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u/DoktorGuro 16h ago
Is that cooler heating bedroom?
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u/M1ngb4gu 16h ago
They just can't sleep without the comforting smell of raw meat.
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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.
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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.
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u/Phoenix92321 12h ago
Also butcher table in the same room as the cooking stove. Food poisoning galore
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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
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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.
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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.
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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
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u/Phoenix92321 8h ago
Hell my lucky even with a skilled chef and clean kitchen I still have so much vomit
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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.
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u/SwordsAndElectrons 6h ago
When people get food poisoning it states the cause. "Incompetent cook" is only one of them.
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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.
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u/folpagli granite 13h ago
Freezer room meat priority low Kitchen shelf meat priority medium
Et voila
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u/AUniversalNoNo 12h ago
freezer not attached to meat room, efficiency loss, haulers will be walking all day
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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
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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.
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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.
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u/AUniversalNoNo 10h ago
Which also should land in the freezer, the entire kitchen should be attached to the killbox
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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…
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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.
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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.
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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?
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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.
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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.
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u/Rheasa2648 16h ago
Wait...what the fuck? Vac barriers work...outside space?
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u/goldenseducer 16h ago
Maybe but it's kind of ugly and therefore I don't like it 🧑⚖️
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u/goldenseducer 16h ago
Though vac barrier for the freezer is an interesting idea and I'm taking notes
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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
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u/goldenseducer 15h ago
I have a mod that disables flares because I'm a little bitch so it's not an issue lmao
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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.
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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
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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.
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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?
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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.
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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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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.
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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.
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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.
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u/Kuraetor 16h ago
stop butchering next to oven!!!!!
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u/Specific_Heart382 16h ago
It's fine with straw flooring. No filth.
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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
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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)
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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.
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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
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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.
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u/TheUndeadFossa 14h ago
Ngl the butcher speed is fast enough I don’t really care about it slowing it down
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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
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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.
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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
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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.
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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
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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.
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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.
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u/nainvlys 15h ago
O'Neill getting deep-fried every night
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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.
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u/Global_Winter22 16h ago
Heater placement not cooking the pawns in the bedroom?
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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
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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.
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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?
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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
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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.
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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
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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.
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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.
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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).
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u/Kerensky97 16h ago
This is the whole reason I get the refrigerator mod. That and to preserve the meals in the dining room.
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u/Automatic-Week-1733 🍄🦗🧛 16h ago
Travel time and space efficient? Yes.
Energy and cleanliness efficient? Not in the slightest.
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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.
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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.
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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)
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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.
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u/Ordinary-Bar-6608 16h ago
OMG...I didn't even think to use Vac Barrier for my freezer. That's a great idea.
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u/KaitlynKitti 15h ago
I really wish we could have shelves only take one stack of meat and have the rest be something else.
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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.
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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".
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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
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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.
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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.
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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)
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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?
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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
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u/belak444 12h ago
The RP of someone butchering a corpse while sitting in a big comfy armchair is NOT for me...
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u/3WeeksEarlier 12h ago
Damn, I actually enjoy giving my colonists places they might actually like living
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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)
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u/Revenge_accounted_be 5h ago
If efficient means the ideal condition to get salmonelosis in cross contamination of food, yep it is
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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.
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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
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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.
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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.
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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.
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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)
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u/autolockon 16h ago
So much work when you can just use a mod to get a freezer you open and close.
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u/Waity5 16h ago
So much work engaging with the game when you can just use a mod to remove any interesting problems
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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.

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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?