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What does your kitchen look like?


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In all of my games I've always set up a stove somewhere in my main base and just let my dupes cook.  Of course you run into the issue of food spoiling in the grill though, so I've debated relocating my grill into a chlorine room or something to help deal with these issues.

 

So, how do you all handle your grill setup?  Am I just going overboard to save those small scraps that spoil?

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For early game I usually just dig a hole in the floor and place the food storage there. CO2 being a heavy gas will end up in the hole and preserve the food. Last but not least set the food container(s) to high priority like 8 and you won't have food around your base, but only inside the CO2.

It's not the greatest system on the forum, but you can't beat the simplicity in building materials or tech required.

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457140-20190605114623-1.png

 

I got 3 refregerator for the edible food. One in each hall room (with a priority 6) and the last in the kitchen (with a lower priority). When the last one is full, this stop the grill.

The 2 other fridge are the for ingredients (and i got a cold storage for ingredient in a ice biome that will be linked with conveyor later)

 

I only produce bbq and pepper bread. One grill for each. It s important to only queue the recipe that have a supply.

 

Never get a problem of spoiling food.

 

I think the problem is more that u dont get a sturdy supply of one ingredient. And that you keep some recipes in auto with no regular source for the ingredient. For the recipe with no definite supply, queue it manually in the grill (just imput the number of service to cook).

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Here's a mock-up of my kitchen:

image.thumb.png.d7cec86cd81d99a8c8eb6645f983e2b9.png

Excess eggs are sent to the top storage, where they break and fall to the floor. The thermostat is set to keep the room around a balmy 75 Celsius, which is perfect because eggs cook into omelettes at 72. The omelettes are then shipped off to be eaten.

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For early game is just a small CO2 put in any place.
My 'perfect kitchen', is a combination of food storage and kitchen in an hermetically sealed area filled with chlorine - workers are required to wear exosuit. 

Food storage are made inacessible for duplicants - conveyour system delivers raw food to the grills, collect processed food for storage and deliver small amounts of processed food to a CO2 pit below the Great Hall for consumption.

My food strategy is, in early game is to build a temporary farm to get any food possible. After that, a mushroom farm, with CO2 pressure >2Kg to prevent slime of gassing. In practice it will 'convert' slime into food, very usefull when clearing organic biome, but require a constant "hunt" for slime. 

When slime runs out, this farm can be easily converted to a Bristle Blossom farm.
 

35 minutes ago, Yunru said:

Excess eggs are sent to the top storage, where they break and fall to the floor. The thermostat is set to keep the room around a balmy 75 Celsius, which is perfect because eggs cook into omelettes at 72. The omelettes are then shipped off to be eaten.

Thanks for the tip! I didn't know that eggs cook and omelette at high temperature automatically!!! WIll try that on my next base! 
Have you tried with other kind of food or only works with eggs?

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37 minutes ago, fredhp said:

My 'perfect kitchen', is a combination of food storage and kitchen in an hermetically sealed area filled with chlorine - workers are required to wear exosuit. 

Food storage are made inacessible for duplicants - conveyour system delivers raw food to the grills, collect processed food for storage and deliver small amounts of processed food to a CO2 pit below the Great Hall for consumption.

 

I do exactly that. That way the only dupe-labor involved in producing food is putting dirt + phosphorite in loaders for automated farms and the actual cooking.

Spoiler

5cf7c07a90284_oni1.thumb.jpg.328e0c176f56278ecdb8432236d03445.jpg

 

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40 minutes ago, 7 and 4 said:

I do exactly that. That way the only dupe-labor involved in producing food is putting dirt + phosphorite in loaders for automated farms and the actual cooking.

  Hide contents

5cf7c07a90284_oni1.thumb.jpg.328e0c176f56278ecdb8432236d03445.jpg

 

Nice kitchen! The main difference of my kitchen is that i keep all stored food (raw and processed) in an inaccessible room, delivers are only made by automated systems. There is no refrigerator or ration box - food are kept in Conveyour Receptacles - the only refrigerator is the one that actualy feed the dupes, located in the CO2 pit below the Great Hall. Only the chefs are allowed to enter the kitchen.

The ideia is the same as yours, just the way food is stored changes.
 

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Water on the right is piped in from aquatuner cooling loop. Cooked food is delivered from grills via automation to chlorine storage, and then delivered into a CO2 sink in the mess hall, so stays fresh. This was in an old build, I've since altered it just slightly in my new playthrough, larger chlorine storage area, more options for shipping.

Kitchen.jpg

 

edit: That auto-omelette cooker is absolutely glorious btw...

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On 05/06/2019 at 10:34 PM, fredhp said:

A screenshot of my kitchen:

Awmd5Bh.png

Conveyor receptacle is loading 100kg, while conv. loader can handle 1000kg. Also receptacle cost metal ore, (except if using steel) while loader cost refined metal. Metal ore is much more precious because a lot more slower to get. Shouldn't it be a good idea to change those receptacles for loaders ?

Also I'm wondering two things. How do you automate the fridge without letting food rot on the rail during the process ? (I've a similar provisionning system, just want to compare to keep better idea because I keep thinking mine could be better)

 

And next, did you notice any issue with the sweepers in charge of the grills ? There was a big topic started by me, about provisionning grill issue. The first thing I did to help sweeper to work, was to opened closed storage room... yup, didn't went the way I imagine this :-/

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4 hours ago, OxCD said:

How do you automate the fridge without letting food rot on the rail during the process ?

Food doesn't rot in several "sterile" gases.

So far I've found that hydrogen, chlorine, and CO2 count as sterile.

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@OXCD

That kitchen was built before the conveyor chute exists, this is why i use receptacles. If i rebuild it today, i'll replace all receptacles with one chute and reduce de size of the building (i think is possible to build in a 6x3 area). In this particular game i cheated - the entire base was built by hardworking duplicants, but i painted raw materials with the backspace debug tool.

Food wont rot on rails if the rail is in a sterile gas. I use chlorine so food is always germ free, but CO2 or hydrogen will work for food conservation.
Food WILL rot in rails inside a tile. To prevent rotting, i use conveyour bridge to "jump" that tile, this way food wont rot. All tiles where food is suposed to stay for a long time use bridges.


The left area has raw, uncooked food, the right has cooked food.

The storage bin in the left area receive eggs, eggshells and polluted dirt. Eggs are delivered and after a while they became raw egg and eggshell. 
The Loader on the left receives polluted dirt, eggshell and rotten food. In the screenshot filters are not set yet because the rail was not completed yet.
The 3 converyors loaders in the upper part of the left area are set for mushroom, pincha pepper and meat individually, so this ingredients are delivered to the respective receptacles in the grill area.
The secret is priority: In storage area, each receptacle has priority 1, the bin has priority 2, the loader 3. 
In the kitchen área, receptacle 1, loader 2, grill 9. It works without problem. Ingredients area delivered to the grill, cooked food are delivered to the loader.

The CO2 area with refrigerator is the area where food is delivered to dupes. Receptacle has priority 1, refrigerator 3, loader 2. Automation disable the loader on the right storage area, prevent food delivery when refrigerator are full.

There is > 2kg of chlorine in the kitchen , so polluted dirt will not offgas, and, even if it happens, automated airpumps will automatically start once non chlorine gas is detected by the sensor.
 

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2 hours ago, Yunru said:

Food doesn't rot in several "sterile" gases.

So far I've found that hydrogen, chlorine, and CO2 count as sterile.

Yep, I didn't noticed fridge and receptacle part were into CO². By default, I thought those were into breathable area. My bad.

Thanks @fredhp, I did expect most of the stuff you've explained since I'm using kind of the same. Yours is a bit more advanced.

And particularly, I'm experiencing a grill cooking order issue that fails the whole system, which does not help... Thanks again anyway :)

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3 minutes ago, 7 and 4 said:

New Base, new Kitchen. I  still use refrigerators, but this time as an visual indicator. They only store what's shown on the Pedestal. Basically a small scaled kcal display.

  Hide contents

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Totally stealing this idea of displaying the food, so awesome.  Really wish they'd let us make signs for stuff, but this is close enough in this case. 

 

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13 minutes ago, 7 and 4 said:

New Base, new Kitchen. I  still use refrigerators, but this time as an visual indicator. They only store what's shown on the Pedestal. Basically a small scaled kcal display.

  Reveal hidden contents

brick.thumb.jpg.55075ba5d8d7ca340c77f3a10c5fb2cb.jpg

 

That's brilliant... Yoink! 

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Unlimited compact spoil free kitchen and food storage.

Loader by the entrance takes ingredients, which get dumped in the unreachable corner in the right. Sweeper feeds ingredients to grill and musher, then picks up edibles to right loader which dumps food into the dining room CO2 pit for easy access. Sweeper in dining room picks up leftovers and also returns them to the pit. Storage by entrance stores eggs to be cooked. 

Can use a small battery to fit a wheeze if heat is an issue, but my base is air conditioned. Of course if you have centralized power you wouldn't need the wheel and battery at all.

20190613193427_1.thumb.jpg.28e407b4166e87ca34b022f83eedafdc.jpg

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5 hours ago, 7 and 4 said:

New Base, new Kitchen. I  still use refrigerators, but this time as an visual indicator. They only store what's shown on the Pedestal. Basically a small scaled kcal display.

  Hide contents

brick.thumb.jpg.55075ba5d8d7ca340c77f3a10c5fb2cb.jpg

 

Love the pedestral tip. Sweet idea !

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I use the 'co2 pit' method.  The food storage room is directly beneath the kitchen, unsealed, and filled with co2, with a few airflow tiles between it and the kitchen to top it up.  Unpowered fridges store all raw ingredients and most cooked ones.  The kitchen is an aesthetically pleasing high decor zone, and a 'service fridge' (powered) is in or at the entrance to the dining hall, which is not far away.  This allows dupes to grab food and eat without wasting time, and I can select food more likely to be eaten by changing permissions on this fridge.   

Sometimes I separate fridges by type of ingredient, but other times I seem to want the space, (I tend to store over ten million calories of food by midgame, I lost 2 colonies in my early play days, and one was due to a famine).

The CO2 pit is SO much better than a chlorine pit, needing no airlocks, power, waterlocks and subsequent problems.  My entire bases are very open and free flowing by most peoples standards though (I basically 'terraform' the asteroid).

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1 hour ago, Jadelink said:

The CO2 pit is SO much better than a chlorine pit, needing no airlocks, power, waterlocks and subsequent problems. 

I usually just move my bleachstone storage if I want to fill a room with chlorine. So no Power needed.

That's why ,in my pic above, the pedestal under the bin where I store the eggs displays bleachstone. I used the same method to setup my balm lilly farm.

 

/edit: ok, you still need power to vacuum the room beforehand, so nevermind :)

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