![]() Flip on the coolers and voila, the old barracks is now a sub-zero fridge and you've got a functional base. Day 3 they rough in a new barracks adjoining the fridge (that will later be converted into the main lounge) and a new indoor storage area on the other side. Day 2 they build a windmill and install two coolers into the barracks. So Day 1 they build the barracks where the fridge will be. Air conditioning the lounge and kitchen also makes a massive difference in insultating the fridge against temperature swings.Īs for the kitchen itself, I plan it to have enough room for two electric stoves, the butcher table, and the drug lab (I store the herbs in the fridge to eliminate any chance at spoilage), along with two shelves for storing the cloth and neutromine right next to the drug lab. ![]() This reduces foot traffic in the kitchen and hence the dirt/trash that causes illness. I then make one airlock entrance between the lounge and fridge so everyone has a really short walk and eats at a table (and avoids that debuff), and another airlock into a hallway adjoining the kitchen and leading to outside. So I situate the fridge with these priorities in mind:ġ) built against or in to a hill/mountain for insultation and inherent defense (and where mining will allow for easy future expansion), andĢ) right next to any fertile soil so harvests are hauled short distances, andģ) in an area where the fridge can be long enough to allow both the kitchen and main lounge to be situated right next to it. I could use a little extra safety time on that stack of meals, but having people walk into the Deep Freeze causes a lot of doors to open and gets a lot of dirt moving through the kitchen.Ĭlick to expand.I plan my entire fort based on the ideal location for my fridge because food needs to be as efficient as possible, given that it is the single most repetitious daily activity for the pawns. The problem I run into is that if the Kitchen is cold enough to provide refrigeration, then the workstation gets a cold temp work speed penalty. ![]() (The only way into Deep Freeze is through one of the refrigerated rooms) The kitchen pulls from Deep Freeze and cooks meals with one stack of meals being kept in the Kitchen at 52F, and the rest put in Deep Freeze. I had a three-room setup that I liked where animal carcasses would be stored in the butchery at 52F, then the meat stored in Deep Freeze at 26F. What is your ideal setup for Butcher / Kitchen / Deep Freeze / Easy Access Meals megaplex? Batteries were definitely worth the effort once I got them researched, though. I was usually only running about a 5-day surplus on food (#desert life), so it was pretty rare to see things rot. It will go above freezing occasionally, but since you usually don't have deep stocks of food at that stage in the game, it's not much of a risk. My recent colony did well running the fridge on just Windmill power. it might be that windmills blow more or less in other environments or more chaotically with Randy Random, I don't know. *Note that all my colonies have been on large hill or mountainous terrain and usually with Phoebe Chillax. But all the time I save not researching batteries and building interim power infrastructure I can reallocate to properly building a really good fridge and cooling cushion zone, which ends up being a benefit for the entire life of the colony. Sometimes the windmill situation can get a bit precarious if I get hit by a bad heatwave before I have geothermal researched. ![]() In the early stages of a colony with a medium sized fridge I find this solution decent enough that I've been skipping battery (and solar) research entirely and just bee-lining straight for geothermal, which then gives me lots of rock solid power into the end-game. Windmills are also really resource cheap to build. So even though a windmill frequently stops generating power the downtime is never long enough for your food to rot.* And at mid- to peak power generation you can easily keep two sub-zero coolers running, so the fridge gets back down to sub-zero temps really quickly. ![]() And low temps above sub-zero will also meaningfully slow the rotting process and buy you an extra day or two. The trick to remember with rotting food is that it takes several consecutive days before it'll spoil. For new colonies I found a workable solution to this problem with windmills ![]()
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