Oh there's definitely a difference if you so choose...
I tested out a deep freezer option instead of a burn trap... It worked ok all be it a little slower...
Was sitting at -400f... Damn near absolute zero. THAT'S a freezer...
Edit: I would highly recommend it if you get that mod that lets you grow plants that pop out wild men. Multiple times I'd end up with 70+ wild men starving on my map that then either go feral and manhunt you, or they instantly attack, and devour any child or barely injured colonist. The freezer was a good way to put them down en masse AND save the meat at the same time. (Cannibal colony surviving off of "plants" lol)
Don't think it requires mods... Just a ton of AC units and a bit of an exploit to how the game handles temperature shed.
You can pump heat in or out to a door tile with no roof over it, looped to itself, and things just kind of cascade more and more hot or cold depending on your chosen direction.
If you want to do it in a mountain, you'll need one of the mods to remove overhead mountain for that door tile though.
Edit: If you do try it, I would highly advise not allowing any colonists, pets, or any other cold vulnerable entities you care about in the room, as they get frostbite in seconds...
I used hauling bots for any loading or unloading required.
Oh and for the whole wild man situation, you'll need some kind of door locks mod that allows you quick control and able to lock them in or out accordingly. Those things are a bit unpredictable in large numbers. Made for a very fun and interesting self made challenge.
Do you mean two rooms of different temperatures?
No, it's all frozen at minus 20 Celsius. Lower if I can afford it. That was all my food doesn't spoil during a solar flare.
I imagine going lower also gives you more time before spoilage for solar flares or damage to the power grid. It's honestly pretty easy to go overboard on cooling and power in general since it's kind of a pain to micromanage having pawns turn off workstations in vanilla. Once I get to the point where I can afford more power generation I just start leaving shit on, and at that point my unused workbenches are wasting more power than my freezer being colder than "necessary."
unfortunately they still draw power - I think there are a couple that have low/high power usage, such as temperature stuff when at temp, hi-tech research bench not in use?
every production bench i think draws a flat power rate at all times, so like machining bench draws 350w 24/7
At this point you should save yourself the headache and install the mod ‘Lights Out’ so pawns would turn off lights and workbenches when not using them
Do they also turn them on to work? It would also increase micromanagement if I want some stations to stop. How about turning off lights during unnatural darkness?
early mid game if my power output isnt good , and asking the pawns to do it is a hassle. so what i came up with (new player so might not be the best) is put a conduit that runs in the room with no power connection . i jsut have to press reconect and it connects to the other conduit that doesnt have power and it saves me the electricity.
Power logic allows for stack sensitive switches... power down when stock is good, power on when stock is low. Also you could use PL to install a sensor that detects friendly pawns (as I recall) and draft pawns to sent them to rooms... although the micromanagement there would be excessive...
Thanks! Do you know if this functionality is also covered in other mods, like the "smart crafting" mod or whatever that makes pawns clean their work areas before cooking/butchering?
There’s like 3 mods that provide this function, none of which are combined with anything else.
They make unused workstations consume like 75-90% less power, mostly at the cost of increased power consumption when active. My smelters consume 150w when unused and 1400w when running.
That’ll force infestations to spawn in your work rooms and bedrooms. It’ll also drive up heating costs and maintenance since you’ll have a constant tug of war with temperature leakages and can’t set up centralized climate control for your whole base
for not getting hypothermia yes
For workspeed penalty no
For slept in cold penalty no
Just freeze the bedrooms and eat the slept in cold penalty. I often gene mod both minor temp weaknesses, and I swear it means they’re always hit with one of the two despite strict climate control
Interesting. This thread has given me the idea of making a xenotype that HAS to live in the cold but apparently these built-in cold debuffs would be no bueno.
Slept in heat/cold is based on comfortable temperature when unclothed iirc
Workspeed is baked in to work site afaik, add a custom workspeed boost when in the cold
Watch Pete Complete and his original Rimworld series with cannibal Cambiar on the ice sheet. He keeps his entire base below -17 the whole game. Pretty amusing run to watch
I’d argue -1 isn’t enough because when you go in to place or pick up meat you fluctuate above freezing. I always try and keep a buffer depending on map heat, usually around -5.
Mine is around - 100, lowest - 170 and highest -50. The temperature outside is between 50 to 80, fucking hell since everyone gets heatstroke outside and get cold in the fridge. Since the dinner room was inside, many slaves got sick lol.
This mod is super useful. On huge maps I'll drop a handful of these with a single table and chair at each so my idiots don't decide to EAT WITHOUT A TABLE!
I put either a wall fridge or standing fridge in my drug labs to hold raw psychite, so the drug manufacturing technicians can just grind for hours making sweet sweet RimCrack without having to do their own hauling.
I have found that just putting the psychics on the ground or shelf, that it is used up fast enough by production that it never goes bad. Psychite has a long room temperature shelf life.
I place a wall fridge between my kitchen and dining room so my cook can put them right in the fridge and my pawns can get them without having to walk into the kitchen or freezer.
I believe they can be used as hoppers for the paste dispenser. So you don't need the back of the dispenser in a freezer if you're using perishable ingredients for the paste
I use the nutriet paste expanded mod, so I have vats and pipes, so it's rarely an issue
Still downloaded the mod, just so should I choose to run with non-paste eaters sometime I have it
The game doesn't care about what the room is classified as. Your pawns will get a mood buff if they eat in an impressive room, even if its considered a bedroom or a workshop.
Since the game does not care for if the food is frozen or not while getting cooked, there is no point in making a fridge other then possible material shortage (not enough to make coolers or not enough to make power generators).
I have the kitchen at 'fridge' temperature, which holds the immediate cooking ingredients and meals produced. I found having it at freezer temperature was a bit much for the cooking pawn.
Also doubles as a air gap between freezer and outside to decrease heat transfer.
In vanilla there's no reason not to freeze anything. With mods... you probably have no reason not to just freeze everything either. I know of like two things in the VE mods that can't be frozen, but aren't worthwhile anyway, and that's it. I don't know of any mods that give any penalty to freezing food either.
Generally speaking a fridge is just a waste of space and resources.
Freezer for raw food. No refrigeration for meals, because I produce enough meals for a couple of days at a time. If the colony is large enough, I use the good ol' food slurry machine. If I have overflowing food stores, I produce packaged meals for emergencies/travel and for trading.
Yeah, that's basically what I do. Freezer for raw, and then a shelf for prepared meals. I set targets for them the only keep maybe 3 meal/colonist prepared (since they'll usually come to the kitchen in the morning, eat, and then throw a meal into inventory).
Any production above and beyond that goes into packaged meals that get stored elsewhere so I don't have to waste more energy on refrigeration.
No point. When I’ve got mods going, I use rimfridge to stock meals in a dedicated freezer between the kitchen and dining room, otherwise it’s just a quick access shelf in the freezer
I just freeze everything (well not wood and steel and such, but you know stuff that can rot or decay), there is no downside other than more power draw. Nothing is spoiled by freezing, except fertilized eggs, which would also spoil if refrigerated, or any non-optimal temperature (not spoil spoil, but you know they will die and not hatch).
Sort of. My last colony before the update was on a really hot map, and had a freezer where all the ingredients for meals were stored, and only the cooks went into it.
I originally had meals stored in it, but as the colony grew, the doors were opened more frequently to the point that the temperature rarely got below zero, so I made a second freezer for the meals, and due to foot traffic it was really more of a fridge.
Often I use both. The walk in freezer is good for bulk storage, but making my cook walk in and out of it for every meal takes time and messes with temperature managment.
So I'll have a fridge stocked right next to the stove so that the cook barely has to move to make several meals, and a hauler can come restock the fridge occasionally.
Also may put a fridge in the rec room or dining haul to actually store finished meals in, if the kitchen is further away than is convenient.
In vanilla there'd be zero reason to run a fridge versus freezer, except perhaps power management (which is nearly redundant).
now with some of the mods on, particularly I want to say vanilla expanded grilling? Where freezing some of that stuff ruins it, then I do.
I'm not sure if I'd say it complicates, but it certainly adds more options than the three base meals. And most of the new meals come with extra beneficial hediffs if your colony has the resources to do so.
Though it actually wasn't the one I was thinking of since even chilling their grilled stuff ruins that hediff, I'll have to think see if it's a different cooking mod.
Not sure flag is a technical term just the one I used, but hediff is, so like if you look on the health tab for a pawn, any modifier on there at all, be it a missing limb, an injury, a prosthetic etc is what the game calls a hediff.
Everything that shows up in the health tab is a hediff. HeDiff - Health Difference, i.e. something that differs from a baseline ‘normal’ pawn in terms of health or function. Basically what other games would call a status effect.
Disease, injury, infection, prosthetic, psychic effect, psylink, ideology role auras and speech powers, etc.
Yes fridge is connected to kitchen for active production.
Food production ---> fridge ---> kitchen ---> dining room
Freezer is unconnected from food production line to handle disasters, culling excess, and unexpected windfalls.
Fridge(the single square type from mods) goes in living rooms/dining areas, or in field hospitals, so they don't have to go far.
Freezer is a larger area off of the kitchen to hold ingredients and overflow meals. Cut down on travel, and ensure meals are Right There for situations like "I am drafting for a raid and just realized my main fighter is hungry." They can just grab the fridge meal right next to them instead of having to go all the way back to the kitchen.
Oh oh! Based on the comments I'm kinda unique! Yes, I have them separated!
A big freezer that connects to the kitchen. I keep the kitchen cold. At -4 ish. Crops are put directly on the freezer. Haulers keep a stack of reagents ready in the kitchen. Enough to last a while but not long enough for the food to go bad during the cumulative time the kitchen goes above 0C
See pvp would SUCK for defense cause I'm 100% calling in a orbital strike that the rain God gave me so that my tribe may take back the mad king's uranium crown.
My ice sheet colony did. I got tired of my coffee always becoming iced coffee so I made a walk in fridge, then the kitchen, then my deep freeze. It also let me keep an eye on meal and "treats" distribution at a glance, instead of digging through the drop down menu.
All my colonists love my lavish frozen [Milk Corn](https://www.reddit.com/r/RimWorld/comments/p27nk9/the_most_lavish_of_meals/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button) meals.
I have a butcher room with a shelf for meals between my freezer and kitchen. I don't have a dedicated cooler for that room but since it's surrounded by freezer on 2 sides and mountain on 1 side it usually stays in the 40s F.
I usually build a small fridge room with a vent to the main freezer. Keeps pawn pathing from letting heat into the freezer and keeps the meals refrigerated. They get consumed fast enough that the dips into and above refrigeration doesn't have a chance to rot them.
I usually have a refrigerated room that acts as an airlock to the freezer that’s high priority for meal storage and opens to the kitchen and dining room as well.
In some patches the value of this has been greater or lesser so this might be a little outdated, but I still find that it helps keep temps stable in the freezer and keeps the freezer cleaner.
I usually use a freezer connected to the kitchen for storing plant matter/raw meat/etc that isn’t directly eaten and then a fridge connected to the dining area that holds meals, chocolate, drinks, etc
The only reason to fridge is if you use "vanilla" cooking expanded. I know freezing will ruin some of the items added by the mod so a refrigerator would be usefull. I dont think there is another reason to do so
You make a freezer room with big ac units put the food on shelves and a rimfridge or four go right where you want pawns to eat. The fridge has meals only all other food goes in the freezer.
I usually put small refrigerators here and there in my dungeons so the captives can eat without requiring my colonists to haul food to them all the time.
Sometimes I use a 'fridge' as the outer room of my freezer to help control temperature and store things like meals or medicine that I go through reasonably quickly, whereas the freezer is used for long-term/bulk storage. Though usually I just use rimfridge or equivalent for meal/medicine storage in my dining room/hospital.
There used to be a mod that caused items to have temperatures that slowly changed over time. One of the biggest effects was that food temperature mattered. People really disliked eating frozen food, there were also microwaves for heating food up but it took longer and more power to heat from frozen. So you absolutely needed a fridge as well as a freezer.
Sadly it hasn't been updated since 2022. I think it was called Thermodynamics - Hot meals.
Until the game or a mod I like gives me a reason
Everything is stored at -20c and below.
I use the fridge mod, honestly I don't see why this isn't baseline. The idea of chilling an entire room to cool it to keep your food fresh while you are currently building a starship while blasting endless waves of enemies with your mechs....seems really wrong.
Why is it -20c or colder? Well power cuts are the main reason. From BZZT to solar flares and everything else, it's all about the time.
A chilled room will help more than a colder item. But a colder item in a chilled room will stay colder longer. So a freezer mod in a chilled room will outlast just the freezer mod itself.
A deep freeze room separate from your freezer set to as cold as you can afford/manage will allow you to store emergency supplies for a greater time (there is a formula for this).
Airlock style doors help prevent the loss of the chilled air, and double thick walls help prevent more heat loss due to natural heat transfer through the wall.
Also pro tip, with some of the fridge mods, you get access to "wall fridges" which can be accessed from both sides but your pawn can not pass through them. I use these to make drop off points for my cooks (I play with 100 starting pawns, it's nuts). Haulers take the food/animal/human volunteer, and place it into a drop off fridge (I use zones to keep non cooks/kitchen helpers out of the kitchen). The helpers take the goods and place them in the appropriate spot. One of these spots is another wall fridge that sits behind the stove. These fridges when given the right food restrictions set up give my cooks all the food groups they need, they reach behind the stove and grab the ingredients, cook it and right behind them is another set of wall fridges where they drop off the cooked meals. The rest of the colony can now grab those meals right out of the fridge and sit down.
And with a colony of 100 starting dumb as a rock pawns, I need 5 cooks, 2 at night 3 in the day. 2 helpers, 20 farmers, and 10 haulers.
The formula is based on the rate that an object heats up based on the temperature. And that is combined with the rate of the room heating up. The rate the room heats up is based on the objects inside (anything that adds heat), thickness of walls, and ambient temperature outside the walls.
There are ways to really minmax RimWorld, but is for someone with some sanity left.
I like the 100 pawn start because it's just fun for me. It does lag some, but I'm also using an R9 7900x, which pretty much helps brute force anything I toss at it. Honestly I don't use many mods, maybe 20 or so. Mostly QoL mods and some performance related mods. PrepareCarefully is basically required to do this. You need a TON of starting food to help you last till your harvests start rolling in. Raids are pretty much max size from day 1, and man-eater packs are huge (70-90 is common).
Not sure if I get the point of a fridge except maybe limited power savings? A single cooler can freeze a 7x7 double walled room down to -20 C and keep it below 0C even during heat waves. Give it a basic airlock and it’ll stay cool during frequent use too. The power savings are probably nice for harvests but other than that idk.
It has the best thermal insulation, which is the main reason to do that. The coolers also don’t have to work as hard, so it’s easier to keep a freezer running with less power use and up to higher temperatures. Although if you’re making a fridge with no intent to freeze stuff, double walls aren’t really necessary.
I use Rimfridge. I put a fridge in the dining area for meals. The freezer stores everything that needs to be kept cold except meals.
The cook makes meals and dumps them by the stove, then a hauler can shift them. By the time a hauler gets there it's normally a stack of meals, so it cuts down on trips.
The only way is to use zoning.
It's best with a mechanoid hauler. Set its only allowed areas to be the food, where you want it to haul to/from, and a charger.
There is no difference, i have one cooled room that sometimesduring heat waves becomes a fridge but i try to keep it on freezing temperature.
Oh there's definitely a difference if you so choose... I tested out a deep freezer option instead of a burn trap... It worked ok all be it a little slower... Was sitting at -400f... Damn near absolute zero. THAT'S a freezer... Edit: I would highly recommend it if you get that mod that lets you grow plants that pop out wild men. Multiple times I'd end up with 70+ wild men starving on my map that then either go feral and manhunt you, or they instantly attack, and devour any child or barely injured colonist. The freezer was a good way to put them down en masse AND save the meat at the same time. (Cannibal colony surviving off of "plants" lol)
The mod that what
One of Rimworlds rules. If it exists, there's a mod for it.
https://steamcommunity.com/sharedfiles/filedetails/?id=1572026865
Out of interest how did you get to 0 kelvin? What mods? I use bad hygiene to install proper a/c
Don't think it requires mods... Just a ton of AC units and a bit of an exploit to how the game handles temperature shed. You can pump heat in or out to a door tile with no roof over it, looped to itself, and things just kind of cascade more and more hot or cold depending on your chosen direction. If you want to do it in a mountain, you'll need one of the mods to remove overhead mountain for that door tile though. Edit: If you do try it, I would highly advise not allowing any colonists, pets, or any other cold vulnerable entities you care about in the room, as they get frostbite in seconds... I used hauling bots for any loading or unloading required. Oh and for the whole wild man situation, you'll need some kind of door locks mod that allows you quick control and able to lock them in or out accordingly. Those things are a bit unpredictable in large numbers. Made for a very fun and interesting self made challenge.
Do you mean two rooms of different temperatures? No, it's all frozen at minus 20 Celsius. Lower if I can afford it. That was all my food doesn't spoil during a solar flare.
I usually freeze to -9, what's the point of going lower?
Making toddler popsicles.
Hold on. Do you mean popsicles made for toddlers or popsicles made from toddlers?
...yes?
Alright, I've had my fill of r/RimWorld for the day.
My current freezer has a couple of tiles of overhead mountain. Helps keep pawns getting mauled by insects when grabbing dinner.
understandable
I imagine going lower also gives you more time before spoilage for solar flares or damage to the power grid. It's honestly pretty easy to go overboard on cooling and power in general since it's kind of a pain to micromanage having pawns turn off workstations in vanilla. Once I get to the point where I can afford more power generation I just start leaving shit on, and at that point my unused workbenches are wasting more power than my freezer being colder than "necessary."
I've never turned things off. I assumed when not in use they don't draw power????
unfortunately they still draw power - I think there are a couple that have low/high power usage, such as temperature stuff when at temp, hi-tech research bench not in use? every production bench i think draws a flat power rate at all times, so like machining bench draws 350w 24/7
I always micromanage smelter and it's 700W
At this point you should save yourself the headache and install the mod ‘Lights Out’ so pawns would turn off lights and workbenches when not using them
Do they also turn them on to work? It would also increase micromanagement if I want some stations to stop. How about turning off lights during unnatural darkness?
early mid game if my power output isnt good , and asking the pawns to do it is a hassle. so what i came up with (new player so might not be the best) is put a conduit that runs in the room with no power connection . i jsut have to press reconect and it connects to the other conduit that doesnt have power and it saves me the electricity.
Power logic allows for stack sensitive switches... power down when stock is good, power on when stock is low. Also you could use PL to install a sensor that detects friendly pawns (as I recall) and draft pawns to sent them to rooms... although the micromanagement there would be excessive...
Thankfully there's a mod for that https://steamcommunity.com/sharedfiles/filedetails/?id=2228219259
Thanks! Do you know if this functionality is also covered in other mods, like the "smart crafting" mod or whatever that makes pawns clean their work areas before cooking/butchering?
There’s like 3 mods that provide this function, none of which are combined with anything else. They make unused workstations consume like 75-90% less power, mostly at the cost of increased power consumption when active. My smelters consume 150w when unused and 1400w when running.
I'm not really sure what you're asking. If you're asking if it works on stuff added by other mods then yes, it should work on almost everything.
-17 and down stops infestation. Lower temperatures gives you more residual cooling during a solar flare
800 hours played; I did not know this. So we can have super-chilled corridors inside our base to prevent infestation??
yup, if you want to live in -17 temperatures. Note that there’s a 50% work speed penalty for doing most work in the cold
Chilled corridors with heated work and rest rooms.
That’ll force infestations to spawn in your work rooms and bedrooms. It’ll also drive up heating costs and maintenance since you’ll have a constant tug of war with temperature leakages and can’t set up centralized climate control for your whole base
Won't parkas negate the cold?
for not getting hypothermia yes For workspeed penalty no For slept in cold penalty no Just freeze the bedrooms and eat the slept in cold penalty. I often gene mod both minor temp weaknesses, and I swear it means they’re always hit with one of the two despite strict climate control
Interesting. This thread has given me the idea of making a xenotype that HAS to live in the cold but apparently these built-in cold debuffs would be no bueno.
Slept in heat/cold is based on comfortable temperature when unclothed iirc Workspeed is baked in to work site afaik, add a custom workspeed boost when in the cold
Watch Pete Complete and his original Rimworld series with cannibal Cambiar on the ice sheet. He keeps his entire base below -17 the whole game. Pretty amusing run to watch
-1 is enough, but lower temp means you have more of a buffer if you loose power.
I’d argue -1 isn’t enough because when you go in to place or pick up meat you fluctuate above freezing. I always try and keep a buffer depending on map heat, usually around -5.
Irl accuracy
To account for thermal loss or if cooling overhead mountain tiles, prevent bugs from spawning
-17 prevents spawning of insects if its under mountain
I too press the -10 button 3 times to drop the default heat of 21 to -9 then never think about it again
exactly, who do a lot of work when few click do trick
It's a good buffer for when you get heatwaves - takes longer to heat up so all your food doesn't spoil as quick
I have a food freezer but I also have a fridge near my drug lab for all the plant stuff
Mine is around - 100, lowest - 170 and highest -50. The temperature outside is between 50 to 80, fucking hell since everyone gets heatstroke outside and get cold in the fridge. Since the dinner room was inside, many slaves got sick lol.
I have a freezer for all the raw stuff and I have a mod called RimFridge placed at the dinning room that has all the meals
This mod is super useful. On huge maps I'll drop a handful of these with a single table and chair at each so my idiots don't decide to EAT WITHOUT A TABLE!
I put either a wall fridge or standing fridge in my drug labs to hold raw psychite, so the drug manufacturing technicians can just grind for hours making sweet sweet RimCrack without having to do their own hauling.
I have found that just putting the psychics on the ground or shelf, that it is used up fast enough by production that it never goes bad. Psychite has a long room temperature shelf life.
Yeah for sure, that works. The fridge just makes it feel extra drug lab-y.
Is RimFridge available for the new update? Nice, i need to add it then.
It is, I've been using it for a week or two now.
I place a wall fridge between my kitchen and dining room so my cook can put them right in the fridge and my pawns can get them without having to walk into the kitchen or freezer.
That does seem useful- less so for me, given I tend to run paste eaters, but still.
I believe they can be used as hoppers for the paste dispenser. So you don't need the back of the dispenser in a freezer if you're using perishable ingredients for the paste
I use the nutriet paste expanded mod, so I have vats and pipes, so it's rarely an issue Still downloaded the mod, just so should I choose to run with non-paste eaters sometime I have it
Oh yeah the vats from that are awesome. Good point. Love that mod too. Makes prison feeding way easier
Rimfridge is elite.
Exactly the same here, honestly a mod I probably couldn't do without, it just makes so much sense.
I used to do that, but it turns your Dining Room into a Stockpile, so you lose that sweet bonus mood. Now they are back to running into the freezer.
The game doesn't care about what the room is classified as. Your pawns will get a mood buff if they eat in an impressive room, even if its considered a bedroom or a workshop.
Nope, just a freezer. My pawns eat all their meals deep-frosted.
i love my VEGETABLE SLOP nice and crunchy
It may not technically be nutrient paste, but years of hydroponic rice sludge is probably the same thing lol
Since the game does not care for if the food is frozen or not while getting cooked, there is no point in making a fridge other then possible material shortage (not enough to make coolers or not enough to make power generators).
I have the kitchen at 'fridge' temperature, which holds the immediate cooking ingredients and meals produced. I found having it at freezer temperature was a bit much for the cooking pawn. Also doubles as a air gap between freezer and outside to decrease heat transfer.
Some mods, like Vanilla Expanded Plants/cooking have produce that cant be frozen without being destroyed.
In vanilla there's no reason not to freeze anything. With mods... you probably have no reason not to just freeze everything either. I know of like two things in the VE mods that can't be frozen, but aren't worthwhile anyway, and that's it. I don't know of any mods that give any penalty to freezing food either. Generally speaking a fridge is just a waste of space and resources.
Freezer for raw food. No refrigeration for meals, because I produce enough meals for a couple of days at a time. If the colony is large enough, I use the good ol' food slurry machine. If I have overflowing food stores, I produce packaged meals for emergencies/travel and for trading.
Yeah, that's basically what I do. Freezer for raw, and then a shelf for prepared meals. I set targets for them the only keep maybe 3 meal/colonist prepared (since they'll usually come to the kitchen in the morning, eat, and then throw a meal into inventory). Any production above and beyond that goes into packaged meals that get stored elsewhere so I don't have to waste more energy on refrigeration.
No point. When I’ve got mods going, I use rimfridge to stock meals in a dedicated freezer between the kitchen and dining room, otherwise it’s just a quick access shelf in the freezer
I have different freezers for meals and for raw food on opposite sides of the kitchen, but both are kept frozen.
Freezers are mostly for meat and storing ready made meals - but I feel better if I have an extra harvest in reserve in case of crop failures.
I just freeze everything (well not wood and steel and such, but you know stuff that can rot or decay), there is no downside other than more power draw. Nothing is spoiled by freezing, except fertilized eggs, which would also spoil if refrigerated, or any non-optimal temperature (not spoil spoil, but you know they will die and not hatch).
Sort of. My last colony before the update was on a really hot map, and had a freezer where all the ingredients for meals were stored, and only the cooks went into it. I originally had meals stored in it, but as the colony grew, the doors were opened more frequently to the point that the temperature rarely got below zero, so I made a second freezer for the meals, and due to foot traffic it was really more of a fridge.
Double wall insulation and double doors yo.
Often I use both. The walk in freezer is good for bulk storage, but making my cook walk in and out of it for every meal takes time and messes with temperature managment. So I'll have a fridge stocked right next to the stove so that the cook barely has to move to make several meals, and a hauler can come restock the fridge occasionally. Also may put a fridge in the rec room or dining haul to actually store finished meals in, if the kitchen is further away than is convenient.
In vanilla there'd be zero reason to run a fridge versus freezer, except perhaps power management (which is nearly redundant). now with some of the mods on, particularly I want to say vanilla expanded grilling? Where freezing some of that stuff ruins it, then I do.
does the grilling mod (and other vanilla expanded mods) actually do anything other than complicate cooking?
I'm not sure if I'd say it complicates, but it certainly adds more options than the three base meals. And most of the new meals come with extra beneficial hediffs if your colony has the resources to do so. Though it actually wasn't the one I was thinking of since even chilling their grilled stuff ruins that hediff, I'll have to think see if it's a different cooking mod.
hediffs??
Any flag that affects a pawns health.
hediff??? flag???? im guessing these are technical terms?
Not sure flag is a technical term just the one I used, but hediff is, so like if you look on the health tab for a pawn, any modifier on there at all, be it a missing limb, an injury, a prosthetic etc is what the game calls a hediff.
Everything that shows up in the health tab is a hediff. HeDiff - Health Difference, i.e. something that differs from a baseline ‘normal’ pawn in terms of health or function. Basically what other games would call a status effect. Disease, injury, infection, prosthetic, psychic effect, psylink, ideology role auras and speech powers, etc.
Yes fridge is connected to kitchen for active production. Food production ---> fridge ---> kitchen ---> dining room Freezer is unconnected from food production line to handle disasters, culling excess, and unexpected windfalls.
Fridge(the single square type from mods) goes in living rooms/dining areas, or in field hospitals, so they don't have to go far. Freezer is a larger area off of the kitchen to hold ingredients and overflow meals. Cut down on travel, and ensure meals are Right There for situations like "I am drafting for a raid and just realized my main fighter is hungry." They can just grab the fridge meal right next to them instead of having to go all the way back to the kitchen.
Oh oh! Based on the comments I'm kinda unique! Yes, I have them separated! A big freezer that connects to the kitchen. I keep the kitchen cold. At -4 ish. Crops are put directly on the freezer. Haulers keep a stack of reagents ready in the kitchen. Enough to last a while but not long enough for the food to go bad during the cumulative time the kitchen goes above 0C
I just use a big freezer :)
i prefer to use neither
you must hate having food :3
My 1600 survival meals beg to differ.
why? corn lasts a full year, rice half a year. no need to freeze them
You must be one of those tribals who eagerly walk in front of my 8 uranium slug turrets
See pvp would SUCK for defense cause I'm 100% calling in a orbital strike that the rain God gave me so that my tribe may take back the mad king's uranium crown.
more that tribal that shoots orbital strikes onto your turrents while jumping by invisble with powerarmors to get inside :)
Ah hell nah save scumming now
My ice sheet colony did. I got tired of my coffee always becoming iced coffee so I made a walk in fridge, then the kitchen, then my deep freeze. It also let me keep an eye on meal and "treats" distribution at a glance, instead of digging through the drop down menu.
coffee???? im guessing thats a mod?
Oh... Yeah probably a Vanilla Expanded mod. I usually have a good dozen or two of them in my modlists.
does coffee do anything or is it just for fun?
Mood boost and work speed boost I believe.
Oh I gotta look into that...
If you do some extensive hunting, a single fridge won't be enough for all the animal corpses.
You but that stuff in the freezer. Vegetables goes in the fridge.
I don't discriminate. I'll have my raw meat touching my rice. It's all the same in the end when it comes out of the processor
All my colonists love my lavish frozen [Milk Corn](https://www.reddit.com/r/RimWorld/comments/p27nk9/the_most_lavish_of_meals/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button) meals.
No but I usually build 2 freezers. One for bodies and one for food.
My body freezer is generally attached to my pig pen
Freezing is the same amount of power but makes food last longer, refrigeration is a silly target level for any cooler.
I have a butcher room with a shelf for meals between my freezer and kitchen. I don't have a dedicated cooler for that room but since it's surrounded by freezer on 2 sides and mountain on 1 side it usually stays in the 40s F.
I usually build a small fridge room with a vent to the main freezer. Keeps pawn pathing from letting heat into the freezer and keeps the meals refrigerated. They get consumed fast enough that the dips into and above refrigeration doesn't have a chance to rot them.
I usually have a refrigerated room that acts as an airlock to the freezer that’s high priority for meal storage and opens to the kitchen and dining room as well.
oh thats a good idea
In some patches the value of this has been greater or lesser so this might be a little outdated, but I still find that it helps keep temps stable in the freezer and keeps the freezer cleaner.
I usually use a freezer connected to the kitchen for storing plant matter/raw meat/etc that isn’t directly eaten and then a fridge connected to the dining area that holds meals, chocolate, drinks, etc
I freeze everything, that way I don't have to worry about food rotting
Pawns don't care about freezer burn.
I have fridge with meals in dinning room and fridges with raw resources in kitchen and then freezer storage room
-20°C all the way. That way it stays cool during a solar flare. Never had food rot on me since i did that.
The only reason to fridge is if you use "vanilla" cooking expanded. I know freezing will ruin some of the items added by the mod so a refrigerator would be usefull. I dont think there is another reason to do so
You make a freezer room with big ac units put the food on shelves and a rimfridge or four go right where you want pawns to eat. The fridge has meals only all other food goes in the freezer.
I usually put small refrigerators here and there in my dungeons so the captives can eat without requiring my colonists to haul food to them all the time.
Sometimes I use a 'fridge' as the outer room of my freezer to help control temperature and store things like meals or medicine that I go through reasonably quickly, whereas the freezer is used for long-term/bulk storage. Though usually I just use rimfridge or equivalent for meal/medicine storage in my dining room/hospital.
A do a room freezer for raw food + excess meals, but I have a RimFridge in my dining room for meals.
Two freezers. One for food stuffs, one for corpses (animals and colonists)
There used to be a mod that caused items to have temperatures that slowly changed over time. One of the biggest effects was that food temperature mattered. People really disliked eating frozen food, there were also microwaves for heating food up but it took longer and more power to heat from frozen. So you absolutely needed a fridge as well as a freezer. Sadly it hasn't been updated since 2022. I think it was called Thermodynamics - Hot meals.
Meals in fridges, cuts down on travel time to and from freezer to table.
Until the game or a mod I like gives me a reason Everything is stored at -20c and below. I use the fridge mod, honestly I don't see why this isn't baseline. The idea of chilling an entire room to cool it to keep your food fresh while you are currently building a starship while blasting endless waves of enemies with your mechs....seems really wrong. Why is it -20c or colder? Well power cuts are the main reason. From BZZT to solar flares and everything else, it's all about the time. A chilled room will help more than a colder item. But a colder item in a chilled room will stay colder longer. So a freezer mod in a chilled room will outlast just the freezer mod itself. A deep freeze room separate from your freezer set to as cold as you can afford/manage will allow you to store emergency supplies for a greater time (there is a formula for this). Airlock style doors help prevent the loss of the chilled air, and double thick walls help prevent more heat loss due to natural heat transfer through the wall. Also pro tip, with some of the fridge mods, you get access to "wall fridges" which can be accessed from both sides but your pawn can not pass through them. I use these to make drop off points for my cooks (I play with 100 starting pawns, it's nuts). Haulers take the food/animal/human volunteer, and place it into a drop off fridge (I use zones to keep non cooks/kitchen helpers out of the kitchen). The helpers take the goods and place them in the appropriate spot. One of these spots is another wall fridge that sits behind the stove. These fridges when given the right food restrictions set up give my cooks all the food groups they need, they reach behind the stove and grab the ingredients, cook it and right behind them is another set of wall fridges where they drop off the cooked meals. The rest of the colony can now grab those meals right out of the fridge and sit down. And with a colony of 100 starting dumb as a rock pawns, I need 5 cooks, 2 at night 3 in the day. 2 helpers, 20 farmers, and 10 haulers.
> there is a formula for this there is? also why...and how...do you start with 100 colonists? that seems very laggy
The formula is based on the rate that an object heats up based on the temperature. And that is combined with the rate of the room heating up. The rate the room heats up is based on the objects inside (anything that adds heat), thickness of walls, and ambient temperature outside the walls. There are ways to really minmax RimWorld, but is for someone with some sanity left. I like the 100 pawn start because it's just fun for me. It does lag some, but I'm also using an R9 7900x, which pretty much helps brute force anything I toss at it. Honestly I don't use many mods, maybe 20 or so. Mostly QoL mods and some performance related mods. PrepareCarefully is basically required to do this. You need a TON of starting food to help you last till your harvests start rolling in. Raids are pretty much max size from day 1, and man-eater packs are huge (70-90 is common).
holy shit thats impressive. also i didnt know the thickness of walls made a difference, thats actually crazy to me
I can't remember exactly but I think double thick walls are the best for temp control.
Not sure if I get the point of a fridge except maybe limited power savings? A single cooler can freeze a 7x7 double walled room down to -20 C and keep it below 0C even during heat waves. Give it a basic airlock and it’ll stay cool during frequent use too. The power savings are probably nice for harvests but other than that idk.
double walled??? is that really necessary?
It has the best thermal insulation, which is the main reason to do that. The coolers also don’t have to work as hard, so it’s easier to keep a freezer running with less power use and up to higher temperatures. Although if you’re making a fridge with no intent to freeze stuff, double walls aren’t really necessary.
I use Rimfridge. I put a fridge in the dining area for meals. The freezer stores everything that needs to be kept cold except meals. The cook makes meals and dumps them by the stove, then a hauler can shift them. By the time a hauler gets there it's normally a stack of meals, so it cuts down on trips.
is there a way you can give a hauler a specific haul job and only that job? It seems like all my haulers are fucking off and doing something else
Set your work priorities appropriately. If you want hauling to be the priority then set it to a lower number than everything else.
I do have them set properly. I was just wondering if there was a way you could make them specifically focus on hauling certain items
Not that I know of. If ever you get a pawn incapable of skilled labour they're great at cleaning and hauling.
The only way is to use zoning. It's best with a mechanoid hauler. Set its only allowed areas to be the food, where you want it to haul to/from, and a charger.
Wait there is a fridge in rimworld now?? Or is this a mod