Electric stove

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Electric stove

Electric stove

An electrically-powered stove with an attached countertop for preparing meals.

Base Stats

Type
BuildingProduction
Market Value
225 Silver [Note]
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
Heat Per Second
3

Creation

Required Research
Electricity
Skill Required
Construction 4
Work To Make
2,000 ticks (33.33 secs)
Resources to make
Steel 80 + Component 2
Deconstruct yield
Steel 40 + Component 1
Destroy yield
Steel 20 + Component 0 - 1

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[edit]

Electric stoves can be constructed once the electricity research project has been completed. Each requires Steel 80 Steel, Component 2 Components, 2,000 ticks (33.33 secs) of work modified by the construction speed of the builder, and a construction skill of 4.

Summary[edit]

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 Psychite tea Psychoid leaves 4 000,400 ticks (6.67 secs) Psychoid brewing Drug - Social drug
    4× Psychite tea Psychite tea Psychoid leaves 16 001,600 ticks (26.67 secs) Psychoid brewing Drug - Social drug
    Carnivore fine meal Carnivore fine meal 0.75 Nutrition (meat) 000,450 ticks (7.5 secs) Food - Meal
    4× Carnivore fine meal Carnivore fine meal 3 Nutrition (meat) 001,800 ticks (30 secs) Food - Meal
    Carnivore lavish meal Carnivore lavish meal 1.25 Nutrition (meat) 000,800 ticks (13.33 secs) Food - Meal
    4× Carnivore lavish meal Carnivore lavish meal 5 Nutrition (meat) 003,200 ticks (53.33 secs) Food - Meal
    Fine meal Fine meal 0.25 Nutrition (non-vegan) + 0.25 Nutrition (vegan) 000,450 ticks (7.5 secs) Food - Meal
    4× Fine meal Fine meal 1 Nutrition (non-vegan) + 1 Nutrition (vegan) 001,800 ticks (30 secs) Food - Meal
    Lavish meal Lavish meal 0.5 Nutrition (non-vegan) + 0.5 Nutrition (vegan) 000,800 ticks (13.33 secs) Food - Meal
    4× Lavish meal Lavish meal 2 Nutrition (non-vegan) + 2 Nutrition (vegan) 003,200 ticks (53.33 secs) Food - Meal
    Packaged survival meal Packaged survival meal 0.3 Nutrition (non-vegan) + 0.3 Nutrition (vegan) 000,450 ticks (7.5 secs) Packaged survival meal Food - Meal
    4× Packaged survival meal Packaged survival meal 1.2 Nutrition (non-vegan) + 1.2 Nutrition (vegan) 001,800 ticks (30 secs) Packaged survival meal Food - Meal
    16× Pemmican Pemmican 0.25 Nutrition (meat) + 0.25 Nutrition (vegan) 000,700 ticks (11.67 secs) Pemmican Food - Meal
    64× Pemmican Pemmican 1 Nutrition (meat) + 1 Nutrition (vegan) 002,800 ticks (46.67 secs) Pemmican Food - Meal
    Simple meal Simple meal 0.5 Nutrition (any) 000,300 ticks (5 secs) Food - Meal
    4× Simple meal Simple meal 2 Nutrition (any) 001,200 ticks (20 secs) Food - Meal
    Vegetarian fine meal Vegetarian fine meal 0.75 Nutrition (vegetarian) 000,450 ticks (7.5 secs) Food - Meal
    4× Vegetarian fine meal Vegetarian fine meal 3 Nutrition (vegetarian) 001,800 ticks (30 secs) Food - Meal
    Vegetarian lavish meal Vegetarian lavish meal 1.25 Nutrition (vegetarian) 000,800 ticks (13.33 secs) Food - Meal
    4× Vegetarian lavish meal Vegetarian lavish meal 5 Nutrition (vegetarian) 003,200 ticks (53.33 secs) Food - Meal
    10× Baby food Baby food Content added by the Biotech DLC 0.25 Nutrition (vegetarian) 000,450 ticks (7.5 secs) Food
    40× Baby food Baby food Content added by the Biotech DLC 1 Nutrition (vegetarian) 001,800 ticks (30 secs) Food
  • Analysis[edit]

    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[edit]