v0.31 Talk:Cook

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No Seeds[edit]

In the previous version, cooking left no seeds for re-planting. Can this be verified for this version? --Eagle0600 10:20, 6 April 2010 (UTC)

I cooked an easy meal out of a wild strawberry and a prickle berry, and it produced no seed. Wccarrington 22:09, 7 April 2010 (UTC)

Lavish Meal[edit]

In one fortress recently, it looked like I had a cook put more than four components into a lavish meal. I haven't seen it happen again (since I haven't been cooking lavish meals), so I didn't add it to the page- but that might be something worth looking for / verifying. --Vaniver 13:30, 10 April 2010 (UTC)

Chances are that you've unintentionally encountered an old bug/exploit, which is explained in http://www.bay12games.com/forum/index.php?topic=49177.0 - whether that bug still exists in the new version, I don't know, but it was definitely in 40d. --Pushy 11:18, 12 April 2010 (UTC)
I think that bug has been fixed in v0.31. I attempted to use it to make a super artifact, but it just used the 3 items that the dwarf was after. So i think Vaniver encountered that bug in the previous version.
I can also confirm that lavish meals use 4 items.
Dangerous Beans 00:56, 25 April 2010 (UTC)
i can confirm that it is possible to use more then 4 ingredients in a lavish meal, this happens when you designate (for example) plump helmet spawns for coocking, Urist Mccook hauls 3 to your kitchen, then you un-designate them for cooking, and he decides to haul (say), plump helmets instead. then, when he has 3 plump helmets at the kitchen, redesignate the plump helmet spawns for cooking, and he cooks a lavish meal with 6 ingredients.
confirmed in dwarf fortress 2010


my cook keeps throwing tantrums when his masterpiece meals are eaten, i presume. he's generally not very happy (my fort is still in the early stages, so not much is working yet), but if one of his masterwork meals are eaten, it sends him over the edge. it also says in his profile that "he has suffered the travesty of art defacement" - is this a bug? has anyone else noticed it? is it vermin eating the food, as opposed to dwarves? note: i've not actually SEEN anyone pick up one of his masterwork meals, eat it, then see the chef throw a tantrum (i've not been looking, tbh).. but i've had the 'masterwork' announcement from my cook, and then TWO tantrums in the 3 dwarven-days since. he has never had any other serious duties (only hauling labours). help please --DJ Devil 13:07, 6 May 2010 (UTC)

*EDIT* - on the 40d 'Item quality' wiki it states; "Masterpiece meals can be eaten safely, although allowing the food to rot will provoke the same response as theft or destruction.", which was a very likely outcome, but my cook has now gone 'stark raving mad' so i cant test any further for a while. could someone verify that's still the set-up? and perhaps put a foot-note on the page, too? --DJ Devil 23:24, 6 May 2010 (UTC)

My cook just had the same happen to him. I doubt it rotted, since it's in an inside stockpile under dwarf cryogenics. It may be a bug, but cannot be sure. --JK

Succesful booze cooking?[edit]

I looked at one of my alcohol roasts... turns out all 4 ingredients were alcohol (longland beer, whip vine, longland beer, whip vine). Greep 21:07, 20 May 2010 (UTC)

Edit: I have failed to ever screw up an all booze cooking. Added a note that it appears to be fixed. 23:58, 21 May 2010 (UTC)
Edit: okay it happened now. For whatever reason, the kitchen screen on status had TWO dwarven wines listed. The bug happened when I bought some wine from a trader, although this previously had not caused a problem. Greep 23:53, 23 May 2010 (UTC)

Okay this is a really weird bug. It occurs only sometimes, but when it does occur, it always happens. Furthermore, dwarves will not react to these puddles at all, not dumping them or anything. Greep 01:30, 24 May 2010 (UTC)

Confirmed that cook still requires a solid ingredient with multiple varieties of alcohol available in 0.31.19, so updated superscript next to "Currently". Not sure that it's needed, probably a "fixed as of version..." note, and if the message is still thrown in the next version, refer to the whole thing in the past tense so people know why. Anonymous Thu Mar 3 12:04:43 UTC 2011


Barrels of prepared lavish meals are a great export product. I have a legendary cook, who cooks only lavish meals, year round. When the merchants come, I sell the barrels (between 400 and 2000 each) and buy tons of cheap non-rotting food.


It seems that lavish meals do not now only produce 'roasts'. Looking through my food stockpile I discovered a stack of '*prepared two-humped camel brain pies*'. It pretty much seems to be the same thing as roasts, four ingredients and everything. Can someone else verify this so I know i'm not going crazy?

That may have been added to your raws? I know I have quiches, salads, tacos, burgers, sandwiches, etc since I put them in myself. What I'm hoping to find out if there's any way to add more adjectives... you know, other than 'minced.' I'd love some 'chopped' and 'sliced' and 'grilled' and 'baked' and so on and so forth. -- 15:38, 24 March 2011 (UTC)

Cook's preferences[edit]

I'm seeing my cook consistently go and pick plump helmets for every ingredient, despite other ingredients being more numerous and closer. The cook's preferences don't appear to be making a difference, and she's happy to pick up other ingredients if necessary (i.e. there aren't enough plump helmets in her burrow), but given the choice she'll always go for the plump helmets.

It's rather annoying when I really want her only using the one plump helmet as the solid base for booze cooking. Any suggestions?

me_and 21:55, 31 December 2010 (UTC)

You could disable the cooking of plump helmets (I do this in every game so that their "seeds" are not destroyed) or just remove plump helmets from the list of allowed items in the food stockpile in her burrow. If there's another food stockpile in the fortress, dwarves will come and take the plump helmets there.

formula for meal value[edit]

so the formula for meal value is V=10*A+(X*P*B)+(Y*Q*C)+(Z*R*D)where A is the quality of the meal BCD are the qualities of ingredient preparation PQR are the sizes of the stacks and XYZ are the value of the ingredients this is kinda implied by the table in the article but I've no idea wheather it's right, someone confirm? Cpad 06:17, 2 May 2011 (UTC)

What I want to say was V = (10*A + (X*B) + (Y*C) + (Z*D) ) * (P + Q + R) I confirmed this with -pump helmet roast[12]- , at DF 31.18 this value is 792.

cook material 1 material 2 material 3 material 4
roast(10☼) 1 plump helmet(4☼) 5 quarry bush leaves(10☼) 5 quarry bush leaves(10☼) 1 plump helmet(4☼)
normal(x1) well-minced(x2) well-minced(x2) well-minced(x2) well-minced(x2)

this value is (10*1 + 4*2 + 10*2 + 10*2 + 4*2)*(1 + 5 + 5 + 1) = 792

sorry for poor my English, I need someone to write this. If you can read Japanese, please read [1] in this article, I wrote this at Japanese

I understand what you're saying. The value of a prepared meal stack is influenced by the overall stack size, not the stack sizes of the individual ingredients. A prepared meal stack made from 10 minced plump helmets and 1 well-minced plump helmet would be worth the same as a prepared meal stack made from 1 minced plump helmet and 10 well-minced plump helmets, if everything else was the same. This makes sense to me, based on how prepared meal stacks are generated - the final description contains no information about the original stack sizes. The formula you give above works perfectly for four of the five examples currently in the article; I'd bet the other example (with value 32) contains a typo or something. Bognor 10:35, 25 May 2011 (UTC)
a well cooked(10x2) + plump helmet (4) + well-minced plunp helmet (4x2) = 32, didn't it?--Mickie 16:47, 27 May 2011 (UTC)
So it does; my mistake - I was confusing stack value and meal value. The "= 792" formula above is good in that everything before the )*( gives you the individual meal value, and everything after the )*( gives you the stack size. Bognor 05:17, 28 May 2011 (UTC)

Order of choosing cooking ingredients[edit]

It appears that cooks insist on using up all ingredients stored in barrels before touching any ingredients not stored in barrels. A cook will walk right past perfectly good ingredients lying out in the open to get to ingredients stored in a barrel further away. This is probably intended to promote freeing up of barrels. This effect can also be exploited to get around the liquid ingredients bug. A cook will usually insist on using solid ingredients before liquid ones, but preferring ingredients in a barrel overrides this. If you have your solid ingredients stored outside of barrels, and some liquid ingredients available that are stored in barrels, your dwarves will use the liquid ingredients for cooking after picking one solid ingredient to start each meal.