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Use skill requirement minimums in work bills to exclude lower skill cooks from everything but psychite tea, pemmican and butchering?
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.
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.
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.
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.
You can open the info tab and get a full breakdown on food poison stuff ingame per colonist.
"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:
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:
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.
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.
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