RimWorld

RimWorld

I keep getting food poisoning on a sterile kitchen.
I recently switched from nutrient paste meals to fine meals but my colonists keep getting sick from them, Around one instance per day, What's the ♥♥♥♥♥♥♥ point of spending thousands in sterile tiles then?

https://imgur.com/a/4FDqqy5

And no, That stove outside of my dining room does not prepare food, It only has a bill for psychite tea.
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Showing 1-15 of 40 comments
MayoCulpa May 14, 2019 @ 4:17pm 
Pemmican seems from my observation to have a much lower chance of food poisoning even with a cook of skill 4 or below. No mood buff, but low skill requirement + long unrefrigerated shelf life = winning.

Use skill requirement minimums in work bills to exclude lower skill cooks from everything but psychite tea, pemmican and butchering?
D a R i U z Z May 14, 2019 @ 4:18pm 
Originally posted by ⛧ Black Goat ⛧:
All those cats sleeping in your kitchen is definitely a health code violation. :steammocking:

Really though, the problem may be your cook's skill level. If you are trying to make mid-tier food with a cook that has never leveled up since you went straight from paste, chances are their skill level is pretty low so they will have a high chance for food poisoning from "incompetent cook".

All my cooks are 8 or above since i have a mass beer operation, None of them should have a problem with something that requires a skill of 6, As for the beds they say nothing about raising the filth level of a room, Not in their information or in the wiki so they shouldn't be the problem.

Originally posted by MayoCulpa:
Pemmican seems from my observation to have a much lower chance of food poisoning even with a cook of skill 4 or below. No mood buff, but low skill requirement + long unrefrigerated shelf life = winning.

Use skill requirement minimums in work bills to exclude lower skill cooks from everything but psychite tea, pemmican and butchering?

Yeah i have all my bills finely tuned, I level up cooks making wort, Then at 6 they can use the stoves and at 10 they can butcher so they don't waste thrumbofur, I got no idea why its happening.
Last edited by D a R i U z Z; May 14, 2019 @ 4:23pm
D a R i U z Z May 14, 2019 @ 4:22pm 
The info card for the room says its a barn because of the cat beds, Does that somehow botch my food? It should appear in the cleanliness stat but its sterile already.
Monoxide May 14, 2019 @ 4:25pm 
Another thing that could happen is if you have a stack of meals that is low quality (high chance of food poison), and add to it, the new meals receive the stack's poisoning chance. If you think everything SHOULD be good, then clear out (sell, let rot, etc) your stock and start from scratch.
D a R i U z Z May 14, 2019 @ 4:28pm 
Originally posted by Monoxide:
Another thing that could happen is if you have a stack of meals that is low quality (high chance of food poison), and add to it, the new meals receive the stack's poisoning chance. If you think everything SHOULD be good, then clear out (sell, let rot, etc) your stock and start from scratch.

With 40 colonists and a few prisoners the stacks get picked clean constantly, I don't think its one meal ruining all of them since this has been happening every single day, A couple of times we completely ran out of made meals because of multiple back to back raids yet people keep getting sick.
M.K. (Banned) May 14, 2019 @ 4:34pm 
At skill 8, in that sterile barn, you should be getting about one poisoned meal per 300.

assuming you only have those 40 colonists, at 3 meals per day, you should be averaging:
1 food poisoning per 3 days.

Sounds about right, for what you are reporting.

Get better cooks!
at skill 8, you get 0.3% poison
at skill 16, you get 0.03% poison, one tenth as much
at skill 18+, you get 0.01% poison, one thirtieth as much.
Last edited by M.K.; May 14, 2019 @ 4:35pm
MayoCulpa May 14, 2019 @ 4:35pm 
By process of elimination then it's almost gotta be the cats. I don't know if anyone has tested the food poisoning chance mechanic for 1.0 - the wiki still has outdated info. Maybe room type is a factor now
M.K. (Banned) May 14, 2019 @ 4:44pm 
It's his cooking skills. End of discussion. OP is under the illusion that skill 8 makes for a perfect cook
Bryan=0101 May 14, 2019 @ 4:49pm 
Originally posted by MayoCulpa:
By process of elimination then it's almost gotta be the cats. I don't know if anyone has tested the food poisoning chance mechanic for 1.0 - the wiki still has outdated info. Maybe room type is a factor now
Cats don't produce dirtyness i think?

You can open the info tab and get a full breakdown on food poison stuff ingame per colonist.
Bar0th May 14, 2019 @ 4:51pm 
Poisoning of meals is based on 2 things (which are treated separately): Room cleanliness, and cooking skill (raw food and kibble have fixed values).

"Dirty" rooms or better have a 0 chance to cause food poisoning (it starts at very dirty) - you can check this in game in developer mode by enabling all room stats in the "View Settings", and then creating 100 filth in "Debug Actions".

As for the cooking skill, the odds are as follows:
0: 100% 1: 5% 2: 4% 3: 3% 4: 2% 5: 1.5% 6: 1% 7: 0.5% 8: 0.25% 9: 0.15% 10+: 0.1%

To determine if the food gets poisoned, it "rolls" for the room first, and if that fails it "rolls" for the cook. If the food does get poisoned, when it is stacked with other meals the percent is adjusted by the size of the stack using a weighted average function.

Ok, so the percents are now stored in the food.. Someone eats a meal, and then that value stored in it is multiplied by the storyteller difficulty preset:
Peaceful: x0.3 Builder: x0.5 Medium: x0.75 Rough: x1.0 Savage: x1.1 Merciless: x1.2

TL;DR: With your skill 8 pawns, in a "dirty" or better cooking area, there is a 0.25% chance of poisoning the food, which will "taint" the entire stack it gets placed in when it happens.
Last edited by Bar0th; May 14, 2019 @ 4:52pm
Radiosity May 14, 2019 @ 5:09pm 
Originally posted by 101=5,Bryan=5:
Originally posted by MayoCulpa:
By process of elimination then it's almost gotta be the cats. I don't know if anyone has tested the food poisoning chance mechanic for 1.0 - the wiki still has outdated info. Maybe room type is a factor now
Cats don't produce dirtyness i think?
Dogs don't, so it's safe to assume that cats also don't, yeah.
D a R i U z Z May 14, 2019 @ 5:11pm 
Originally posted by Bar0th:
Poisoning of meals is based on 2 things (which are treated separately): Room cleanliness, and cooking skill (raw food and kibble have fixed values).

"Dirty" rooms or better have a 0 chance to cause food poisoning (it starts at very dirty) - you can check this in game in developer mode by enabling all room stats in the "View Settings", and then creating 100 filth in "Debug Actions".

As for the cooking skill, the odds are as follows:
0: 100% 1: 5% 2: 4% 3: 3% 4: 2% 5: 1.5% 6: 1% 7: 0.5% 8: 0.25% 9: 0.15% 10+: 0.1%

To determine if the food gets poisoned, it "rolls" for the room first, and if that fails it "rolls" for the cook. If the food does get poisoned, when it is stacked with other meals the percent is adjusted by the size of the stack using a weighted average function.

Ok, so the percents are now stored in the food.. Someone eats a meal, and then that value stored in it is multiplied by the storyteller difficulty preset:
Peaceful: x0.3 Builder: x0.5 Medium: x0.75 Rough: x1.0 Savage: x1.1 Merciless: x1.2

TL;DR: With your skill 8 pawns, in a "dirty" or better cooking area, there is a 0.25% chance of poisoning the food, which will "taint" the entire stack it gets placed in when it happens.

So the positive cleanliness points from sterile tiles only act as a buffer to avoid the room hitting very dirty in a short period, They don't actually improve the food prepared.
Well that sucks.


Originally posted by MayoCulpa:
By process of elimination then it's almost gotta be the cats. I don't know if anyone has tested the food poisoning chance mechanic for 1.0 - the wiki still has outdated info. Maybe room type is a factor now


Originally posted by 101=5,Bryan=5:
Originally posted by MayoCulpa:
By process of elimination then it's almost gotta be the cats. I don't know if anyone has tested the food poisoning chance mechanic for 1.0 - the wiki still has outdated info. Maybe room type is a factor now
Cats don't produce dirtyness i think?

You can open the info tab and get a full breakdown on food poison stuff ingame per colonist.


Yeah cats have a filth rate of zero, And animal beds don't have a filth stat like say a butchering table, I'll move the beds out to my colonist rooms just in case, Worst case scenario everyone gets a cat. Though i'll probably sell them anyway i wanted to have them there to nuzzle people for some extra mood, But they barely ever do it.
Bar0th May 14, 2019 @ 5:18pm 
Originally posted by iD a IR i U z Z:
So the positive cleanliness points from sterile tiles only act as a buffer to avoid the room hitting very dirty in a short period, They don't actually improve the food prepared.
Well that sucks.

Yup. I have even set sterile tiles to not accept filth as a test ("<acceptFilth>false</acceptFilth>"), and over the course of my current colony vs my last one, the frequency of food poisoning seems to be about the same. Sterile tiles are much better used in hospitals, but depending on your base design, if the kitchen is a high traffic area (to store things in the freezer), then that buffer can help a bit.
D a R i U z Z May 14, 2019 @ 5:29pm 
Originally posted by Bar0th:
Originally posted by iD a IR i U z Z:
So the positive cleanliness points from sterile tiles only act as a buffer to avoid the room hitting very dirty in a short period, They don't actually improve the food prepared.
Well that sucks.

Yup. I have even set sterile tiles to not accept filth as a test ("<acceptFilth>false</acceptFilth>"), and over the course of my current colony vs my last one, the frequency of food poisoning seems to be about the same. Sterile tiles are much better used in hospitals, but depending on your base design, if the kitchen is a high traffic area (to store things in the freezer), then that buffer can help a bit.

Yeah that rec/dining room is right between my bedrooms and my main fridges and warehouses, They are useful to slow down filth so it looks tidy at least.

https://imgur.com/a/Rb8O6lf
«Wyvern» May 14, 2019 @ 5:47pm 
If you are modding your game, you can get Infused mod, it add an additionnal quality. A quality type allow you to reduce the toxicity chances on your meals, you can reach the 0% (even negative chances lol)
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Date Posted: May 14, 2019 @ 4:06pm
Posts: 40