Facility: Kitchen

## Kitchen

The **Kitchen** is one of the five Building & Crafting facilities. It allows you to craft Stamina Consumables and offers options for food management and production.

Accepts Kitchen and Universal Facility Mods.

This facility is not available in Heartland. Its functions are provided by the Basic Kitchen facility instead.

## Kitchen

Affects morale & Stamina. Manages rationing. Crafts fatigue-removing consumables. Can produce food.

**Building Requirements:**

* Small Slot (Indoor/Outdoor)
* 4 / 5 / 7 / 10 / 13 Materials
* 1 Labor

**Facility Actions:**

* Enact Rationing (**-15 Stamina** for 1h, **-15 Morale** for 1h, **-50% Food Consumed** Overall (Max -75%) for 1h) Note: May also **-5 Stamina**, requires Knowledge of Nutrition
* Prepare Feast (**+10 Max Stamina** for 1h, **+10 Morale** for 1h, requires Knowledge of Cooking and **3 Food**) Note: Alternatively, **+15 Morale** for 1h, requires Knowledge of Cuisine; or **+20 Stamina** for 1h, requires Knowledge of Nutrition
* Make Items & Produce Food
	+ Consumables
		- Prepare Snacks (3 bag of snacks, 6 with Knowledge of Nutrition)
		- Make Coffee (+2 Cup of Coffee) (requires Water) Note: May also provide additional +2 Cup of coffee and **+4 Morale** for 6m, requires Knowledge of Coffee Preparation)
		- Make Energy Drink (+3 Energy Drink, cost 3? Case of Chemicals and **2 Food**, requires Water, Knowledge of Chemistry, and Knowledge of Cooking) Note: May provide +5 Energy Drink, requires Knowledge of Nutrition; reduce the amount of Case of Chemicals to 1, requires Knowledge of Pharmacology)
	+ Produce Resources
		- Produce Food (**+1 Food**, cost 5? Boxes of Seed and 5? Jugs of Ethanol) Note: Reduces the amount of items need to 3 each, requires Knowledge of Cooking; Increase yield to **+2 Food**, requires Knowledge of Cuisine)
* Upgrade: Kitchen 2 (**Craft Better Snacks, Craft Seeds**)

**Passive Effects:**

* Solar Water Heating (**+50% Kitchen Action Speed**; requires Solar Array)

## Kitchen 2

Affects morale & Stamina. Manages rationing. Crafts fatigue-removing consumables. Can produce food.

**Upgrade Requirements:**

* Knowledge of Cooking
* 5 Jugs of Alcohol
* 5 / 6 / 8 / 12 / 15 Materials
* 2 Labor

**Facility Actions:**

* Enact Rationing (**-15 Stamina** for 1h, **-15 Morale** for 1h, **-50% Food Consumed** Overall (Max -75%) for 1h) Note: May also **-5 Stamina**, requires Knowledge of Nutrition
* Prepare Feast (**+20 Max Stamina** for 1h, **+10 Morale** for 1h, requires Knowledge of Cooking and **3 Food**) Note: Alternatively, **+15 Morale** for 1h, requires Knowledge of Cuisine; or **+30 Stamina** for 1h, requires Knowledge of Nutrition
* Make Items & Produce Food
	+ Consumables
		- Prepare Snacks (3 bag of snacks, 6 with Knowledge of Nutrition)
		- Prepare Nutritious Snacks (+3 Pack of Nutritious Snacks, requires Knowledge of Nutrition)
		- Make Coffee (+2 Cup of Coffee) (requires Water) Note: May also provide additional +2 Cup of coffee and **+4 Morale** for 6m, requires Knowledge of Coffee Preparation)
		- Make Energy Drink (+3 Energy Drink, cost 3? Case of Chemicals and **2 Food**, requires Water, Knowledge of Chemistry, and Knowledge of Cooking) Note: May provide +5 Energy Drink, requires Knowledge of Nutrition; reduce the amount of Case of Chemicals to 1, requires Knowledge of Pharmacology)
	+ Produce Resources
		- Produce Food (**+1 Food**, cost 5? Boxes of Seed and 5? Jugs of Ethanol) Note: Reduces the amount of items need to 3 each, requires Knowledge of Cooking; Increase yield to **+2 Food**, requires Knowledge of Cuisine)
* Collect Seeds (Produces 1-3 Boxes of Seeds, **Cost 3 Food**)

**Passive Effects:**

* Solar Water Heating (**+50% Kitchen Action Speed**; requires Solar Array)
* Daily Maintenance (Noisy) (**-1 Materials Per Day, +1 Zombie Threat**)

## Unique Kitchen Facilities

Certain Home Sites will have their own unique built-in Kitchen. All of these have the same properties as the Kitchen 2, however they also have extra benefits. They are the following:

## Backyard BBQ Pit

The **Backyard BBQ Pit** can only be found in the Farmland Compound base. It provides the same benefits as the Kitchen 2, minus the Daily Maintenance (Noisy) passive effect. You also can't Prepare Feasts with it, however it has a different unique Facility Action for boosting morale. Can't be demolished.

Accepts Kitchen and Universal Facility Mods.

In-game description: This big outdoor grilling station once fed dozens of refugees every day. Those folks have moved on, but everything still works.

**Building Requirements:**

* None (Built-in)

**Facility Actions:**

* Enact Rationing
* Grill Stuff Up
* Make Items & Produce Food
	+ Consumables
		- Prepare Snacks
		- Prepare Nutritious Snacks (requires Knowledge of Nutrition)
		- Make Coffee (requires Water)
		- Make Energy Drink (requires Water, Knowledge of Chemistry, and Knowledge of Cooking)
	+ Produce Resources
		- Produce Food
* Collect Seeds

**Passive Effects:**

* Solar Water Heating (**+50% Kitchen Action Speed**; requires Solar Array)

## Bar & Grill

The **Bar & Grill** can only be found in the Wally's Bar and Grill base. It provides the same benefits as the Kitchen 2, minus the Daily Maintenance (Noisy) passive effect. It also provides a morale bonus, two beds, and offers a unique facility action. Can't be demolished.

Accepts Kitchen and Universal Facility Mods.

In-game description: Affects morale & Stamina. Manages rationing. Makes fatigue-removing consumables. Provides unique morale-boosting opportunities.

**Building Requirements:**

* None (Built-in)

**Facility Actions:**

* Prepare Feast (requires Knowledge of Cooking)
* Enact Rationing
* Make Items & Produce Food
	+ Consumables
		- Prepare Snacks
		- Prepare Nutritious Snacks (requires Knowledge of Nutrition)
		- Make Coffee (requires Water)
		- Make Energy Drink (requires Water, Knowledge of Chemistry, and Knowledge of Cooking)
	+ Produce Resources
		- Produce Food
* Collect Seeds
* Stock the Taps

**Passive Effects:**

* Solar Water Heating (**+50% Kitchen Action Speed**; requires Solar Array)
* Everybody Knows Your name (**+3 Morale**)
* Makeshift Beds (**+2 Beds**)

## Biker Kitchen

The **Biker Kitchen** can only be found in the Fortified Truck Stop base. It provides the same benefits as the Kitchen 2, minus the Daily Maintenance (Noisy) passive effect. It also offers some unique alcohol-related facility actions. Can't be demolished.

Accepts Kitchen and Universal Facility Mods.

In-game description: Affects morale & Stamina. Manages rationing. Crafts fatigue-removing consumables. Can produce food, ethanol, and moonshine.

**Building Requirements:**

* None (Built-in)

**Facility Actions:**

* Enact Rationing
* Prepare Feast (requires Knowledge of Cooking)
* Make Items & Produce Food
	+ Consumables
		- Prepare Snacks
		- Prepare Nutritious Snacks (requires Knowledge of Nutrition)
		- Make Coffee (requires Water)
		- Make Energy Drink (requires Water, Knowledge of Chemistry, and Knowledge of Cooking)
	+ Produce Resources
		- Produce Food
	+ Produce Crafting & Luxury Items
		- Convert Food to Ethanol (requires Knowledge of Chemistry)
		- Convert Alcohol to Moonshine
* Collect Seeds
* Serve a Round of Moonshine

**Passive Effects:**

* Solar Water Heating (**+50% Kitchen Action Speed**; requires Solar Array)

## Cafeteria Kitchen

The **Cafeteria Kitchen** can only be found in the Camp Kelenqua base. It provides the same benefits as the Kitchen 2, minus the Daily Maintenance (Noisy) passive effect. It also has a unique Facility Action for boosting morale. Can't be demolished.

Accepts Kitchen and Universal Facility Mods.

In-game description: Affects morale & Stamina. Manages rationing. Crafts fatigue-removing consumables. Can produce food.

**Building Requirements:**

* None (Built-in)

**Facility Actions:**

* Enact Rationing
* Prepare Feast (requires Knowledge of Cooking)
* Grill Stuff Up
* Make Items & Produce Food
	+ Consumables
		- Prepare Snacks
		- Prepare Nutritious Snacks (requires Knowledge of Nutrition)
		- Make Coffee (requires Water)
		- Make Energy Drink (requires Water, Knowledge of Chemistry, and Knowledge of Cooking)
	+ Produce Resources
		- Produce Food
* Collect Seeds

**Passive Effects:**

* Solar Water Heating (**+50% Kitchen Action Speed**; requires Solar Array)

## Chef's Kitchen

The **Chef's Kitchen** can only be found in the Clarington House, Justineau House, and Vogel House bases. It provides the same benefits as the Kitchen 2, minus the Daily Maintenance (Noisy) passive effect. Can't be demolished.

Accepts Kitchen and Universal Facility Mods.

In-game description: Affects morale & Stamina. Manages rationing. Crafts fatigue-removing consumables. Can produce food.

**Building Requirements:**

* None (Built-in)

**Facility Actions:**

* Enact Rationing
* Prepare Feast (requires Knowledge of Cooking)
* Make Items & Produce Food
	+ Consumables
		- Prepare Snacks
		- Prepare Nutritious Snacks (requires Knowledge of Nutrition)
		- Make Coffee (requires Water)
		- Make Energy Drink (requires Water, Knowledge of Chemistry, and Knowledge of Cooking)
	+ Produce Resources
		- Produce Food
* Collect Seeds

**Passive Effects:**

* Solar Water Heating (**+50% Kitchen Action Speed**; requires Solar Array)

## Chic Eatery Kitchen

The **Chic Eatery Kitchen** can only be found in the Corner Office base. It provides the same benefits as the Kitchen 2, minus the Daily Maintenance (Noisy) passive effect. It also has a passive bonus to Kitchen Action Speed. Can't be demolished.

Accepts Kitchen and Universal Facility Mods.

In-game description: Affects morale & Stamina. Manages rationing. Crafts fatigue-removing consumables. Can produce food.

**Building Requirements:**

* None (Built-in)

**Facility Actions:**

* Enact Rationing
* Prepare Feast (requires Knowledge of Cooking)
* Make Items & Produce Food
	+ Consumables
		- Prepare Snacks
		- Prepare Nutritious Snacks (requires Knowledge of Nutrition)
		- Make Coffee (requires Water)
		- Make Energy Drink (requires Water, Knowledge of Chemistry, and Knowledge of Cooking)
	+ Produce Resources
		- Produce Food
* Collect Seeds

**Passive Effects:**

* Solar Water Heating (**+50% Kitchen Action Speed**; requires Solar Array)
* Seriously Good Cookware (**+25% Kitchen Action Speed**)

## Concession Kitchen

The **Concession Kitchen** can only be found in the Knight's Family Drive-In base. It provides the same benefits as the Kitchen 2, minus the Daily Maintenance (Noisy) passive effect. It also has a unique facility action replacing the Prepare Feast action. Can't be demolished.

Accepts Kitchen and Universal Facility Mods.

In-game description: Affects morale & Stamina. Manages rationing. Makes fatigue-removing consumables. Can produce food.

**Building Requirements:**

* None (Built-in)

**Facility Actions:**

* Enact Rationing
* Fry Something Up
* Make Items & Produce Food
	+ Consumables
		- Prepare Snacks
		- Prepare Nutritious Snacks (requires Knowledge of Nutrition)
		- Make Coffee (requires Water)
		- Make Energy Drink (requires Water, Knowledge of Chemistry, and Knowledge of Cooking)
	+ Produce Resources
		- Produce Food
* Collect Seeds

**Passive Effects:**

* Solar Water Heating (**+50% Kitchen Action Speed**; requires Solar Array)

## Country Kitchen

This **Country Kitchen** can only be found in the Cabin Park Motel base. It provides the same benefits as the Kitchen 2, minus the Daily Maintenance (Noisy) passive effect. It also provides your community with a morale bonus. Can't be demolished.

Accepts Kitchen and Universal Facility Mods.

In-game description: Affects morale & Stamina. Manages rationing. Crafts fatigue-removing consumables. Can produce food.

**Building Requirements:**

* None (Built-in)

**Facility Actions:**

* Enact Rationing
* Prepare Feast (requires Knowledge of Cooking)
* Make Items & Produce Food
	+ Consumables
		- Prepare Snacks
		- Prepare Nutritious Snacks (requires Knowledge of Nutrition)
		- Make Coffee (requires Water)
		- Make Energy Drink (requires Water, Knowledge of Chemistry, and Knowledge of Cooking)
	+ Produce Resources
		- Produce Food
* Collect Seeds

**Passive Effects:**

* Solar Water Heating (**+50% Kitchen Action Speed**; requires Solar Array)
* Hand-Collected Spices (**+3 Morale**)

## Country Kitchen

This **Country Kitchen** can only be found in the Mazzara Farm base. It provides the same benefits as the Kitchen 2, minus the Daily Maintenance (Noisy) passive effect. It also provides your community with Knowledge of Cooking. Can't be demolished.

Accepts Kitchen and Universal Facility Mods.

In-game description: Affects morale & Stamina. Manages rationing. Crafts fatigue-removing consumables. Can produce food. Leftover cookbooks provide cooking knowledge.

**Building Requirements:**

* None (Built-in)

**Facility Actions:**

* Enact Rationing
* Prepare Feast (requires Knowledge of Cooking)
* Make Items & Produce Food
	+ Consumables
		- Prepare Snacks
		- Prepare Nutritious Snacks (requires Knowledge of Nutrition)
		- Make Coffee (requires Water)
		- Make Energy Drink (requires Water, Knowledge of Chemistry, and Knowledge of Cooking)
	+ Produce Resources
		- Produce Food
* Collect Seeds

**Passive Effects:**

* Solar Water Heating (**+50% Kitchen Action Speed**; requires Solar Array)
* Country Cookbooks (**Knowledge of Cooking**)

## Firehouse Kitchen

The **Firehouse Kitchen** can only be found in the Prescott Fire Station base. It provides the same benefits as the Kitchen 2, minus the Daily Maintenance (Noisy) passive effect. It also provides some extra Food storage. Can't be demolished.

Accepts Kitchen and Universal Facility Mods.

In-game description: Affects morale & Stamina. Manages rationing. makes fatigue-removing consumables. Provides unique morale-boosting opportunities. Provides food storage.

**Building Requirements:**

* None (Built-in)

**Facility Actions:**

* Prepare Feast (requires Knowledge of Cooking)
* Enact Rationing
* Make Items & Produce Food
	+ Consumables
		- Prepare Snacks
		- Prepare Nutritious Snacks (requires Knowledge of Nutrition)
		- Make Coffee (requires Water)
		- Make Energy Drink (requires Water, Knowledge of Chemistry, and Knowledge of Cooking)
	+ Produce Resources
		- Produce Food
* Collect Seeds

**Passive Effects:**

* Solar Water Heating (**+50% Kitchen Action Speed**; requires Solar Array)
* Commercial Fridges (**+10 Max Food Storage**)

## High-End Kitchen

The **High-End Kitchen** can only be found in the Barricaded Strip Mall base. It provides the same benefits as the Kitchen 2, minus the Daily Maintenance (Noisy) passive effect. It also has a bonus to Kitchen Action Speed. Can't be demolished.

Accepts Kitchen and Universal Facility Mods.

In-game description: Improves morale, makes snacks & coffee, manages rationing. Can produce food.

**Building Requirements:**

* None (Built-in)

**Facility Actions:**

* Enact Rationing
* Prepare Feast (requires Knowledge of Cooking)
* Make Items & Produce Food
	+ Consumables
		- Prepare Snacks
		- Prepare Nutritious Snacks (requires Knowledge of Nutrition)
		- Make Coffee (requires Water)
		- Make Energy Drink (requires Water, Knowledge of Chemistry, and Knowledge of Cooking)
	+ Produce Resources
		- Produce Food
* Collect Seeds

**Passive Effects:**

* Solar Water Heating (**+50% Kitchen Action Speed**; requires Solar Array)
* Seriously Good Cookware (**+25% Kitchen Action Speed**)

## Mobile Catering Station

The **Mobile Catering Station** can only be found in the Fort Marshall base. It has the same properties as the Kitchen 2, but also has a passive bonus to Kitchen Action Speed. Can't be demolished.

Accepts Kitchen and Universal Facility Mods.

In-game description: Originally designed to feed a large crowd of hungry soldiers, quickly and cheaply. Affects morale & Stamina. Manages rationing. Crafts fatigue-removing consumables. Can produce food. Add a Solar Array facility to your base to accelerate its actions. (Equivalent to Kitchen 2, with extras)

**Building Requirements:**

* None (Built-in)

**Facility Actions:**

* Enact Rationing
* Prepare Feast (requires Knowledge of Cooking)
* Make Items & Produce Food
	+ Consumables
		- Prepare Snacks
		- Prepare Nutritious Snacks (requires Knowledge of Nutrition)
		- Make Coffee (requires Water)
		- Make Energy Drink (requires Water, Knowledge of Chemistry, and Knowledge of Cooking)
	+ Produce Resources
		- Produce Food
* Collect Seeds

**Passive Effects:**

* Optimized Layout (**+50% Kitchen Action Speed**)
* Solar Water Heating (**+50% Kitchen Action Speed**; requires Solar Array)
* Daily Maintenance (Noisy) (**-1 Materials Per Day, +1 Zombie Threat**)

## Restaurant Kitchen

The **Restaurant Kitchen** can only be found in the Wheelhouse Truck Stop base. It provides the same benefits as the Kitchen 2, minus the Daily Maintenance (Noisy) passive effect. Can't be demolished.

Accepts Kitchen and Universal Facility Mods.

In-game description: Affects morale & Stamina. Manages rationing. Crafts fatigue-removing consumables. Can produce food.

**Building Requirements:**

* None (Built-in)

**Facility Actions:**

* Enact Rationing
* Prepare Feast (requires Knowledge of Cooking)
* Make Items & Produce Food
	+ Consumables
		- Prepare Snacks
		- Prepare Nutritious Snacks (requires Knowledge of Nutrition)
		- Make Coffee (requires Water)
		- Make Energy Drink (requires Water, Knowledge of Chemistry, and Knowledge of Cooking)
	+ Produce Resources
		- Produce Food
* Collect Seeds

**Passive Effects:**

* Solar Water Heating (**+50% Kitchen Action Speed**; requires Solar Array)