rotting stuff, food preservation and salt change

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rotting stuff, food preservation and salt change

Postby Mileaos2 » Sun Oct 16, 2016 7:07 pm

everything should rot / decompose / decay. (i dont refer to structures)
wood outside, corpses, unharvested crops, stockpiles of food, food in general and so on.
all my numbers are just examples!

rotting in general:
i propose rotting works like that:
every compostable item, branches, logs, bough, carcasses and so on rots.
at each "rot-tick" it looses quality. when the item has lost, lets say 50% of its quality, it changed to "rotten- /
decomposed- something"
most rotten items still can be added to the compost bin.
outside of claims rotten items should dissapear.
under some circumstances rotting is stopped, but that depends on the item.
stockpiled items rot all at the same time.
if a new items is added, it will change to the same rot level as the other items.
in container inventorys everything will rot aswell, based on there location
rotting factor in general in diffirent places:

when it rains outside: 120%
outside: 100%
player inventory: 100%
caves: 90%
Houses: 80%
Cellar: 70%

wood:
if wood left outside (even in stockpiles)
a simple covered area, where you can store your wood (logs/sticks/planks).
build from planks, logs and boughs.
there protected from rain, so there wont rot. they even dry and the quality increases!
lets say up to 20% quality, if they stay in the shack for up to 2 rl weeks maybe?

corpses:
when animal carcasses decompose, each item harvested from them is affected aswell.
even bones, but bones dont rot by themselves.
when the animal carcass decomposes to 50% of there quality, they dissapear, only the bones remain.

raw hides:
raw hides become "rotten hide", which is useless.

unharvested crops:
they change to "rotten crop" when they lost 50% of there quality.

salt changes:
salt was quite valuable in the past.
but not because of its rarity.
because of its demand.
it was a key to most food preservation techniques.
salt basins should stay. salt crystals from them should have a bigger impact on food, or they stay the only salt
type with its current use. "normal" salt can only be used for food preservation.

how to gain the "normal" salt:
seas doesnt exist at the moment, so you cant just take some saltwater from them and coock it.
salt basins produce liquid brine the whole time, you can pick it up per bucket.
a other way would be salt stone as a "ore".
coocking salt stones in a cauldron to produce brine.
brine can be used directly to preserve food our coocked.
when brine is inside a cauldron, it has a concentration of salt based on the amount of water and dissolved salt.
when you coock the brine, the water evaporates and the concentration increaces.
at a certain point salt is generated in the inventory of the cauldron.
basicly you add brine to a cauldron and let it coock until all water is evaporated.

food preservation methodes:

some foods could gain boni from certain preservation methodes.
for example sausages together with smoking or parching...
pickling:
placing vegetables, meat or fish inside a water proof container (pot / urn / clay jar / barrel) until its full, add
brine or vinegar. (new option)
after 2 rl days, the food changes to pickled food and will slow down the timer by 75%, outside the container 50%.

dry method:
placing meat / fish into container (like pickling) but adding raw salt.
after 2 rl days they change to dry pickled food. slow down by 65% (uses more salt than pickling)

smoker:
smoking meat / fish / vegetables, maybe cheese? slows the timer by 30%
you have to build a smoker for that and produce wood flour.
when pickled meat / fish is smoked, the timer is reduced by 60%

parching:
basicly all types of food can be placed on a special parching stand. 20%

cooking:
reduces timer by 10%

keeping alive:
catched critters like chicken, rabbits and squirrels stay alive for some time befor they die and start decaying.
so thats some kind of preservation ;)
catched fish should be alive aswell for a small amount of time.
it should be possible to place them into water barrels, where they stay alive for some time.
that method was used in the past!
iam from germany, so my english isnt perfect, i know ;)
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Re: rotting stuff, food preservation and salt change

Postby Teleskop » Sun Oct 16, 2016 7:16 pm

hey milealos haha its Teleskop from Quinsixia !

most of the ideas was talked through and jorb disaagred that they are a good idea

hovewer crops rotting and more advanced farming in general would be interesting
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Re: rotting stuff, food preservation and salt change

Postby jorb » Mon Oct 17, 2016 1:24 pm

Decay mechanics usually aren't fun.
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Re: rotting stuff, food preservation and salt change

Postby Fostik » Mon Oct 17, 2016 1:31 pm

Rotting meat - maybe.
Rotting wood, unharvested crops, uhm, why? They can just dry.
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Re: rotting stuff, food preservation and salt change

Postby Pickard » Mon Oct 17, 2016 2:33 pm

Mileaos2 wrote:unharvested crops:

RIP farmers

Also heartlings who dont log in for a certain amount of time should rot too. We need zombies! ¦]
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Re: rotting stuff, food preservation and salt change

Postby loftar » Mon Oct 17, 2016 3:18 pm

Food decay was discussed recently.
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