RimWorld

RimWorld

Fart_Gas Feb 20, 2023 @ 1:49pm
An incompetent cook can cause food poisoning. Is it a good idea for me to reserve my incompetent cooks for butchering?
Like, I won't untick "cook" on the work bar for people with a cooking skill of 3 or less. But I would edit the bills so that cooking meals is only done by people with cooking skill above 3.

I did get at least 2 instances of kibble giving livestock food poisoning (once with chickens, another time with chinchillas), but is that really a big problem? At least the pain of food poisoning won't make livestock have mental breaks, right?
< >
Showing 1-9 of 9 comments
brian_va Feb 20, 2023 @ 1:57pm 
lower skill means lower yields butchering.
Fart_Gas Feb 20, 2023 @ 7:35pm 
Originally posted by brian_va:
lower skill means lower yields butchering.

I mean, I prefer if my high skilled people do the butchering too, but they're often busy.
mb3 Feb 20, 2023 @ 8:26pm 
yea thats a good plan, I do that as well. And your right, I'd love for my 18 skill cook to do all my butchering, but I have around 100 chickens, so he doesn't have much time to do the butchering. Btw, I need to cut those numbers down big time, I have waaaay too much meat. I give thousands of it away as gifts every few days and still can't use it up.
null Feb 20, 2023 @ 8:30pm 
Another equally important factor is sanitation.
Astasia Feb 20, 2023 @ 8:56pm 
A skill of 3 is still a fairly high chance to cause poisoning. I set my meal bills to only be done by pawns with 6-8+ skill by around mid-game. If you have enough excess food you can make a special simple meal bill just for them to train on and make sure colonists aren't eating it (food restrictions), doesn't take long to train up to a respectable level that way. Butchering doesn't provide that much exp, unless you really need help with butchering a lot of corpses then it doesn't do much good letting low level chefs onto that either.
Vermillion Cardinal Feb 20, 2023 @ 10:34pm 
For training assistant chefs I prefer the brewery; you can't mess up making wort with food poisoning, the quantity made per job is fixed, and it's not an immediate daily need like food. All you need is a good flow of ingredients to keep them busy and either freezer space or enough fermenting barrels to take the output. Psychite tea works as well.

There's also a case to be made for rolling smokeleaf joints on similar grounds. In addition, it stores more easily without need for further processing (wort to beer), and like the other two can be sold.
Last edited by Vermillion Cardinal; Feb 20, 2023 @ 10:37pm
Fart_Gas Feb 21, 2023 @ 3:28am 
Originally posted by mb3:
yea thats a good plan, I do that as well. And your right, I'd love for my 18 skill cook to do all my butchering, but I have around 100 chickens, so he doesn't have much time to do the butchering. Btw, I need to cut those numbers down big time, I have waaaay too much meat. I give thousands of it away as gifts every few days and still can't use it up.

You can use auto slaughter to set your number of chickens even lower. I can't have more than 40 animals in total or else Rimworld might crash on my computer.

Last edited by Fart_Gas; Feb 21, 2023 @ 3:28am
Fart_Gas Feb 21, 2023 @ 3:28am 
Originally posted by Astasia:
A skill of 3 is still a fairly high chance to cause poisoning. I set my meal bills to only be done by pawns with 6-8+ skill by around mid-game. If you have enough excess food you can make a special simple meal bill just for them to train on and make sure colonists aren't eating it (food restrictions), doesn't take long to train up to a respectable level that way. Butchering doesn't provide that much exp, unless you really need help with butchering a lot of corpses then it doesn't do much good letting low level chefs onto that either.
I currently have 4 colonists - their cooking skills are 5, 5, 2 and 1. The intention of getting the low skilled guys to do the butchering is not so much to train their skills, but because they're often idle while the other guys are busy (I ended up with one incompetent pawn because he's an uncle to one of my pawns, rescued from a transport pod crash, and he joined after medical treatment).
Astasia Feb 21, 2023 @ 4:10am 
It's not a huge deal, I typically avoid low skill butchering, but the penalty is only like 25% of the meat/leather lost for a skill 0 cook compared to a skill 10 cook, so if you are fine with that it's not going to drastically impact your sustainability.

To answer your question about food poisoning, I didn't think kibble could even give animals food poisoning, last I checked it worked like raw food with a fixed chance for human food poisoning and 0 chance for animal food poisoning, which the wiki currently also says, but the mechanics have changed several times over the years so my info may be out of date here. The main downside of food poisoning in animals, if you can somehow get them sick with it, would be the loss of food. Every time a pawn vomits from food poisoning they are draining their hunger bar and require more food. Otherwise, ya animals do not have mental breaks, and if they aren't being used for hauling/caravans/combat then their stats don't really matter.
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Feb 20, 2023 @ 1:49pm
Posts: 9