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40d:Kitchen

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Revision as of 16:31, 4 November 2007 by Tarsier (talk | contribs) (added floor plan template)
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Kitchen

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Job Requirement

Cooking

Construction
Materials Jobs

1 of

Materials Used
Goods Created

A Kitchen is a workshop for a cook. The cook uses this workshop primarily to combine base ingredients (meat, plump helmets, ect.) into prepared food. It is also used to render fat into tallow.

Prepared Meals

On the Kitchen submenu of the Overall Status screen (z), you can specify which foods the kitchen is allowed to cook (and also which plants the still is allowed to brew). Blue means "cook this food"; red means "do not cook".

There are three grades of meals you can prepare at a kitchen:

  • Easy (biscuit) requires two cookable items.
  • Fine (stew) requires three cookable items.
  • Lavish (roast) requires four cookable items.

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 instance, 22 "Minced cave fish roasts" would be created from "minced cave fish [5], minced turtle, minced dwarven wine [14], and minced turtle [2]".

Prepared meals do not produce any byproducts such as seeds, shells, or bones when cooked or eaten. This makes them ideal for placement in dining rooms located far away from your main population (such as a dining room near the magma for use by your metalsmiths). 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.