PALE BLUE ROSELibrary

Kitchen Garden

Partly implemented - in the game, some parts are still missing

What is left: its own 3D model.

2 workers a level bring in 1 vegetables. A fenced plot of everyday vegetables.

Building window In game

What opens when you click it.

Kitchen Garden
Level 1 of 10
✕
Working
Workers−2 / 2+
PriorityClosedNormalHigh
Production
Vegetablesthis batch
Storage & realm supply
Vegetables here0 / 150
Realm minimumset by you
Realm maximumoff
Card slots
Empty
Upgrades · this building only
Research + blueprint cardHold to demolish

3D model In game

Model coming
The Kitchen Garden has no 3D model of its own yet.

Card In game

BlueprintCommon
Kitchen Garden
Unlocks the Kitchen Garden
15 wood

The blueprint card you buy to unlock it carries the same glyph.

In the game now Game data

Its live recipes, who uses its goods and how you unlock it.

RecipeModeUsesMakes
1Garden bedsnothing1 Vegetables
2Composted bedsComposted beds: 1 compost dug in makes 2 vegetables.
3Manured bedsManured beds: 1 night soil dug in makes 2 vegetables.

Its goods are used by:

Research: tier 1 node, base cost 100 research points.

Planned design Planned

The redesign: what changes, its window, its goods and the decision it gives. Numbers are proposals.

Kitchen Gardendragged plot
×
What this field grows
Wheat
Rye
Barley
Oatsneeds a mill in range
Beans
Cabbageneeds water: a ditch or well in range
Berriesneeds a berry press in range
Flax research tier 2
Hops research tier 2
Vinesneeds south slope + marl every 3 years
Saffron research tier 4
Herbsneeds an herbalist in range
Soil
Fertility64 %, falling
Next fertilizermanure, spring (barn in range)
Wages a worker
Very lowLowMidHighVery high

crop picker: green = choosable, grey with its reason.

Age

Dark Age

Inputs and outputs

compostmanurenewintoVegetablesPot herbsnew
  • Makes Vegetables (cabbage, leeks, onions, peas): the house itself, Kitchen; Pot herbs (parsley, sage): Kitchen, Herbalist
  • Needs compost, manure; the household (no wage)

Range rule

a small plot (up to 24 cells) dragged beside a house; feeds that house first

Links

Why it is interesting

Every house can feed itself a little: garden room or a denser street.

Goods and chains

What it takes in and gives out, with the buildings on the other end.

All stats Game data

Model
farm mill
Footprint
10 x 10 m
Door
front side, offset 0 m
Build cost
15 wood
Build work
700
Builders at once
3
Storage
150 vegetables
Card slots
1
Tier
a
Makes
vegetables
Work per batch
56 ticks (2.8 s of work)
Workers per level
2
Works outdoors
yes
Peak season
summer

States In game

The plate above the building in town.

2/2
Working

The green ring fills as the current batch is made.

2/2
High priority

Workers come here before Normal buildings.

!2/2Storage full
Storage full

Stopped until haulers take the output away.

!0/2No workers
No workers

Nobody is assigned.

0/2
Closed

You closed it; workers go elsewhere.

Upgrades 1 to 10 Planned

For this building only. Levels 5 and 10 are the big steps. Live today: 1 level(s).

LevelAdds
1BuiltThe starting building
2+2 workersMore hands
3+10 % work speedFaster work
4+50 % storageBigger yard
5Seasoned crew+10 % work speed for everyone here
6+2 workersMore hands
7+10 % work speedFaster work
8Better yield+5 % vegetables
9+50 % storageBigger yard
10Master kitchen garden+1 vegetables from every batch

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