vac barrier for the freezer is an interesting idea and I'm taking notes

19

u/Arek_PL 16h ago

yea, i started to replace wooden autodoors with vac barriers for my walk in freezer, its way more effective than standard 2 autodoor airlock

only downside is if building on the planetside the vac barrier shuts off during flare, so my freezers have one vac barrier and one autodoor

20

u/goldenseducer 15h ago

I have a mod that disables flares because I'm a little bitch so it's not an issue lmao

16

u/Arek_PL 15h ago

thats totally fair, btw. you can disable it without mods in scenario editor at start of the game

10

u/rumham_6969 13h ago

I wouldn't even say youre little bitch, they happen waaaay to often imo. While we get solar flares all the time irl, for them to be powerful enough to disrupt electronics in that fashion is much rarer than they are in the game.

10

u/goldenseducer 13h ago

I think it's just that you can't prepare for it in any way and it can do some serious damage depending on the kind of colony you run. Just doesn't seem like a fair challenge to me

2

u/7h0m4s Runs Doom on Archotech 5h ago

Hmm I wonder if there are any mods which give you 48 hours warning before a solar flare so you can prepare.

1

u/goldenseducer 2h ago

How would you prepare though? Idk if I'm ignorant but I can't think of any ways you can meaningfully negate a solar flare unless your colony isn't very dependent on electricity/technology ig?

1

u/7h0m4s Runs Doom on Archotech 2h ago
  • Precook more meals so freezer can be left shut.

  • create non electric versions of critical workstations

  • add basic torch lighting to rooms and killbox to prevent darkness debuffs

  • call back pawns from caravan trips to suppliment the lack of turrets.

  • fast track or delay quality sensitive crafting, constructing or medical projects

  • move a Grav-ship to different tile.

  • kill, move or secure any anomalies that are currently refining on electrical means of suppression.

  • prep for making electrical upgrades to the base since electricity will be down anyway.

1

u/goldenseducer 2h ago

Yeah I agree with those but except for the gravship one I think this still won't do much for a colony that relies on tech a lot. For example if I have corpses waiting to be resurrected, genebanks, stuff like that; and especially if you're running a colony that simply cannot be run without electricity, for example one with extremely low temps where a flare would kill your harvest and possibly your pawns. Personally I like running colonies on extreme maps so this would be catastrophic for me

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2

u/sanghelli 12h ago

Could be far more solar activity in Rimworld's star

2

u/stonhinge 10h ago

You don't even need a mod for that. Simply edit the scenario to disable flares. I typically disable random infestations but leave deep drilling infestations on because I dislike random infestations but don't mind it on deep drilling because I have to make the choice to deep drill. And by the time I have deep drills I can defend myself from the random infestations, provided the resource I want actually comes up.

3

u/Penguinmanereikel Survived Rimworld's greatest predator: the Yorkshire Terrier 15h ago

Yeah, vac barriers are really good at preventing heat transfer, which is useful for gravships on orbital sites, but it's also useful for preventing heat loss for freezers.

Like how animal flaps were meant to connect outdoor areas to barns without making the barns cold, but people also figured out that this is great for freezers.

2

u/stonhinge 10h ago

Animal flaps are also great decorative items for jazzing up things like throne rooms or temples. They have no beauty (but then, neither do most doors) but can look nice if strategically placed and optionally held open.

Same opening speed as metal and jade doors, but useful for interior doors if wood or steel are more preciously used elsewhere and one has a surplus of textiles. Good choice for very hot or very cold biomes where wood cannot be grown reliably or in large amounts and there is little steel to be had. And if one is a typical player of such scenarios, you're also probably a cannibal so you have the extra leather.

1

u/rumham_6969 13h ago

Yeah I'm gonna start doin that, totally didn't even consider

70

u/Kuraetor 16h ago

stop butchering next to oven!!!!!

-39

u/Specific_Heart382 16h ago

It's fine with straw flooring. No filth.

39

u/Arek_PL 16h ago

Butcher table and dirt are filthy regardless of filth present or not

17

u/BeefyBoi6_9 15h ago

That isnt how that works, if you butcher meat in the same room as cooking any food/storing any food every single food item has a food poisoning chance

17

u/Karew 15h ago edited 10h ago

The straw floor is not going to prevent the room from getting dirty from cooking/butchering/blood. It only prevents filth from trash/walking/animals. It also slows people down to 93% walk speed.

Straw matting is very poorly explained in the game, but the TLDR is it only blocks some kinds of filth, it doesn’t actually delete the filth (the filth instead gets deposited somewhere else). It’s basically ONLY good for barns. It’s not good for doormats, roads, or hospitals. It can help slightly in kitchens but it has a lot of not-obvious gotchas.

It’s easier to keep the kitchen clean if it has steel tiles or sterile tile and it’s larger (cleanliness is averaged over size too)

9

u/pandemicv97 gold✨ 15h ago

its not efficient, the size of the room where the stove is plays a big role no matter how much you prioritize things being close to each other but in the right order, the bigger the room is the less chance of food poisoning even if it looks dirty, the smaller the room is the higher the chance of food poisoning even if it looks clean and has sterile flooring, because one little dirt in the small room will be converted to a way higher chance for a dirty cooking area (reason for food poisoning) if you compare it to the same situation in a bigger room, you could have dead bodies with some blood around them and some dirt in a big room and it ll be still counted as cleaner compared to a small room with the stove in but has 2 or 3 dirt spots, also just having the butcher table in the same room as the stove makes this whole set up really really bad, you could make them two separate rooms but smaller, but that won't make it efficient, it will still be bad.

1

u/Staryi_Penj 13h ago

That's an interesting idea. Never thought of that. Thanks!

9

u/LeagueOne9144 16h ago

I always put my butcher table in the freezer so pawns can just drop meat on the floor and its frozen

6

u/ProtectionOne9478 15h ago

On the one hand, you get a debuff to speed.  Otoh... Free cooking XP and no hauling to do 🤔 Not clear which is better.  It might actually depend on your typical size of the creatures you're butchering, since smaller ones will have less hauling work to do.

4

u/TheUndeadFossa 14h ago

Ngl the butcher speed is fast enough I don’t really care about it slowing it down

2

u/The__Earl 15h ago

Takes way longer to butcher larger creatures too, so that multiplier has a much more pronounced effect on a muffalo than a chicken, for example. Fun little minmaxing Strat

2

u/stonhinge 9h ago

More XP is never a bad thing. Especially with cooking. The low skill double passion guy can chop things up while the 10 skill no passion guy cooks.

Eventually the double passion guy catches up and you're covered in case the good cook is off the tile, is sick, or dies.

1

u/AlwaysHopelesslyLost 12h ago

Imo better is not trying to minmax. The entire point of the game is the experience.

I never make concessions for progress that don't make sense for my colony story wise

9

u/Necessary_Ingenuity 14h ago

You don’t want the butcher table and cooking station in the same room because they often cause cleanliness issues with each other.

9

u/InevitableKoala7399 13h ago

The pawn who lives next to the kitchen

7

u/NerdHistorian Emancipation-Doctrine approved Draincaskets 16h ago

I love the idea that the guy butchering up the meat is in comfort land but the guy actually making the food just gets a chair

6

u/therealwavingsnail 15h ago

I'm just here for the devilstrand butcher armchair

3

u/Waity5 15h ago

Helps hide the bloodstains

6

u/Noversi 14h ago

Let’s kiss on the room temp corn shelf
🥺👉👈

6

u/Lame_Alexander 11h ago

Lots of other people have explained the why so I will just address the question asked.

No, not by a wide stretch.

5

u/Negative-Toe1863 16h ago

i'd argue it's inefficient in terms of freezer capacity usage as in the freezer is able to cool more space, why limit it to one tile? But pretty efficient for work speed, yea.

4

u/nainvlys 15h ago

O'Neill getting deep-fried every night

1

u/Original-Display-865 Read and wants High-rise(1975) -5 14h ago

Hey, at least he has a sense of humour to keep him going, unlike O'Neil.

3

u/Professional-Floor28 Long pork enjoyer 16h ago

Could you show the stats of the room op? 

3

u/Global_Winter22 16h ago

Heater placement not cooking the pawns in the bedroom?

1

u/Arek_PL 16h ago

nothing a vent cant fix in temperate climate, and in cold climate its even a benefit

1

u/stonhinge 9h ago

In a cold climate the cooler may not even be running, so not generating heat.

3

u/Unique-Egg-461 16h ago

Butcher needs to be in its own room. Creates a filthty kitchen if it's in the same room

3

u/SirRevan 15h ago

Great vanilla setup. I always have to get the fridge mods though. My RP can't believe I can build and install bionic spines but not build a small fridge. 

11

u/Spirited-Objective24 16h ago

1) Butcher and cooking in same room, especially one so small kills the cleanses, which will result in food poisoning

2) Why is your freezer heats up bedroom of another pawn? Unless your colony is in cold biome, why?

3)you have a lot of missed spots where you can put more stockpile, including that extra random wall in the freezer, being the most important space.

4) Is making the chair out of Devilstrand really the best way to increase impressiness??? Whats the point?

5)This lamp position is so nebulous, I am honestly confused as why. Literally, design is very human ass choice of place.

6) Given you have advanced medical room in the left corner, why not spare a bit silver to make the room sterile and/or expand a bit?

2

u/Waity5 16h ago

The cooker isn't airtight, if I remove the left freezer wall the freezer won't be enclosed. Also I don't really need more storage here, I have a massive freezer and 3 lifter mechs

1

u/Downtown_Anteater_47 16h ago

7) The freezer is only 1 cell big despite the cooler having capacity for at least 5x5. One shelf won't hold a manhunter pack worth of meat, and meat will run out quickly while making bulk meals.

8) One shelf of veg isn't enough either. This tiny room has space for 5 more shelves while still leaving a walking path.

9) Even with hauler mechs it's still inefficient to haul items multiple times before use. For least total labor and time, an item should only be hauled once (from field to freezer or field to kitchen), and then be used in a bill. The mechs could be doing something else.

10) Humanoid haulers going to the freezer pass through the kitchen first, potentially leaving filth (depending on how far the kitchen is from the nearest dirty floor cell). Straw matting reduces the rate of filth buildup, but it still gets dirty. Kitchen should be off to the side and only entered by the cook.

You are on the right track though, at least it's not a massive warehouse with 10,000 meat, and the stove is at least close to the food. With some small changes this could be an efficient and low food poisoning kitchen.

0

u/Waity5 15h ago edited 15h ago

Man what's you're point here, I have a massive freezer, hauler mechs, and few good cooks, I don't need more storage next to my cooker

2

u/Lame_Alexander 11h ago

His point is your kinchen has a lot of inefficiency. Whih is a direct response to your question posted. Don't get defensive because your being critiques. You asked a question that invited it.

1

u/Downtown_Anteater_47 15h ago

Ah, well I guess that is my point then. If this freezer were slightly bigger (big enough for 1 manhunter pack or 1 raid worth of meat) you could omit the other massive freezer altogether, do fewer haul jobs, and convert raw food into finished goods more quickly. Raw food is vulnerable to spoilage and has no direct practical use (besides ghouls), so there's little reason to stockpile it. It's more useful, durable and compact after being converted to meals, pemmican and chemfuel.

Maybe a second freezer for humanoid corpses to deal with tainted clothes butchering spam, but I can't think of a a reason to store animal or entity meat in two places. It just increases the number of haul jobs.

If the massive freezer is closer to the fields and barn, then maybe move your kitchen over there and omit this smaller freezer. Just some ideas if your looking for a minmax setup.

2

u/Kalkin84 16h ago

You’re on the right track - minimize distance pawns have to move between actions - but you need to get that butcher table out of your kitchen or the only efficiency you will have gained is efficient spreading of food poisoning (game considers butchering to be VERY dirty).

2

u/Kerensky97 16h ago

This is the whole reason I get the refrigerator mod. That and to preserve the meals in the dining room.

2

u/Automatic-Week-1733 🍄🦗🧛 16h ago

Travel time and space efficient? Yes.

Energy and cleanliness efficient? Not in the slightest. 

2

u/EmpatheticSponge 15h ago

I prefer RimFridge for it’s 1x1 cooler/freezers, placed next to the stove. Can do some neat things with the wall variants between rooms as well.

2

u/Lagging_Computer 11h ago

I would say don't put the butchering table there because it generates blood which makes the room dirty, which could lead to food poisoning.

2

u/Proof_Artichoke6243 11h ago

The poor bastard who has to sleep with that blowing on his toes. 

2

u/sandsundertall 8h ago

you forgot to add two auto turrets in case the sight stealers invade your kitchen (you can never be too careful)

4

u/Vistella 16h ago

no. its a bad kitchen since the butcher table is in the same room

1

u/sarsante 16h ago

I would make it bigger, cleanliness it's based on %. So a larger room could be more dirty before it becomes an issue.

1

u/Ordinary-Bar-6608 16h ago

OMG...I didn't even think to use Vac Barrier for my freezer. That's a great idea.

1

u/samueld12 15h ago

I always keep my butcher table in my walk in fridge

1

u/BroomDirector99 15h ago

Room Temp Corn Shelf was my porn name in the 90's.

1

u/KaitlynKitti 15h ago

I really wish we could have shelves only take one stack of meat and have the rest be something else.

1

u/Alkaiser009 jade 15h ago

In my kitchens I just have a shelf of room temp meat/eggs with the understanding that if some of it spoils then I'm overproducing food anyway. I also do my butchering right outside my main freezer instead of inside the kitchen.

1

u/MrLayZboy 15h ago

You can remove the output dump shelfs in exchange for a stockpile zone with everything disabled. Set all orders to "drop on floor".

1

u/fyhnn Yorkshire Terrier Army 15h ago

No because of the food poisoning chance

1

u/I_follow_sexy_gays 15h ago

Doesn’t the straw floor + the butcher table in the kitchen mean that you’re likely to give food poisoning

1

u/Xonthelon 14h ago

The output shelf is a bit pointless. You can just change the bill to "drop on floor" and it would achieve the same effect.

A butcher table in the kitchen is never a good idea. Too much filth and therefore increased chance of food poisoning.

1

u/Distryer 14h ago

As long as you are able to process the food quickly enough that it doesnt rot the only issue I see is butchers table in the cooking area. If you are rich maybe silver floor in the cooking area.

1

u/BlurredVision18 14h ago

Butcher Table makes the room dirty, this is a poison food farm.

1

u/ForgettableNPC 13h ago

But where will the second stove go

1

u/Lethargic-Rain 13h ago

Outputting the heat directly over the bed should be a war crime

1

u/folpagli granite 13h ago

Mmm hay floor kitchen (I'm going to drop a shuttle on your tile this septober 5 and take your crafters)

1

u/UnDeaD_CyBorG 12h ago

I'd probably use steel tiles and access corridors for haulers to place things without passing through the kitchen, but essentially...
I like the mod that adds stand fridges that double as walls, so I can .... wait a moment. Why is the butchers table south, but the meat freezer north? What madness is this?

1

u/fontane42 12h ago

Cloth chair for the butchering table. At least it's already red.

1

u/Fluid_Swordfish2737 12h ago

Room to small - gets dirty easier - more food poisoning

Butcher table in same room - food poisoning

Not enough storage - one bad event and you are out of food

1

u/belak444 12h ago

The RP of someone butchering a corpse while sitting in a big comfy armchair is NOT for me...

1

u/3WeeksEarlier 12h ago

Damn, I actually enjoy giving my colonists places they might actually like living

1

u/Spacetimeandcat 11h ago

Poor O'Neill, what did he do to you?

1

u/riley_wa1352 oough im so GREEN 10h ago

No, not even sterile tiles (also the butchering table is making the room dirtier and increasing food poisoning chance, it should be put in its own cubby or in the freezer itself)

1

u/Mechfan666 10h ago

I had never considered using vac barriers for freezers. I'm so mad.

1

u/FleiischFloete jade 10h ago

Its like the mobile game ragebaiting ads

1

u/Sapowski_Casts_Quen 9h ago

I woodn't do that

1

u/TTheGamersforge Slave body strap: +10 9h ago

What happens when a fire starts? 

1

u/jojoblogs 8h ago

Drop on ground is quicker right?

1

u/Revenge_accounted_be 5h ago

If efficient means the ideal condition to get salmonelosis in cross contamination of food, yep it is

1

u/Marston_vc 3h ago

It’s only efficient from a “walk-cost” perspective for whoever the chef is.

It has some serious drawbacks and risks as it is.

It also actually creates a “walk-cost” for whoever your haulers are. Unless that’s literally all the food you have in storage, your haulers are going to be constantly tasked with restocking those shelves as your chef takes from them.

So yeah your cook walks less. But your haulers are walking a lot more. And that’s before we factor in the secondary costs of food poisoning and potential for spoilage if the power goes out.

1

u/AceLooc 3h ago

Smaller room = more dirt to tile ratio

Not good at all for avoiding food poison or worst, if you have bad cook

1

u/not-my-other-alt 2h ago

is it possible to put the butcher table north of the meat shelf (where the bed is), with another vacdoor where the AC is, and then put the AC where the wall light is?

That way you don't have the butcher table adding filth to the kitchen

1

u/Honkela 2h ago

I dont see a nutrient paste dispenser so no.

1

u/Chocotabo 1h ago edited 1h ago

I don’t think so.

Firstly, it’s faster to just build sterile floor than growing hay for floor. Ofc if you don’t focusing on research then hay floor is nice.

Secondly, Vac barrier is another weird application. While it’s novelty, then again, took too long to get that, while a wooden auto door is way better. You also not always getting the same type of meats to fill the shelf to full stack.

Thirdly, for real, putting butchering table in the same room as cooking table is a health hazard. That table MINUS cleanliness, same with bloods from butcherings.

Have you ever thought why many of your colonists get food poisoning?

Fourth, why the heat side into a room? You might need to understanding that too much heat into such a small room will build up a heatstroke to your pawn. It’s also make the next room of that hot room (the meat storage) less cool.

In short, it’s not efficency at all, it’s a disaster.

1

u/DescriptionMission90 1h ago edited 1h ago

If your butcher table is in the same room you cook in, you're increasing food poisoning risk. A butcher table is considered inherently dirty so it's basically equivalent to having a square of floor that nobody ever cleans the blood and vomit off.

I recommend putting it in a little closet of its own, which can be as dirty as it wants to be without messing up the sterile environment around the stove. At the extreme end you can make just a 1x3 space for the table, and have the butcher stand in the doorway while they work, and it counts as a separate room for cleanliness calcs even if the door is set to always be held open.

•

u/HopeFox 12m ago

If you're cooking fine meals for about five or more colonists, then a single tile stockpile at room temperature, adjacent to the stove, is just fine. As old meat is consumed by cooking bills and new meat is hauled from the freezer to replace it, the stack as a whole will stabilize at an age of less than 2 days, so it will rarely, if ever, rot. With about fifteen colonists (or fewer if you also use meat to make kibble for animals), you can use an entire unrefrigerated small shelf of meat.

1

u/CheezyBreadMan 12h ago

Nutrient paste dispenser

0

u/ThatOneComrade 16h ago

O'Neill is getting slow roasted, that freezer is terrible.

0

u/vpersaud03 15h ago

Swap the butcher table to the other side, set the bill for cooking to stop on floor, get rid of shelves. This cuts some pathing. Also make sure the vac freezer is the highest priority freezer zone (could induce some wonky things but ensures meat gets there first)

0

u/BJWJ96 14h ago

Please, what mod is that for storage?

3

u/woktexe 14h ago

Isn't it basic 1 tile shelf?

2

u/Maleficent-Ad-3433 14h ago

Its a vanilla shelf <3

1

u/BJWJ96 14h ago

Oh ok. Ta.

-3

u/autolockon 16h ago

So much work when you can just use a mod to get a freezer you open and close.

-3

u/Waity5 16h ago

So much work engaging with the game when you can just use a mod to remove any interesting problems

-1

u/autolockon 16h ago

This isn’t interesting it’s 10 steps to fix a problem that shouldn’t exist. You have mechanoids and space ships and ac units that can go to freezing temps but you can’t make a freezer in the vanilla universe? It’s goofy. Many such things which is why the mod scene for games like this are huge.