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* If you let rice rot after 5 full harvests, then you still have 4 harvests of rice in reserve. You didn't need any of that spoiled rice in the first place. Even if one of your harvests is ruined by [[blight]], you have 3 full harvests of surplus.  
 
* If you let rice rot after 5 full harvests, then you still have 4 harvests of rice in reserve. You didn't need any of that spoiled rice in the first place. Even if one of your harvests is ruined by [[blight]], you have 3 full harvests of surplus.  
 
* You didn't need any of that spoiled rice in the first place. ''It's ok to let it rot.''
 
* You didn't need any of that spoiled rice in the first place. ''It's ok to let it rot.''
 +
<small>You may want a surplus of food, so that you are immune to the many bad [[event]]s your storyteller throws at you. The worst food-related event in the game is [[toxic fallout]]. It lasts for 10 days at the maximum. Rice then takes ~5 days to grow, assuming it isn't winter. So if you have 15 days of food, you are safe from the worst event in the game (assuming no winter). If you have 30 days surplus of food, you can survive toxic fallout -> blight -> cold snap without a sweat (again, assuming no winter). In winter, nature refrigerates your crops for you, so all you need to do is grow the surplus food. </small>
  
 
[[Meal]]s rot in ~4 days. But, there's a simple solution. Don't cook them yet. You only ''need'' to cook 1-2 days worth of food at a time. Minor [[mental break]]s only last for a day or so, and injuries heal in a few days.
 
[[Meal]]s rot in ~4 days. But, there's a simple solution. Don't cook them yet. You only ''need'' to cook 1-2 days worth of food at a time. Minor [[mental break]]s only last for a day or so, and injuries heal in a few days.
 
=== Building a Freezer ===
 
Most foods will quickly rot away in storage unless they are refrigerated. To prevent this food waste, the colony will need access to [[power]] to produce electricity and build [[cooler]]s. There are a variety of original ideas when designing power grid planning. Constructing these devices require [[components]] that can be mined, traded, manufactured, and salvaged from [[ship chunk]]s. In the early game, colonists have limited supplies, so treat them as delicate devices. Components are not easily replaceable and should be guarded with care. 
 
 
Coolers are considered a wall tile. They are bi-directional; blue indicates cold and red means heat, so make sure to rotate blue towards the room you want cooled. Once constructed and powered on, the device is set up and operating automatically. The room must be enclosed completely and [[roof]]ed in order to actually be cooled.
 
 
The default temperature is always {{Temperature|21}}, but that won't help, so use the buttons to adjust. The cooler will attempt to reach the designated value, but it all depends on leaving unroofed areas and the room's size. Often one cooler alone is not enough. Check the tooltips by hovering the mouse over to detect if the desired temperature has been achieved. The seasons will dictate the amount of cooling or heat that is necessary for a given room.  Check with colonists to determine what adjustments are required.
 
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
File:Food has rotted away in storage.png|'''Notification: Food has rotted away in storage'''
 
File:Cooler settings.png|'''Cooler settings'''
 
</gallery>
 
{{clear}}
 
  
 
===Research===
 
===Research===

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