Difference between revisions of "Electric stove"
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== Acquisition == | == Acquisition == | ||
− | + | Electric stoves can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. | |
== Summary == | == Summary == |
Revision as of 11:40, 2 April 2023
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Electric stove
An electrically-powered stove with an attached countertop for preparing meals.
Base Stats
- Type
- Building – Production
- Mass
- 20 kg
- HP
- 180
- Flammability
- 100%
- Path Cost
- 50 (21%)
Building
- Size
- 3 × 1
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 50%
- Terrain Affordance
- Medium
- Power
- -350 W
Creation
- Required Research
- Electricity
- Skill Required
- Construction 4
- Work To Make
- 2,000 ticks (33.33 secs)
An electric stove is used for preparing meals and tea from simpler ingredients.
Better meals may provide more benefit to your colonists but require a higher cookery skill to create. The time it takes a colonist to prepare a meal is determined by their Cooking Speed.
Acquisition
Electric stoves can be constructed once the Electricity research project has been completed. They require 80 Steel, 2 Components, 2,000 ticks (33.33 secs) of work, and a Construction skill of 4.
Summary
To order a product, select the stove, click "Bills" and "Add Bill" to choose a product type to create one of the following:
Name | Materials | Work to Make | Required Research | Type |
---|---|---|---|---|
Psychite tea | 4 | ticks (6.67 secs) | 400Psychoid brewing | Drug - Social drug |
4× Psychite tea | 16 | ticks (26.67 secs) | 1,600Psychoid brewing | Drug - Social drug |
Carnivore fine meal | 0.75 Nutrition (meat) | ticks (7.5 secs) | 450– | Food - Meal |
4× Carnivore fine meal | 3 Nutrition (meat) | ticks (30 secs) | 1,800– | Food - Meal |
Carnivore lavish meal | 1.25 Nutrition (meat) | ticks (13.33 secs) | 800– | Food - Meal |
4× Carnivore lavish meal | 5 Nutrition (meat) | ticks (53.33 secs) | 3,200– | Food - Meal |
Fine meal | 0.25 Nutrition (non-vegan) + 0.25 Nutrition (vegan) | ticks (7.5 secs) | 450– | Food - Meal |
4× Fine meal | 1 Nutrition (non-vegan) + 1 Nutrition (vegan) | ticks (30 secs) | 1,800– | Food - Meal |
Lavish meal | 0.5 Nutrition (non-vegan) + 0.5 Nutrition (vegan) | ticks (13.33 secs) | 800– | Food - Meal |
4× Lavish meal | 2 Nutrition (non-vegan) + 2 Nutrition (vegan) | ticks (53.33 secs) | 3,200– | Food - Meal |
Packaged survival meal | 0.3 Nutrition (non-vegan) + 0.3 Nutrition (vegan) | ticks (7.5 secs) | 450Packaged survival meal | Food - Meal |
4× Packaged survival meal | 1.2 Nutrition (non-vegan) + 1.2 Nutrition (vegan) | ticks (30 secs) | 1,800Packaged survival meal | Food - Meal |
16× Pemmican | 0.25 Nutrition (meat) + 0.25 Nutrition (vegan) | ticks (11.67 secs) | 700Pemmican | Food - Meal |
64× Pemmican | 1 Nutrition (meat) + 1 Nutrition (vegan) | ticks (46.67 secs) | 2,800Pemmican | Food - Meal |
Simple meal | 0.5 Nutrition (any) | ticks (5 secs) | 300– | Food - Meal |
4× Simple meal | 2 Nutrition (any) | ticks (20 secs) | 1,200– | Food - Meal |
Vegetarian fine meal | 0.75 Nutrition (vegetarian) | ticks (7.5 secs) | 450– | Food - Meal |
4× Vegetarian fine meal | 3 Nutrition (vegetarian) | ticks (30 secs) | 1,800– | Food - Meal |
Vegetarian lavish meal | 1.25 Nutrition (vegetarian) | ticks (13.33 secs) | 800– | Food - Meal |
4× Vegetarian lavish meal | 5 Nutrition (vegetarian) | ticks (53.33 secs) | 3,200– | Food - Meal |
10× Baby food | 0.25 Nutrition (vegetarian) | ticks (7.5 secs) | 450– | Food |
40× Baby food | 1 Nutrition (vegetarian) | ticks (30 secs) | 1,800– | Food |
Analysis
Any colonist that prepares a meal has a chance to contaminate it and cause food poisoning. That chance is determined by the colonist's stat for Food Poison Chance, which is determined by their cooking skill level. A level 0 cook has a 20% chance. A level 20 cook has a .01% chance, while extremely rare, it can still happen. A player would likely want to use a colonist with at least a level 7 cooking skill, with only a 0.5% chance of food poisoning.
Vegetarian meals can be forced by removing all meat options from the simple meal bill. They will be created using raw vegetables and fruit found in the surrounding radius.
More advanced meals require meat, which is produced at a butcher table. Human meat will not be used for recipes by default.
A campfire may also be used for cooking, but is limited to simple meals, psychite tea, or pemmican. Alternatively, a fueled stove can be used for preparation of quality meals, but needs wood for fuel.
An active electric stove will generate some heat that may be useful or hurtful depending on your climate. Be mindful of placing a electric stove inside a freezer, or use them as a heater substitute in a frigid climate. Furthermore, a 70% cooking speed penalty is applied if the temperature is less than 10 °C (50 °F).
Version history
- 0.2.363 - added as "cook stove"