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| {{Version|1.4.17}} | | {{Version|1.8.13}} |
| {{Buildingbox|{{PAGENAME}} }} | | {{Buildingbox|{{PAGENAME}} }} |
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| == Overview == | | == Overview == |
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| The [[Cookhouse]] is a Human-themed Food Production building. It has a larger footprint than most other buildings. It is also the only production building that has 4 worker slots. | | The [[Cookhouse]] is a Human-themed Food Production building. |
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| {{PAGENAME}} doesn't need to be [[unlock]]ed. It is available as a potential blueprint from the start. | | {{PAGENAME}} doesn't need to be [[unlock]]ed. It is available as a potential blueprint from the start. |
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| == Production Chain == | | == Production Chain == |
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| {{rl|Berries}} are an important ingredient in the Cookhouse's [[Recipes]]. {{rl|Insects}} are in two of the three Recipes. If you have a sustainable supply of Berries, Insects, and {{rl|Flour}}, then you can make everything the Cookhouse offers.
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| === Recipes in the {{PAGENAME}} === | | === Recipes in the {{PAGENAME}} === |
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| The Cookhouse produces two [[Resources#Complex Food|Complex Foods]] and {{rl|Dye}}, which is a [[Resources#Crafting Materials|Crafting Material]] used in {{rl|Scrolls}} (for {{Service link|Education}}) and {{rl|Tea}} (for {{Service link|Treatment}}) or for producing {{rl|Pack of Trade Goods}}.
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| {{Recipe|building={{PAGENAME}}}} | | {{Recipe|building={{PAGENAME}}}} |
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| == Strategies == | | == Strategies == |
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| Being able to make both [[Skewers]] and [[Biscuits]] in one Building means the Cookhouse can satisfy at least one [[Complex Food Need]] from any [[Species]] in your settlement. It is especially great for [[Harpies]], who only need [[Jerky]] from elsewhere to have all their Complex Food Needs met.
| | *The Cookhouse is the only non species-locked building that can produce {{rl|Porridge}}. If you need to produce Porridge but don't have {{species link|Humans}}, {{species link|Foxes}}, or {{species link|Frogs}}, the Cookhouse is your only option. |
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| The Cookhouse is one of just a few [[Buildings]] that can produce two different [[Complex Food Need|Complex Foods]]. This short list includes:
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| * [[Bakery]] produces [[Biscuits]] (★★) and [[Pie]] (★★)
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| * [[Butcher]] produces [[Skewers]] (★★) and [[Jerky]] (★★), which leaves out [[Beavers]]' Complex Food Needs
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| * [[Cellar]] produces [[Pickled Goods]] (★) and [[Jerky]] (★)
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| * [[Cookhouse]] produces [[Skewers]] (★★) and [[Biscuits]] (★★)
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| You can park extra [[Lizards]] in the Cookhouse if their Resolve is low. Having four Worker slots means a Cookhouse can make the difference between Lizards leaving or not.
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| If your settlement produces excess [[Grain]] (or Flour from Grain), consider adding a [[Ranch]], which can use that Grain to produce both the [[Meat]] and [[Eggs]] that the Cookhouse can turn into Skewers. | |
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| Unless you're getting the Cookhouse for Skewers, you will need a source of Flour before the Cookhouse can be most effective and make both its [[Complex Food]]s. Make sure you get a [[Provisioner]] (★★), [[Supplier]] (★★), or [[Rain Mill]] (★★★) going first, so your [[Workers]] can start making [[Biscuits]] right away.
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| Making [[Jerky]] first is a big multiplier for turning [[Insects]] or [[Meat]] into Skewers. If you have the [[Smokehouse]] or [[Butcher]], for example, and can afford to spend [[Fuel]]-type Resources, you can multiply the number of Skewers you get from Insects or Meat by more than 3x by first making them into Jerky. If you have [[Lizards]] or [[Harpies]] in your map, Jerky will be a Complex Food need. Be careful not to spend all of your Jerky as ingredients for [[Skewers]], despite the efficiency of using the Jerky as the Skewers ingredient.
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