Fueled stove
Fueled stove
A wood-fueled stove with an attached countertop for preparing meals.
Base Stats
- Type
- Building – Production
- Mass
- 20 kg
- HP
- 180
- Flammability
- 100%
- Path Cost
- 50 (21%)
Fuel
- Usable Item(s)
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)
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
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 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.[How much?]
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 |
|---|---|---|---|---|
| 400 ticks (6.67 secs) | Psychoid brewing | Drug - Social drug | ||
| 4× |
1,600 ticks (26.67 secs) | Psychoid brewing | Drug - Social drug | |
| 0.75 Nutrition (meat) | 450 ticks (7.5 secs) | – | Food - Meal | |
| 4× |
3 Nutrition (meat) | 1,800 ticks (30 secs) | – | Food - Meal |
| 1.25 Nutrition (meat) | 800 ticks (13.33 secs) | – | Food - Meal | |
| 4× |
5 Nutrition (meat) | 3,200 ticks (53.33 secs) | – | Food - Meal |
| 0.25 Nutrition (non-vegan) + 0.25 Nutrition (vegan) | 450 ticks (7.5 secs) | – | Food - Meal | |
| 4× |
1 Nutrition (non-vegan) + 1 Nutrition (vegan) | 1,800 ticks (30 secs) | – | Food - Meal |
| 0.5 Nutrition (non-vegan) + 0.5 Nutrition (vegan) | 800 ticks (13.33 secs) | – | Food - Meal | |
| 4× |
2 Nutrition (non-vegan) + 2 Nutrition (vegan) | 3,200 ticks (53.33 secs) | – | Food - Meal |
| 0.3 Nutrition (non-vegan) + 0.3 Nutrition (vegan) | 450 ticks (7.5 secs) | Packaged survival meal | Food - Meal | |
| 4× |
1.2 Nutrition (non-vegan) + 1.2 Nutrition (vegan) | 1,800 ticks (30 secs) | Packaged survival meal | Food - Meal |
| 16× |
0.25 Nutrition (meat) + 0.25 Nutrition (vegan) | 700 ticks (11.67 secs) | Pemmican | Food - Meal |
| 64× |
1 Nutrition (meat) + 1 Nutrition (vegan) | 2,800 ticks (46.67 secs) | Pemmican | Food - Meal |
| 0.5 Nutrition (any) | 300 ticks (5 secs) | – | Food - Meal | |
| 4× |
2 Nutrition (any) | 1,200 ticks (20 secs) | – | Food - Meal |
| 0.75 Nutrition (vegetarian) | 450 ticks (7.5 secs) | – | Food - Meal | |
| 4× |
3 Nutrition (vegetarian) | 1,800 ticks (30 secs) | – | Food - Meal |
| 1.25 Nutrition (vegetarian) | 800 ticks (13.33 secs) | – | Food - Meal | |
| 4× |
5 Nutrition (vegetarian) | 3,200 ticks (53.33 secs) | – | Food - Meal |
| 10× |
0.25 Nutrition (vegetarian) | 450 ticks (7.5 secs) | – | Food - Meal |
| 40× |
1 Nutrition (vegetarian) | 1,800 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]
Some sort of meal production is practically essential for standard pawns, due to the mood penalty and food poisoning chance of raw food, as well as the fact that cooking food increases nutritional efficiency. Fueled stoves can be created before Electricity is researched or available, and cook faster than a campfire while not burning wood all day. Thus, fueled stoves can be useful for Tribal starts if campfires aren't needed for warmth. They are typicially not needed for a Crashlanded-like start as electric stoves or nutrient paste dispensers are quickly available.
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.
Once available, a wood-fired generator and electric stove combination will practically always be more efficient for both work and wood, as the wood-fired generator generates an excess 650 W that can be used to power other appliances. If the only thing being powered was an electric stove and the generator was never turned off, the fueled stove would be better for fuel economy. Also, other options for power like wind turbines and geothermal generators can be used 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.
Notes[edit]
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. The stove cannot be fueled while it is being cooked. To avoid while the cook is sleeping. 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.
Since fueled stoves are typically used before Electricity, and meat cannot be frozen without Electricity, it is advised to cook meat into meals or pemmican first. For 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. 50 units of would would weigh 20kg, while a fueled stove also weighs 20kg no matter how much wood is inside. 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.
