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{{Quality|Exceptional}}
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{{Quality|Exceptional|18:29, 21 November 2016 (UTC)}}
{{v50 workshop
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{{Workshop
 
|name=Kitchen
 
|name=Kitchen
|icon=[[File:kitchen_icon.png]]
 
 
|key=z
 
|key=z
 
|construction_job=
 
|construction_job=
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==Types of meals==
 
==Types of meals==
Prepared meals come in three varieties:
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There are three different types of food to be cooked:
* '''Easy meals''' require two ingredients and are named "{last ingredient} '''biscuit''' ([[File:biscuit_sprite.png]]).
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*'''Easy meal''' uses two ingredients and will result in '''biscuits'''.
* '''Fine meals''' require three ingredients and are named "{last ingredient} '''stew''' ([[File:stew_sprite.png]]).
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*'''Fine meal''' uses three ingredients and will result in '''stew'''.
* '''Lavish meals''' require four ingredients and are named "{last ingredient} '''roast''' ([[File:roast_sprite.png]]).
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*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.
  
Lavish meals result in larger stacks of higher-value food. They take a bit longer to produce (because the cook has to do more [[hauling]], and because the workshop is more likely to become [[clutter]]ed) and result in less experience gained for your cook per ingredient. With a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something they [[Preferences|like]], giving the eater a happy [[thought]].
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Lavish meals result in larger stacks of higher-value food. They take a bit longer to produce and result in less experience gained for your cook per ingredient. With a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something they [[Preferences|like]], giving the eater a happy [[thought]].
  
 
Easy meals will give more experience per ingredient and result in twice as much hauling ''after'' cooking.
 
Easy meals will give more experience per ingredient and result in twice as much hauling ''after'' cooking.
  
==Using liquid ingredients==
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==Using Liquid Ingredients==
At least one stack going into a prepared meal must be a solid item - if you have only [[Alcohol|booze]], [[milk]], and [[Dwarven syrup|syrup]], your cooking jobs will get canceled.  However, a single [[plump helmet]] can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup, to make 31 +Plump Helmet Roast+ without issue.
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At least one stack going into a prepared meal must be a solid item. If you have only [[Alcohol|booze]], [[milk]], and [[Dwarven syrup|syrup]], your cooking jobs will get canceled.  However, a single [[plump helmet]] can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.
  
 
==What to cook==
 
==What to cook==
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the [[seed]]s you need for planting, or use all your [[drink|booze]] as ingredients, a good way to create [[fun]] in the early stages of the fortress. Additionally, cooks seem to prefer some of the worst ingredients (single units of low-value materials like [[tallow]]). To suppress the cooking of certain items (such as booze, seeds or tallow) go to the labor menu ({{k|y}} key) and then go to the ''Kitchen'' subtab. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used (or not) accordingly. Note that any cooking jobs in progress will be canceled if you disallow one of the cook's chosen ingredients.  
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You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the [[seed]]s you need for planting, or use all your [[drink|booze]] as ingredients, a good way to create [[fun]] in the early stages of the fortress. Additionally, cooks seem to prefer some of the worst ingredients (single units of low-value materials like [[tallow]]). To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''Kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly. Note that any cooking jobs in progress will be canceled if you disallow one of the cook's chosen ingredients.  
  
Cooking with alcohol usually results in large stacks of prepared meals, because alcohol typically has large stack sizes. It is assumed that since all dwarves have a [[preference]] for at least one type of alcohol, cooking with alcohol improves the chance of happy [[thought]]s from eating. Of course, you then need to ensure that you have enough alcohol left for your dwarves to drink; cooked alcohol does not count as drink.
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Cooking with alcohol usually results in large stacks of prepared meals because alcohol typically has large stack sizes. It is assumed that since all dwarves have a [[preference]] for at least one type of alcohol, cooking with alcohol improves the chance of happy [[thought]]s from eating. Of course you need to ensure that you have enough alcohol left for your dwarves to drink; cooked alcohol does not count as drink.
  
One (relatively safe) method to include a limited amount of alcohol in your meals is to create a small (one-or-two tile) food [[stockpile]] next to your kitchen that only allows types of alcohol that your fortress has in large quantity, and set it to "take" from your larger drink stockpile and "give" to your kitchen(s). You can then use work orders to limit the number of prepared meals that will be created to ensure this stock is not itself rapidly drained by experienced cooks.
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One (not really safe) method to include a limited amount of alcohol in your meals is to create a small (one or two tile) food [[stockpile]] next to your kitchen that only allows types of alcohol that your fortress has in large quantity, and set it to "take" from your larger drink stockpile.
  
 
Ideally, you want to combine four different ingredients in each meal to maximize the chance of a dwarf experiencing a happy [[thought]] due to a [[preference]]. Unfortunately, when left up to your cook, you'll likely end up with an endless string of [[tallow]] roasts. To enforce variety, you can create a series of single-tile, barrel-less "feeder" [[stockpile]]s, each of which allows a different type of (cookable) food, all set to "give" to your kitchen.
 
Ideally, you want to combine four different ingredients in each meal to maximize the chance of a dwarf experiencing a happy [[thought]] due to a [[preference]]. Unfortunately, when left up to your cook, you'll likely end up with an endless string of [[tallow]] roasts. To enforce variety, you can create a series of single-tile, barrel-less "feeder" [[stockpile]]s, each of which allows a different type of (cookable) food, all set to "give" to your kitchen.
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The quality symbols shown in the name of a meal reflect the highest quality involved in its making, looking at the overall preparation as well as the mincing of each ingredient. With up to five jobs involved, monetary values of apparently same-quality meals can vary a lot, and a lower-quality meal can be more valuable than a higher-quality meal cooked from the same ingredients.
 
The quality symbols shown in the name of a meal reflect the highest quality involved in its making, looking at the overall preparation as well as the mincing of each ingredient. With up to five jobs involved, monetary values of apparently same-quality meals can vary a lot, and a lower-quality meal can be more valuable than a higher-quality meal cooked from the same ingredients.
  
== Bugs ==
 
Cooks will only cook fluid ingredients as a last resort, instead preferring to cook solid foods with solid foods. {{Bug|2393}}
 
 
To force the kitchen to cook with fluids like [[alcohol|booze]], [[milk]], [[oil]], or [[dwarven syrup]], you can limit the possible ingredients used for cooking through [[stockpile]] linkage. If a [[kitchen]] is set to accept ingredients from a stockpile, it will not use any other ingredients unless they are already stored in the kitchen (which may be encountered if no one has yet hauled some recently-rendered [[tallow]]). Set up a tiny stockpile to only hold solid food ingredients, but no [[barrel|barrels]]. The size of this stockpile will determine how many solid ingredients the kitchen can easily use, so if it is 1x1, the cook will use just one solid ingredient before looking elsewhere. A speedy hauler might get another item into that space before the cook stops looking for ingredients, but this is uncommon. Set up another stockpile to hold the fluid ingredients. Set both of these stockpiles to give items to the kitchen. If there's nothing else left in the tiny stockpile when the cook is looking for ingredients, then the only other ingredients which can be used will be the fluid ingredients, and so they will be used even though they are not preferred by the cook.
 
 
Of course, the tiny solid ingredient stockpile will need to be refilled, so you will also need a larger stockpile that links to the tiny one. Unfortunately, once ingredients are in barrels, they will never be taken out of the barrels to be moved to the tiny stockpile, so the larger stockpile will also have to be limited to not use barrels. One way to get ingredients out of barrels is to set a barrel-using food stockpile to only accept from linked stockpiles, set the stockpile to give to the kitchen but not to take from anything, and queue up a lavish meal. Watch the kitchen, and once ingredients have been delivered so work can begin, cancel or pause the work. They will then need to empty the kitchen, and since your barrel-using stockpile is set to not accept from the kitchen, only your barrel-free stockpiles will be available. It might be quicker and less frustrating to [[Exploit#Quantum_stockpiles|dump]] ingredients from barrels into a barrel-free stockpile instead.
 
[[File:medieval_kitchen2.png|thumb|410px|center|Artwork of a medieval kitchen.<br><small>''(Art by Oksana)''</small>]]
 
 
{{Workshops}}
 
{{Workshops}}
 
{{Category|Food}}
 
{{Category|Food}}
{{Category|Farming Workshops}}
 

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