Fueled stove

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Fueled stove

Fueled stove

A wood-fueled stove with an attached countertop for preparing meals.

Base Stats

Type
BuildingProduction
Market Value
159 Silver [Note]
Mass
20 kg
HP
180
Flammability
100%
Path Cost
50 (21%)

Fuel

Usable Item(s)
Wood Wood
Capacity
50.0
Consumption Rate
160.0

Building

Size
3 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
50%
Terrain Affordance
Medium
Heat Per Second
4
Room Role
Kitchen
Work Table not in Room Role Factor
80%

Creation

Work To Make
2,000 ticks (33.33 secs)
Resources to make
Steel 80
Deconstruct yield
Steel 40
Destroy yield
Steel 20
Technical


The fueled stove is a production bench used for preparing meals and psychite tea. It is the wood-fueled equivalent to the electric stove.

Acquisition[edit]

Fueled stoves can be constructed, each requiring Steel 80 Steel and 2,000 ticks (33.33 secs) of work modified by the construction speed of the builder.

Summary[edit]

Fueled stoves can create meals and use Wood wood for fuel. Up to 50 wood can be stored at once. 1 fuel (1 wood) is consumed for every 375 ticks (6.25 secs) of work; at 100% Cooking Speed, this is enough to create 1 simple meal. Unlike campfires, stoves only consume fuel while actively burning.

Haulers refuel wood stoves.

Fueled stoves create a small amount of heat when cooking.

Any wood stored inside of a fueled stove can be extracted by pressing the "eject fuel" button.

Bills[edit]

Like most work stations, cooking speed is reduced when it's too cold (below 5°C), too hot (above 35°C), and when cooking outdoors.

  • 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 - Meal
    40× Baby food Baby food Content added by the Biotech DLC 1 Nutrition (vegetarian) 001,800 ticks (30 secs) Food - Meal
  • Any colonist that prepares a food item has a chance to contaminate it and cause food poisoning. The lower the cook's cooking skill and the dirtier the room the stove is in, the more likely someone will get food poisoning.

    Analysis[edit]

    Comparison to other cooking[edit]

    Compared to campfires, fueled stoves are a general upgrade. Meals are cooked twice as fast, fuel isn't used outside of cooking, and stoves give access to fine meals and lavish meals. Campfires are theoretically more wood efficient, as 1 wood can create up to 10 simple meals, as opposed to the stove's 1 simple meal. In practice, campfires burn wood constantly: fueled stoves are more wood efficient until 10 or more meals are cooked per day (roughly 5 colonists of hunger). But, regardless, it's more time efficient to cut down 1 more tree than it is to cook at a campfire. This assumes your biome has enough trees to cut. Of course, campfires also produce consistent heat and light. Campfires also only allow for the production of simple meals, pemmican, and psychite tea. If you want higher quality meals, you will need a stove

    Compared to electric stoves and wood-fired generators, the combination uses more wood than a campfire (22/day vs 10/day), but cook just as fast as a fueled stove. There will also be 650 W of power left for other utilities, such as standing lamps, heaters, and coolers. Every other source of power has much less or no fuel cost at all. If wood is plentiful, using electricity in general is much more time efficient. If wood isn't, then just use a 0 wood wind turbine instead.

    Power is vulnerable to solar flares and other disruptions to the grid, but these are minor concerns. At worst, you can keep the fueled stove for emergency situations.

    It can be worth noting that a pawn will attempt to complete a job order at a fueled stove even if the stove doesn't have enough wood to fuel the task. This can lead to inefficiencies in both fuel and time use. This can be mitigated by suspending cooking bills until enough wood is available to actually complete the task, and assigning a pawn to prioritize hauling, which will make sure the stove is topped up with any available wood. A stove will be considered "reserved" by any pawn cooking at it, or refueling it. Both tasks cannot be performed at the same time. Therefore, it is often best that if a pawn is assigned to hauling fuel to it, that this pawn sleeps while the cook works, and vice versa. In a similar vein, if a colony is limited on raw food resources, it can be pertinent to make sure a stove is fully fueled during any downtime before harvests or hunts are returned to the kitchen. Seconds count when your cook is on the brink of mentally breaking from hunger.

    Fueled stoves are available upon the founding of a tribal colony. Barring the need for a campfire to provide warmth, they are a considerable asset in resource management. Being that tribal colonies will typically not have any available means to refrigerate or freeze food, it is advisable that any meat materials not reserved for use in the production of pemmican be the first ingredients to be made into meals. This can be conveniently accomplished by setting multiple bills, with ingredients other than meats disallowed on the first. For best results, leave meats available as an ingredient in subsequent bills, so that a cook might combine it with plant and animal products (think 7 veggies and 3 meats). To truly wring out full value from your meats, assign your non-meat ingredients to be stored slightly further away, as a cook will cook from the closest appropriate ingredients first.

    Wood stored inside of a fueled stove does not add weight to the stove. Wood, weighing .4 kg/unit, weighs 20 kg/50 wood. This essentially means a caravan can carry a fueled stove + 50 wood for only the weight-price of 50 wood.

    Version history[edit]

    • 0.13.1135 - Added.
    • 1.0.0 - Some buildings produce heat that didn’t before (stoves, etc). Moved pekoe [psychite tea] production from crafting spot to campfire and stoves.
    • 1.1.0 - Refueling is now toggleable.