Cookhouse: Difference between revisions
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{{ | {{Version|1.4.17}} | ||
{{Buildingbox|{{PAGENAME}} }} | |||
== Overview == | |||
The [[Cookhouse]] is a Human-themed Food Production building. It has a larger footprint than most other buildings. It is also the only production building that has 4 worker slots. | |||
{{PAGENAME}} doesn't need to be [[unlock]]ed. It is available as a potential blueprint from the start. | |||
== Production Chain == | |||
{{rl|Berries}} are an important ingredient in the Cookhouse's [[Recipes]]. {{rl|Insects}} are in two of the three Recipes. If you have a sustainable supply of Berries, Insects, and {{rl|Flour}}, then you can make everything the Cookhouse offers. | |||
== | === Recipes in the {{PAGENAME}} === | ||
[[ | The Cookhouse produces two [[Resources#Complex Food|Complex Foods]] and {{rl|Dye}}, which is a [[Resources#Crafting Materials|Crafting Material]] used in {{rl|Scrolls}} (for {{Service link|Education}}) and {{rl|Tea}} (for {{Service link|Treatment}}) or for producing {{rl|Pack of Trade Goods}}. | ||
{{Recipe|building={{PAGENAME}}}} | |||
== Perks and Cornerstones == | |||
= | {{Perks|description=Cookhouse}} | ||
== 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. | ||
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* [[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. If you have [[Lizards]] or [[Harpies]] in your map, Jerky will be a Complex Food need. Be careful not to spend all of your Jerky as ingredients for [[Skewers]], despite the efficiency of using the Jerky as the Skewers ingredient. | |||
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. |
Latest revision as of 02:58, 21 October 2024
Cookhouse
Production Building
(Food Production)
Can produce: Skewers (★★), Biscuits (★★), Dye (★★). Can use: Drizzle Water.
Specialization bonus:
Warmth (Comfort)
Blightrot (Comfort)
ID = 'Cookhouse'
Overview
The Cookhouse is a Human-themed Food Production building. It has a larger footprint than most other buildings. It is also the only production building that has 4 worker slots.
Cookhouse doesn't need to be unlocked. It is available as a potential blueprint from the start.
Production Chain
Berries are an important ingredient in the Cookhouse's Recipes. 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 Dye, which is a Crafting Material used in Scrolls (for Education) and Tea (for Treatment) or for producing Pack of Trade Goods.
Building | Grade | Ingredient #1 | Ingredient #2 | Product | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
★★ 1:50 |
|
|
10 Biscuits | |||||||||||||||||||
|
★★ 2:06 |
— |
|
10 Dye | |||||||||||||||||||
|
★★ 2:06 |
|
|
10 Skewers |
Perks and Cornerstones
No matching Perks found.
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.
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. If you have Lizards or Harpies in your map, Jerky will be a Complex Food need. Be careful not to spend all of your Jerky as ingredients for Skewers, despite the efficiency of using the Jerky as the Skewers ingredient.