Cookhouse: Difference between revisions
(adding infobox) |
(Updated with new templates) |
||
Line 1: | Line 1: | ||
{{Shopbox| | {{Version|0.63.2}} | ||
{{Shopbox|{{PAGENAME}}}} | |||
== Overview == | |||
The Cookhouse is a [[Building|Food Production Building]] that is available from the beginning of the game as a [[Blueprint]] you can choose on each mission. It has a larger footprint than the other Buildings that make similar products. | The Cookhouse is a [[Building|Food Production Building]] that is available from the beginning of the game as a [[Blueprint]] you can choose on each mission. It has a larger footprint than the other Buildings that make similar products. | ||
= | The Cookhouse's [[Specialization]] is [[File:Icon Spec Fire 64x64.png|16px|link=]] [[Warmth Specialization|Warmth]]. This is a '''Comfortable''' Specialization type, so the [[Lizards]] that work in the Cookhouse will gain +5 to their [[Resolve]]. | ||
== Production Chain == | |||
[[Berries]] are an important ingredient in the Cookhouse's [[Recipes]]. And [[Insects]] are in two of the three Recipes. If you have a sustainable supply of Berries, Insects, and [[Flour]], then you can make everything the Cookhouse offers. | |||
=== Recipes in the {{PAGENAME}} === | |||
= | |||
The Cookhouse produces two [[Resources#Complex Food|Complex Foods]] and [[Pigment]], which is a [[Resources#Crafting Materials|Crafting Material]] used in [[Scrolls]] (for [[Education]]) and [[Cosmetics]] (for [[Cleanliness]]) or for producing [[Pack of Trade Goods|Packs of Trade Goods]]. | The Cookhouse produces two [[Resources#Complex Food|Complex Foods]] and [[Pigment]], which is a [[Resources#Crafting Materials|Crafting Material]] used in [[Scrolls]] (for [[Education]]) and [[Cosmetics]] (for [[Cleanliness]]) or for producing [[Pack of Trade Goods|Packs of Trade Goods]]. | ||
{{Recipe| | {{Recipe|building={{PAGENAME}}}} | ||
== Strategies == | |||
== | |||
Being able to make both [[Skewers]] and [[Biscuits]] in one Building means the Cookhouse can satisfy at least one [[Complex Food Need]] from any [[Species]] in your settlement. It is especially great for [[Harpies]], who only need [[Jerky]] from elsewhere to have all their Complex Food Needs met. | Being able to make both [[Skewers]] and [[Biscuits]] in one Building means the Cookhouse can satisfy at least one [[Complex Food Need]] from any [[Species]] in your settlement. It is especially great for [[Harpies]], who only need [[Jerky]] from elsewhere to have all their Complex Food Needs met. | ||
If you don't have [[Beavers]] in your map, then [[Jerky]] is everyone's Complex Food. Be careful not to spend all of your Jerky as ingredients for [[Skewers]], despite the efficiency of using the Jerky as the Skewers ingredient. | If you don't have [[Beavers]] in your map, then [[Jerky]] is everyone's Complex Food. Be careful not to spend all of your Jerky as ingredients for [[Skewers]], despite the efficiency of using the Jerky as the Skewers ingredient. | ||
The Cookhouse is one of just a few [[Buildings]] that can produce two different [[Complex Food Need|Complex Foods]]. This short list includes: | The Cookhouse is one of just a few [[Buildings]] that can produce two different [[Complex Food Need|Complex Foods]]. This short list includes: | ||
Line 39: | Line 29: | ||
* [[Cellar]] produces [[Pickled Goods]] (★) and [[Jerky]] (★) | * [[Cellar]] produces [[Pickled Goods]] (★) and [[Jerky]] (★) | ||
* [[Cookhouse]] produces [[Skewers]] (★★) and [[Biscuits]] (★★) | * [[Cookhouse]] produces [[Skewers]] (★★) and [[Biscuits]] (★★) | ||
You can park extra [[Lizards]] in the Cookhouse if their Resolve is low. Having four Worker slots means a Cookhouse can make the difference between Lizards leaving or not. | You can park extra [[Lizards]] in the Cookhouse if their Resolve is low. Having four Worker slots means a Cookhouse can make the difference between Lizards leaving or not. | ||
If your settlement produces excess [[Grain]] (or Flour from Grain), consider adding a [[Ranch]], which can use that Grain to produce both the [[Meat]] and [[Eggs]] that the Cookhouse can turn into Skewers. | If your settlement produces excess [[Grain]] (or Flour from Grain), consider adding a [[Ranch]], which can use that Grain to produce both the [[Meat]] and [[Eggs]] that the Cookhouse can turn into Skewers. | ||
Unless you're getting the Cookhouse for Skewers, you will need a source of Flour before the Cookhouse can be most effective and make both its [[Complex Food]]s. Make sure you get a [[Provisioner]] (★★), [[Supplier]] (★★), or [[Rain Mill]] (★★★) going first, so your [[Workers]] can start making [[Biscuits]] right away. | Unless you're getting the Cookhouse for Skewers, you will need a source of Flour before the Cookhouse can be most effective and make both its [[Complex Food]]s. Make sure you get a [[Provisioner]] (★★), [[Supplier]] (★★), or [[Rain Mill]] (★★★) going first, so your [[Workers]] can start making [[Biscuits]] right away. | ||
Making [[Jerky]] first is a big multiplier for turning [[Insects]] or [[Meat]] into Skewers. If you have the [[Smokehouse]] or [[Butcher]], for example, and can afford to spend [[Fuel]]-type Resources, you can multiply the number of Skewers you get from Insects or Meat by more than 3x by first making them into Jerky. | Making [[Jerky]] first is a big multiplier for turning [[Insects]] or [[Meat]] into Skewers. If you have the [[Smokehouse]] or [[Butcher]], for example, and can afford to spend [[Fuel]]-type Resources, you can multiply the number of Skewers you get from Insects or Meat by more than 3x by first making them into Jerky. |
Revision as of 02:48, 28 November 2023
Overview
The Cookhouse is a Food Production Building that is available from the beginning of the game as a Blueprint you can choose on each mission. It has a larger footprint than the other Buildings that make similar products.
The Cookhouse's Specialization is Warmth. This is a Comfortable Specialization type, so the Lizards that work in the Cookhouse will gain +5 to their Resolve.
Production Chain
Berries are an important ingredient in the Cookhouse's Recipes. And Insects are in two of the three Recipes. If you have a sustainable supply of Berries, Insects, and Flour, then you can make everything the Cookhouse offers.
Recipes in the Cookhouse
The Cookhouse produces two Complex Foods and Pigment, which is a Crafting Material used in Scrolls (for Education) and Cosmetics (for Cleanliness) or for producing Packs of Trade Goods.
Building | Grade | Ingredient #1 | Ingredient #2 | Product | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
★★ 1:50 |
|
|
10 Biscuits | |||||||||||||||||||
|
★★ 2:06 |
— |
|
10 Dye | |||||||||||||||||||
|
★★ 2:06 |
|
|
10 Skewers |
Strategies
Being able to make both Skewers and Biscuits in one Building means the Cookhouse can satisfy at least one Complex Food Need from any Species in your settlement. It is especially great for Harpies, who only need Jerky from elsewhere to have all their Complex Food Needs met.
If you don't have Beavers in your map, then Jerky is everyone's Complex Food. Be careful not to spend all of your Jerky as ingredients for Skewers, despite the efficiency of using the Jerky as the Skewers ingredient.
The Cookhouse is one of just a few Buildings that can produce two different Complex Foods. This short list includes:
- Bakery produces Biscuits (★★) and Pie (★★)
- Butcher produces Skewers (★★) and Jerky (★★), which leaves out Beavers' Complex Food Needs
- Cellar produces Pickled Goods (★) and Jerky (★)
- Cookhouse produces Skewers (★★) and Biscuits (★★)
You can park extra Lizards in the Cookhouse if their Resolve is low. Having four Worker slots means a Cookhouse can make the difference between Lizards leaving or not.
If your settlement produces excess Grain (or Flour from Grain), consider adding a Ranch, which can use that Grain to produce both the Meat and Eggs that the Cookhouse can turn into Skewers.
Unless you're getting the Cookhouse for Skewers, you will need a source of Flour before the Cookhouse can be most effective and make both its Complex Foods. Make sure you get a Provisioner (★★), Supplier (★★), or Rain Mill (★★★) going first, so your Workers can start making Biscuits right away.
Making Jerky first is a big multiplier for turning Insects or Meat into Skewers. If you have the Smokehouse or Butcher, for example, and can afford to spend Fuel-type Resources, you can multiply the number of Skewers you get from Insects or Meat by more than 3x by first making them into Jerky.