Difference between revisions of "Lavish meal"
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Line 24: | Line 24: | ||
| production facility 1 = Fueled stove | | production facility 1 = Fueled stove | ||
| production facility 2 = Electric stove | | production facility 2 = Electric stove | ||
+ | | skill 1 = cooking | ||
+ | | skill 1 level = 8 | ||
+ | | resource 1 = Nutrition | ||
+ | | resource 1 type = non-vegan | ||
+ | | resource 1 amount = 0.5 | ||
+ | | resource 2 = Nutrition | ||
+ | | resource 2 type = vegan | ||
+ | | resource 2 amount = 0.5 | ||
<!-- Technical --> | <!-- Technical --> | ||
| defName = MealLavish | | defName = MealLavish |
Revision as of 17:19, 18 April 2022
Lavish meal
A masterpiece of the culinary arts, this meal nourishes the body, mind, and soul.
Base Stats
- Stack Limit
- 10
- Mass
- 0.44 kg
- HP
- 50
- Deterioration Rate
- 10
- Flammability
- 100%
- Days To Start Rot
- 4
- Path Cost
- 15 (46%)
Ingestion
- Nutrition
- 1
- Taste
- Lavish
- Ingested Direct Thought
- AteLavishMeal
- Recreation Offset
- 6.5%
- Maximum To Ingest
- 1
Creation
- defName
- MealLavish
- Preferability
- Lavish
A lavish meal is created at an electric stove or fueled stove and requires 0.5 nutrition from any combination of animal products and meat (10 meat, 10 milk or 2 eggs) and 0.5 nutrition from vegetables (10 non-Hay vegetarian products) to create. A colonist with cooking skill of at least 8 is required to create this meal. When eaten it causes the Ate lavish meal thought with a +12 mood bonus. A lavish meal provides 1.0 nutrition.
Analysis
Producing a lavish meal takes 1.0 nutrition in ingredients and produces 1.0 nutrition in results. Lavish meals consume twice as many ingredients and require 75% more work than fine meals to produce one meal, so you should wait to switch to lavish meals until the mid-late game when food is no longer an issue most of the time, and your Cook(s) are more proficient in their duties.
Unless/until you can support the food and increased labor cost to support a policy of producing enough for all, these should be reserved for special needs, when specific colonists need a mood boost, to avoid a break or to encourage mental inspiration. Since the mood boost lasts an entire day, a few of these, set aside for such times and then manually prioritized to eat once/day (along with simple or fine meals), should suffice.
Version History
- 0.2.363 - added