Rimworld hospital design10/28/2023 ![]() Vegetable storage is mostly local to the fields, not the central kitchen facility. It's hideous in there because dead animals are very ugly. The carcass freezer is a dead end that is only reachable through the butcher room. Large animal carcasses, ones that yield more than 75 meat each, are frozen and stored until the meat stocks get low. Avoiding through traffic is more important than saving a few tiles in walking paths. The kitchen and meal freezers are dead ends, so there's no foot traffic going through either one on the way to someplace else. The meat freezer is a buffer, and that needs to be convenient for both the kitchen and the butcher table, but the butcher room and kitchen don't need to be directly adjacent. ![]() The flow is carcasses -> butcher table -> meat freezer -> kitchen meat freezer -> stove. You don't generally move meat directly from the butcher table to the kitchen. The butcher table does NOT need to be adjacent to the kitchen. Other distances aren't so important, because long-ish treks to refill the kitchen freezers are inevitable if you've got a lot of food storage. Including Huskies, who fairly often do this job for me. Anyone else can haul the food to the freezers. The kibble-making butcher table is in there because regular meat and vegetables are a fallback for making kibble if it's really necessary for some reason.Ĭooks walk very, very short distances while cooking. I've got dedicated spots for vegetables, meat, milk, hay, and insect meat. With that in mind, the kitchen has its local, tiny refrigerators as buffers. When cooking a meal, they only carry at most 40 ingredients, not 75. When picking up a meal to eat, they only carry one. These are the times colonists never carry a full load. The key distances to keep short are meal storage to dining room, and raw food storage to the stove. While the ultimate goal is short walk distances and efficiency, there are a few things I've observed that aren't necessarily that intuitive. The butcher table in the kitchen is for making kibble, not butchering animals. Keep in mind that this is for a fairly late-game base with 22 colonists. I'm not suggesting this is ideal, but it works a lot better than my prior versions. I'm using Rimfridge here, but you could make a somewhat similar layout without it. I've been fiddling a bit with kitchen layout, and this is my most recent iteration.
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