RimWorld

RimWorld

Davadin Jan 20, 2018 @ 12:12pm
Kitchen Conversation
Excuse my love of alliteration... :D

I have two kitchen questions.

Someone in another thread (that I've lost track of) was talking about the mood bonus for having an impressive kitchen. They were trying to figure out what workstations to remove (like the Butcher Table) to make sure that the room was a Kitchen, and not a Workshop (though that doesn't seem to matter with other combined rooms, like labs/diningroom/rec room.

Is there a kitchen mood bonus? I tried to make one after reading that thread, but despite now having a "very impressive" kitchen, I don't see any mood bonus.

My second question is about food poisoning. Across threads I see people saying that dirty kitchens increase food poisoning, but I'm not seeing any evidence of it in-game. Is it a relic from older alphas? A full-on rumor? Or is it a modifying mechanic that I've just never noticed as I try to keep track of things? (Extra likely now that I've installed VGP, which doesn't seem to have food poisoning attached to meals any longer.)
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Showing 1-8 of 8 comments
Emmote Jan 20, 2018 @ 12:17pm 
For the first question, as far as I'm aware, the only mood bonus rooms are Dining Room, Bedroom and Recreation Room. And, they can all be gotten from the same room.
They are also separate from Spacious Environment and things like that, so just making the place look nice is good enough.

Food Poisoning is more likely from dirty floors, but mostly from poor cooks. A cook of skill 0 will nearly always make food that gives food poisoning, but higher is far less likely. I think by about 6 or 7 skill it becomes very uncommon.
If you're not seeing food poisoning, it's probably because your cook is very good.
Last edited by Emmote; Jan 20, 2018 @ 12:18pm
Astasia Jan 20, 2018 @ 1:21pm 
Ya room "type" is just cosmetic and has no effect on the game (except "outside" which prevents buffs). When a pawn performs a certain action they look at the stats of the room they are currently in to determine if they get a buff. Any room they eat in is considered a dining room, any room they do a joy activity in is a rec room, and any room they sleep in is a bedroom. As Emmote said these can all be the same room.

Room cleanliness has a fairly high potential effect on food poisoning chance. I don't remember off-hand, but if you click on the stove and go into details it might give you the actual impact of the current room cleanliness. I know it does that for research tables now. Even a skill 20 cook will spit out meals that cause frequent food poisoning if made in a really disgusting room. Like if they start cooking in the same room as the butcher table, right after butchering an entire tribal raid, with none of the mess being cleaned.
Saiko Kila Jan 20, 2018 @ 2:03pm 
I have a "kitchen" which functions as a kennel, butcher station, and a dining room, with -60 beauty on many tiles (multiple blood, animal filth, dirt etc), hideous and very dirty. When my cooks are level 10+, I never have food poisoinings, ever. When my cooks are low level (like 6 or lower) then, even after cleaning, my animals can get poisoning even from eating raw meat. And of course the colonists get poisoning from meals then.

So the skill level seems to be the most important factor for poisoning, ofsetting the negative cleanliness by a big margin.
Astasia Jan 20, 2018 @ 4:16pm 
It doesn't really "offset" it because it multiplies the base food poison chance of the pawn doing the cooking. So no matter what their skill is it will effect them just as drastically.

A skill 20 cook still has like a 0.1% chance to food poison, and in my experience an unclean cooking area can multiply the chance by at least 10, causing low level cooks with a 10% food poison chance to poison nearly every meal, and skill ~15 cooks to poison like 5% which in a colony of 10 eating 2 meals a day means somebody is getting food poisoning almost every day.

We don't know for certain how much of an impact the value has, my experience is it's quite high but there could be a lot of RNG skewing things. We know that the stat exists though and it's a legit mechanic, the wiki mentions it briefly and the definition of the stat can be found in the game xml:

<RoomStatDef>
<defName>FoodPoisonChanceFactor</defName>
<label>food poison chance factor</label>
<workerClass>RoomStatWorker_FoodPoisonChanceFactor</workerClass>
<updatePriority>0</updatePriority>
<isHidden>true</isHidden>
<defaultScore>1</defaultScore>
</RoomStatDef>

Somebody would need to look at the code to see the exact effects, and AFAIK nobody has bothered to yet.
[FuFo] Mortucus Jan 20, 2018 @ 7:38pm 
low lvl cooks increase food poision chance and dirty kicthen and freezer but it can still happen regardless
=(e)= Lemonater47 Jan 20, 2018 @ 8:02pm 
I had the main path into the freezer go right past the cookers. So they were dragging bleeding animals past it which mean there was blood all over the kitchen floor. Mostly where the cookers were. Got food poisoning all the time. A simple redesign (pretty much just moving where the doors were) meant I barely ever got food poisoning ever again.
Davadin Jan 20, 2018 @ 8:06pm 
Mortucus- what makes you think the dirtiness levels of the freezer are relevant in addition to the dirt in the kitchen?
ministrog Jan 20, 2018 @ 10:31pm 
Originally posted by Davadin:
Mortucus- what makes you think the dirtiness levels of the freezer are relevant in addition to the dirt in the kitchen?
I don't think the condition of the store room affects the meals made, but maybe the damage it's sustained from being not-covered/on-fire/explosion. I remember selecting a damaged piece of leather and found it has lower stats to it's multipliers on the end result (be it hat, shirt, whatever). But, I've read close to nothing on how poisoning works.

Like others have said, mainly pawn cooking skill and health is the main factor. Stuff like comfy chair, room stats, and pawn mood is kinda uncertain for me. I've never bothered testing since food poisoning is only lethal for pawns with really low conciousness. Pawns that are trying to cure multiple drug addictions, pawns just before and after surgury, and pawns in extreme pain a great examples.
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Date Posted: Jan 20, 2018 @ 12:12pm
Posts: 8