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Difference between revisions of "v0.31:Kitchen"

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m (Rated article "Masterwork" using the rating script)
 
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{{av}}
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{{quality|Masterwork|22:24, 20 April 2012 (UTC)}}{{Workshop
 +
|name=Kitchen
 +
|key=z
 +
|construction_job=
 +
*[[Cooking]]
 +
|construction=
 +
* [[Building material]] (non-[[economic]])
 +
|job=
 +
*[[Cooking]]
 +
|use=
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* [[Alcohol]]
 +
* [[Cheese]]
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* [[Dwarven sugar]]
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* [[Dwarven syrup]]
 +
* [[Egg]]
 +
* [[Fat]]
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* [[Fish]]
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* [[Flour]]
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* [[Food]]
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* [[Honey]]
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* [[Meat]]
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* [[Milk]]
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* [[Plants]]
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* [[Prepared organs]]
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* [[Seeds]]
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* [[Tallow]]
 +
|production =
 +
*[[Food|Prepared meals]]
 +
*[[Tallow]]
 +
}}{{av}}
  
{{Workshop
+
A kitchen is operated by a dwarf with the [[Cook|cooking]] [[labor]] enabled. It is used to cook meals and render fat from [[Butcher's shop|butchered]] animals into [[tallow]]. Cooking meals applies a [[quality]] modifier to the sum of the input products, which may drastically increase the food's value. Cooked meals [[rot]] more slowly when placed in a stockpile, but any [[seed]]s from raw crops are lost.
|name = Kitchen
 
|key = z
 
|construction_job = [[DF2010:Cooking|Cooking]]
 
|construction = *[[DF2010:Wood|Wood]]
 
*[[DF2010:Stone|Stone]]
 
|job = *[[DF2010:Cooking|Cooking]]
 
|use =
 
*[[DF2010:Alcohol|Alcohol]]
 
*[[DF2010:Crops|Plants]]
 
*[[DF2010:Meat|Meat]]  
 
|production =
 
*Food
 
*[[DF2010:Tallow|Tallow]]
 
}}
 
  
A kitchen is operated by a dwarf with the 'cooking' {{L|labor}} enabled.
+
If you cook 15 [[plump helmet|plump helmets]] worth 60, and your cook creates a masterpiece, you will receive 15 meals worth 2640.
  
A kitchen is used to render fat from {{L|Butcher's shop|butchered}} animals into {{L|tallow}}.
+
==Types of meals==
 +
There are three different types of food to be cooked:
 +
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.
 +
*'''Fine meal''' uses three ingredients and will result in '''stew'''.
 +
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.
  
There is currently a bug where a liquid only meal cant actually exist.<br /> The way this is handled is by Dumping all the ingredients on the workshop.<br />
+
Better meals result in larger stacks of food, but require more hauling, take longer to produce and provide slower experience gains for your cook. Also, with a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he [[Preferences|likes]], giving the eater a happy [[thought]].
For example:
 
  
 +
==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 cancelled.  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.
  
[[Barrel]] of Dwarven [[Syrup]][5]<br />
+
==What to cook==
Barrel of Dwarven Syrup[10]<br />
+
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the seeds you need for planting, or use all your booze as part of the ingredients, a good way to create [[fun]] in the early stages of the fortress. 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.
Barrel of Dwarven Syrup[15]<br />
 
Barrel of Dwarven Syrup[10]<br />
 
becomes Dwarven Syrup[40]<br />
 
 
 
 
 
This leads to clutered workshops because the Syrup is immobile without a barrel.
 
 
 
 
 
The only solve is to deconstruct and reconstruct the Workshop.
 
 
 
 
 
The same hapens with alcohol only meals.
 
 
 
 
 
 
 
         
 
  
 +
==Storage==
 +
Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a stockpile is displayed underneath the right column and toggled by pressing the {{k|u}} key. 
  
 +
The size of a prepared food stack varies, and with the proper inputs and skill, your kitchen will create a stack that is too big to fit into a barrel. If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals.
  
 
{{Workshops}}
 
{{Workshops}}
 +
{{Category|Food}}

Latest revision as of 22:24, 20 April 2012

Kitchen

b-w-z

÷
;
X X X
X X X
X X X
Job Requirement
Construction
Materials Jobs
Materials Used
Goods Created
This article is about an older version of DF.

A kitchen is operated by a dwarf with the cooking labor enabled. It is used to cook meals and render fat from butchered animals into tallow. Cooking meals applies a quality modifier to the sum of the input products, which may drastically increase the food's value. Cooked meals rot more slowly when placed in a stockpile, but any seeds from raw crops are lost.

If you cook 15 plump helmets worth 60, and your cook creates a masterpiece, you will receive 15 meals worth 2640.

Types of meals[edit]

There are three different types of food to be cooked:

  • Easy meal will use two ingredients and will result in biscuits.
  • Fine meal uses three ingredients and will result in stew.
  • Lavish meal uses four ingredients and will result in roasts.

Better meals result in larger stacks of food, but require more hauling, take longer to produce and provide slower experience gains for your cook. Also, with a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he likes, giving the eater a happy thought.

Using Liquid Ingredients[edit]

At least one stack going into a prepared meal must be a solid item. If you have only booze, milk, and syrup, your cooking jobs will get cancelled. 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[edit]

You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the seeds you need for planting, or use all your booze as part of the ingredients, a good way to create fun in the early stages of the fortress. To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen (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.

Storage[edit]

Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a stockpile is displayed underneath the right column and toggled by pressing the u key.

The size of a prepared food stack varies, and with the proper inputs and skill, your kitchen will create a stack that is too big to fit into a barrel. If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals.

Workshops
Furnaces
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