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Editing 40d:Kitchen

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== Prepared meals ==
 
== Prepared meals ==
  
On the Kitchen sub-menu of the ({{key|z}})-[[Status#Kitchen Status Screen|Overall Status/Kitchen]] screen, you can specify which foods kitchens are allowed to cook. (This is a universal control, and cannot be refined to one or more specific kitchen workshops or [[cook]]s.)
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On the Kitchen sub-menu of the ({{key|z}})-[[Status#Kitchen Status Screen|Overall Status/Kitchen]] screen, you can specify which foods all kitchens are allowed or not allowed to cook. (This is a universal control, and cannot be refined to one or more specific kitchen workshops or [[cook]]s.)
  
 
There are three grades of meals you can prepare at a kitchen:
 
There are three grades of meals you can prepare at a kitchen:
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* '''Lavish''' (roast) requires four cookable items.
 
* '''Lavish''' (roast) requires four cookable items.
  
The items to be cooked do not have to be different kinds of food: for instance, a cook might combine two plump helmet spawn into a single stack of two "plump helmet spawn biscuits", or four separate spawn into a single stack of four "plump helmet spawn roasts".  The amount of food produced always equals the total number of food items used.   
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The items to be cooked do not have to be different: for instance, a cook might combine two plump helmet spawn into a stack of two "plump helmet spawn biscuits", or four spawn into four "plump helmet spawn roasts".  The amount of food produced always equals the total number of food items used.   
  
 
If large stacks of food are used as the ingredients, a large stack of meals will be produced.  For example, 22 "cave fish roasts" could be created from "minced cave fish [5], minced [[turtle]], minced [[dwarven wine]] [14], and minced turtle [2]".  
 
If large stacks of food are used as the ingredients, a large stack of meals will be produced.  For example, 22 "cave fish roasts" could be created from "minced cave fish [5], minced [[turtle]], minced [[dwarven wine]] [14], and minced turtle [2]".  
  
Cooking foods destroys any byproducts such as [[seed]]s, [[shell]]s, or [[bone]]s - none are left, not after cooking, not after eating.  This makes them ideal for placement in dining rooms located far away from your main population because food and refuse haulers will not have to trek long distances to retrieve the seeds or bones left after a meal, and a single enormous meal stack can feed several dwarves for a year or more
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Cooking foods destroys any byproducts such as [[seed]]s, [[shell]]s, or [[bone]]s - none are left, not after cooking, not after eating.  This makes them ideal for placement in dining rooms located far away from your main population because food and refuse haulers will not have to trek long distances to retrieve the seeds or bones left after a meal, and a single enormous meal stack can feed several dwarves for a year or more.
  
 
===Stockpiles===
 
===Stockpiles===

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