⚠️ Eco v0.14 is coming — the next major update reworks upgrade modules, so some of these numbers will change. They reflect the current version. What’s changing →
  • Simpler tiers: the 1–4 tiered upgrades become a single Basic / Advanced / Modern upgrade each.
  • Permanent upgrades: a module placed in a workstation is permanent — no more swapping lower tiers out as you progress.
  • Power transitions: a module can change a station’s power type/draw (e.g. a Modern upgrade moves a sawmill from mechanical to electrical power).
  • Talent-integrated: modules now use the same bonus/talent system — any talent benefit (power, labor cost, recipe unlocks) can come from a module.
  • Cheaper to upgrade: with the multi-tier parts gone, fully upgrading a workstation costs significantly less.

We’ll update this calculator shortly after the update releases.

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Chef

Chef

Chefs cook high quality food that enables citizens to gain experience faster.

Chefs cook high quality food that enables citizens to gain experience faster. Using the raw food produced by farmers and hunters, chefs create food that is high in nutrients. As technology advances, the chef specialties cook progressively higher quality food.
- CampfireCookingSkill is the entry level Chef specialty that uses a CampfireItem to prepare better meals than the basic charred food produced by non-chefs.
- CookingSkill is the second step in the Chef profession that uses a CastIronStoveItem to produce higher quality meals.
- BakingSkill is an alternative to Cooking that uses FlourItem to produce baked goods.
- AdvancedCookingSkill is a high-level Chef profession that produces the highest tier of food.
- AdvancedBakingSkill is an alternative to Advanced Cooking that uses YeastItem to produce high quality baked goods with LeavenedDoughItem.