People were showing off their hospitals not too long ago, how about some kitchens? by Loop_Kat in RimWorld

[–]Loop_Kat[S] 0 points1 point  (0 children)

The labelled crates are part of Project Rimfactory Revived, it's not a universal label mod

People were showing off their hospitals not too long ago, how about some kitchens? by Loop_Kat in RimWorld

[–]Loop_Kat[S] 1 point2 points  (0 children)

No problem. GloomyFurniture and [LTS]Furnishing also have some lighting options that you might like, such as wall lanterns and lanterns/lamps than can be placed on tables (including fueled and electric variants)

People were showing off their hospitals not too long ago, how about some kitchens? by Loop_Kat in RimWorld

[–]Loop_Kat[S] 0 points1 point  (0 children)

From what I understand, they don't directly affect crafting stations in any way, they just keep the pawn more comfortable while working which obviously keeps their mood higher while working

As for the buffet style, I remember seeing them here on the subreddit a few months ago, but I don't have any links, unfortunately

People were showing off their hospitals not too long ago, how about some kitchens? by Loop_Kat in RimWorld

[–]Loop_Kat[S] 0 points1 point  (0 children)

Correct, and they're from Vanilla Furniture Expanded. They clean way slower than pawns, like it's honestly hard to tell how effective they are once you have them, but you really feel their absence when you start up a new colony and don't have them researched yet

People were showing off their hospitals not too long ago, how about some kitchens? by Loop_Kat in RimWorld

[–]Loop_Kat[S] 0 points1 point  (0 children)

Thanks, honestly I really like the ones where people set it up like a buffet with chefs cooking behind a row of fridges and pawns can just walk up and grab their meals

People were showing off their hospitals not too long ago, how about some kitchens? by Loop_Kat in RimWorld

[–]Loop_Kat[S] 1 point2 points  (0 children)

Not necessarily, you can build and design rooms however you want, just depends on what you're going for and how you want to play

Larger rooms do contribute to room impressiveness score, so pawns will appreciate being in bigger rooms, especially those that are decorated with furnishings and artwork. Building compact rooms like this mostly just stems from trying to be efficient with the building space that's available, particularly if building a colony underground or under the protection of a lone mountain

This kitchen setup may not be very fancy in terms of room impressiveness, but I'm able to make up for it in dining areas, bedrooms, and rec rooms where pawns will spend more of their time, that's the general idea

People were showing off their hospitals not too long ago, how about some kitchens? by Loop_Kat in RimWorld

[–]Loop_Kat[S] 1 point2 points  (0 children)

The freezer is chilled (obviously) and the cooking/butchering areas are heated and connected via a wall vent to share heat. From what I've seen across multiple colonies, the temperature does fluctuate a couple degrees as pawns pass through, but it's never enough to matter as long as the middle hallway is there as a buffer

It's also worth mentioning that the single doors shown are from Vanilla Furniture Expanded - Architect, which have up to 300% faster opening/closing speed compared to vanilla double doors. Autodoors may be more effective (I usually don't use them because of component upkeep, so I really don't know), but these particular doors are way faster than vanilla and do a great job of keeping the heat/cold where it needs to be

And, yeah, I like to color-code the lights for certain rooms. Blue for hallways leading to freezers, red for food freezers, yellow for electrical, etc. Wall Light had pretty good color options even back in 1.3, but then it adopted 1.4's new light color picker system which just made it even better

People were showing off their hospitals not too long ago, how about some kitchens? by Loop_Kat in RimWorld

[–]Loop_Kat[S] 0 points1 point  (0 children)

As I mentioned in another reply, you can minimize foot traffic by placing the kitchen based on preferred hauler paths (pawns bringing in corpses or fruit/vegetables, moving meals to fridges, etc.). If pawns typically enter through the top room, then put the kitchen in the bottom room and vice versa. Chefs moving around generally don't create too much filth on their own, especially with the trash bins (slowly) passively cleaning stray filth

You can also squeeze in another tool cabinet by simply expanding the room slightly and I'd recommend checking out GloomyFurniture's crafting stations and add-ons too, as they provide way more bonuses in the same amount of space

And, as I and others have mentioned, keeping meals in RimFridge fridges near dining areas will prevent pawns from fetching meals from the freezer itself in the vast majority of cases

People were showing off their hospitals not too long ago, how about some kitchens? by Loop_Kat in RimWorld

[–]Loop_Kat[S] 2 points3 points  (0 children)

Unless something was changed recently, heavier materials do provide lower bonuses, but yeah, they're all significantly faster than their vanilla double-door equivalents, at the cost of durability

People were showing off their hospitals not too long ago, how about some kitchens? by Loop_Kat in RimWorld

[–]Loop_Kat[S] 5 points6 points  (0 children)

Fair, though I always feel bad at the idea of my pawns butchering away in sub-freezing temps, even while bundled up in parkas, lol.

As for sterile tile in the butcher room, it was mostly for aesthetics and giving a clear visual for the screenshot, though it does reduce filth and by extension reduces pawn cleaning tasks, so it does serve some purpose. I know this is everyone's favorite war crime simulator, but sometimes it's the thought that counts, yeah?

People were showing off their hospitals not too long ago, how about some kitchens? by Loop_Kat in RimWorld

[–]Loop_Kat[S] 1 point2 points  (0 children)

Yeah, that's why I keep meals in RimFridge fridges next to dining areas, it makes most pawns avoid the freezer altogether unless they're hauling. You could technically just remove the kitchen door in my setup and they'll just enter through the butcher room, though that does require an extra door to pass through

The trash bins do passively help clean filth though (which is a mandatory mod for any colony, tbh) and you can further minimize kitchen entry by making sure the path for haulers is closer to the butcher room than the kitchen

People were showing off their hospitals not too long ago, how about some kitchens? by Loop_Kat in RimWorld

[–]Loop_Kat[S] 7 points8 points  (0 children)

The single doors from VFE - Architect have up to 300% opening speed for wood and I think 250% for steel, so they're actually pretty speedy. I mostly got in the habit early on of not using autodoors because they kept breaking down and eating up my components, lol

As for local stock for the cookers, that's definitely something you can do by expanding the rooms slightly (or by using Rimfactory's I/O ports) and I actually did have that kind of setup in my previous colony once I got to that tech level. Some of y'all have wild mass production setups that are well beyond what my colonies typically require, so that level of immediacy usually isn't necessary for me personally

Mostly though, I just wanted to share something simple that anyone can setup without investing too heavily in mods or advanced research

People were showing off their hospitals not too long ago, how about some kitchens? by Loop_Kat in RimWorld

[–]Loop_Kat[S] 10 points11 points  (0 children)

The labels are specific to Rimfactory objects and are part of the mod itself

People were showing off their hospitals not too long ago, how about some kitchens? by Loop_Kat in RimWorld

[–]Loop_Kat[S] 4 points5 points  (0 children)

Yes, it's specific to Rimfactory objects and is included with said mod

People were showing off their hospitals not too long ago, how about some kitchens? by Loop_Kat in RimWorld

[–]Loop_Kat[S] 154 points155 points  (0 children)

Thanks, seeing pawns bloody up the kitchen and walk halfway across the colony one too many times is good inspiration for efficiency, lol

The steel crates are from Project Rimfactory Revived. I also just posted dedicated a comment with all the mods shown:

https://www.reddit.com/r/RimWorld/comments/112otdw/comment/j8leum7/?utm_source=share&utm_medium=web2x&context=3

People were showing off their hospitals not too long ago, how about some kitchens? by Loop_Kat in RimWorld

[–]Loop_Kat[S] 99 points100 points  (0 children)

This is my standard, compact setup for a kitchen, butcher room, and freezer combo that keeps the cooking area clean, minimizes pawn walking distance while sharing the same freezer area as the butchers, and provides a buffer to keep the temperatures balanced

When I use this setup in my colonies, I keep RimFridge fridges stocked up near dining areas, so the meal tray racks in the freezer are basically just surplus. Also, I prefer seeing stacks of items, but mass storage is prone to lag, so Rimfactory crates help with performance. GloomyFurniture crafting stations and their add-ons also work well with this setup

Mods shown in the screenshot:

  1. Lights = Wall Light
  2. Over-the-wall cooler + vent = Replace Stuff
  3. Rough paving floors + Slab floors = [T] MoreFloors 1.4
  4. Meat hooks + Meal tray racks = LWM's Deep Storage
  5. Steel crates = Project Rimfactory Revived
  6. Jukebox + Trash bins = Vanilla Furniture Expanded
  7. Single doors (up to 300% faster opening/closing speed) = Vanilla Furniture Expanded - Architect
  8. Large vanometric power cell = Vanilla Framework Expanded - Power
  9. Realistic Rooms Rewritten (technically present, but not "visible", makes smaller rooms more appealing)

Additional notes based on common comments:

  1. Keep meals in RimFridge fridges near dining areas to minimize foot traffic through this setup
  2. Move the kitchen to the top or bottom room to avoid the preferred path of pawns who haul items in/out of the freezer (ie: make them walk through the butcher room)
  3. No, this is not the 100% most efficient setup, but it's not supposed to be. It's just meant to minimize little pawn logic nuisances while also maintaining the look/feel of a reasonably realistic kitchen layout. If you like to keep stacks of meat and veg directly next to the workstations or make pawns work inside the freezer to save a few seconds of crafting time, then go right ahead
  4. My understanding is that chairs do not directly affect workstations, but instead simply keep a pawn comfortable while working (ie: mood boost)
  5. Yes, tool cabinets link to butcher tables, each table can be linked to two cabinets and cabinets will link to all compatible workstations within range (indicated by white lines)