Build 42 Cooking — Soups, Canning, Drying Racks, and the Post-Fridge Plan
Cooking in Build 42 is half kitchen, half logistics: the evolved-recipe system rewards skill with stretching nutrition, but the real game is keeping food edible after the power dies — jarring, drying racks, jerky, and freezer math. This guide covers the skill's verified numbers and every preservation route on stable 42.20, from PZwiki's Cooking and Food pages (42.18-era stamps). Recipe lists live in our recipes guide; this page is about mechanics. Checked 2026-08-04.
What the Cooking skill actually does
Each level stretches ingredients and boosts nutrition:
| Cooking level | 0 | 3 | 5 | 7 | 10 |
|---|---|---|---|---|---|
| Ingredient used | 100% | 91% | 85% | 79% | 70% |
| Nutrition added | 100% | 109% | 113% | 116% | 117% |
| Rotten ingredient allowed | No | No | No | 5% | 10% |
From level 7 you can safely fold small amounts of rotten food into dishes — a genuine late-game economy for a base drowning in half-spoiled harvest. Higher levels also make it easier to detect poison in evolved recipes (3+ ingredients can carry bleach or worse) and harder for your own poison to be caught; detected food gets a skull icon. Chef (+4) and Burger Flipper (+2) remain the cooking starts (occupation costs).
Soups, stews, and the pot economy
Pot meals are the workhorse for feeding a base: they stack many ingredients into one container, eat over multiple servings, and cook over any heat source (fire pit, campfire, stove). Verified timers from the food table:
| Pot meal | Fresh | Rotten | Cooked | Burnt |
|---|---|---|---|---|
| Pot of soup | 3 days | 5 days | 50 min | 100 min |
| Pot of stew | 3 days | 5 days | 70 min | 140 min |
| Pasta / rice pots | 3 days | 6 days | 20 min | 50 min |
| Salad | 2 days | 3 days | — | — |
Cooking generally extends the rot clock versus raw ingredients and improves effects; leaving food on an active heat source too long burns it, wrecking the benefits and adding sickness risk. Set timers — a burnt stew is a full inventory loss.
Spoilage: the numbers behind the clock
- Perishables move fresh → stale → rotten; stale food is worse, rotten food is dangerous — eating it has a high chance of sickness, mitigated by lemongrass or the Iron Gut trait.
- Refrigeration multiplies time-to-spoil by 5× (blue overlay). Freezing stops decay entirely once the item reads "frozen" — e.g., fish fillets go stale in 2 days raw, 10 days refrigerated, and last forever fully frozen (fishing supply).
- Non-perishables (chocolate, pop, beef jerky, butter) never rot — stockpile them and use them as recipe ingredients.
- Rotten surplus isn't waste: it feeds the composter for fertilizer (farming loop).
Preservation routes (your post-fridge toolbox)
| Route | How it works | Notes |
|---|---|---|
| Canning / jarring | Jar + lid + vegetable ×6 + vinegar ×2 + salt + 500 mL water → jarred food; must be cooked at a heat source after jarring or it rots at normal speed | American Homesteading or Cooking 8; fresh 60 days + 30 stale; opening returns jar and food, lid is consumed |
| Drying racks | B42's dedicated preservation furniture for harvest surpluses | Part of the official food-preservation feature set; pair with Agriculture booms |
| Beef jerky | Meat + cutting | Non-perishable output |
| Cook-down | Turn raw perishables into cooked meals before they turn | Extends the clock days at zero material cost |
| Freezing | Generator-powered freezer | Permanent while frozen — see power math below |
Jars themselves can come from glassmaking (Glass Jar at Glassmaking 5) or loot — another reason the glass chain pays.
When the fridge dies: the route
- Triage: cook every raw perishable today; a cooked meal buys days the raw item didn't have.
- Jar the surplus vegetables now, before they hit stale (stale ingredients still work; rotten needs Cooking 7).
- Freezer decision: a fridge or freezer on generator power draws 0.008–0.013 L/h — sustainable only with real fuel income. Full math in the generator guide and the shutoff prep checklist.
- Winter is your freezer: December–February, an unheated room or outdoor crate replaces the appliance entirely.
Leveling the skill
XP comes from cooking at heat sources, crafting cooking recipes, and adding evolved-recipe ingredients. Books I–V ("Better Burger Flipping" through "Ruban Vert Gourmet") cover 1–10, and The Cook Show airs every morning 6 AM on Life and Living TV (day 1 gives +112.5 — entertainment XP caps at level 3, so watch early). Magazines: Delicious Meals, Good Cooking (May/June 1993), Grandma's Kitchen, Italian Delights, World Cooking.
Verified on 42.20 · Last checked 2026-08-04
Skill scaling, poison detection, spoilage rules, refrigeration ×5, freeze-stops-decay, and pot timers come from PZwiki's Cooking and Food pages (42.18.0 stamps) re-checked against 42.20.0. Canning inputs, the post-jarring heat requirement, and the 60+30 day jar shelf life come from PZwiki's Jar page; there is no bottle-cap sealing system in the build. Omitted: exact per-item fresh/rot tables beyond the examples above (huge on the wiki), and drying-rack build requirements, which the wiki hasn't documented — treat those as "exists, verify in your build menu."
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