Kayser's Compact Kitchen (U3)

Author
Downloads
570
Votes Score
75%
Votes
7
Favorited
16
Updated
06/23/25
Created
01/04/25

Description

Kayser's Compact Kitchen

Your Complete Food Processing Solution

Summary

  • Kayser's Compact Kitchen is a compact and complete food processing facility for early/mid game (Supports ~3,750 Pop @ Captain difficulty, no edicts)
  • Provides all the foods in the game plus some Food Packs, as long as all the necessary ingredients are supplied. (Sausage is not 100% sufficient at all times after stored meat trimmings have run out.)
  • Great flexibility and robustness with regard to ingredient choices and fallback options + sensible default settings.
  • Minimizes workers, maintenance, and space consumption by combining all food in 6 Food Markets, combining Sausage and Sugar production in single Food Processor, and using spare capacity of the Cooking Oil Mill for additional Flour production.
  • Fits nicely in a 2x2 housing unit square, with all input/output storages along two edges for easy mapping and access by truck or pipe/belt.
  • U3 UPDATE: Improved Flour/Bread/Cake production by using spare capacity of the 2nd Mill. Added Food Pack production.

Features

  • Uses all animal feed residue from Flour (and Cooking oil) mill for use by Chickens.
  • Makes snacks from choice of Potato and/or Corn. Corn is preferred by default.
  • Makes additional animal feed as required from Wheat, or surplus Potato/Corn. Wheat is preferred by default.
  • Makes cooking oil from choice of Canola and/or Soybean. Canola is preferred by default.
  • Stores meat trimmings to kick-start Sausage production. (Because 100 years old meat trimmings makes healthy and great-tasting sausage!)
  • U3 UPDATE: Makes Food packs from surplus Eggs and Bread, for contracts or use in Crew Supplies.

Usage

  • Mostly Plug-and-Play. Apply the blueprint along an edge of two housing units. Attach external transports and unpause structures as requred.
  • Re-apply blueprint and add recipes as subsequent food technology is unlocked.
  • Storages are small size by default, to reduce price and electricity consumption. Upgrade if necessary.
  • Food Markets (except Vegetables) requrie upgrade to Food Market II.
  • When T2 belt is unlocked, upgrade the (6) belts that exit the sorters to T2. (See the blueprint for reference.)
  • If Animal Feed buffers become full (before Chickens), make sure to remove the overflow. Alerts are recommended.
  • When the Meat Trimmings storage becomes full (it will), add additional storages or a mixer to make compost from overflow.
  • After Sausage is researched, reverse the long Meat Trimmings belt to use the stored Meat Trimmings in Sausage. After trimmings have been consumed, the storage and associated belts can be removed.

Enjoy Your Cooking!

Earlier Versions (3)

Version Copy to Clipboard Release Date Downloads
3 (Current) 06/22/2025 74
2 01/04/2025 489
1 01/04/2025 7

Comments (1)

I'm currently running a 6000 pops town on this blueprint. I just needed to add another chicken farm and need to overclock the cake maker.