Meat and intestines

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Meat and intestines

Postby Potjeh » Mon Nov 08, 2010 12:58 am

Dunno, 400-500.
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Re: Meat and intestines

Postby Jackard » Mon Nov 08, 2010 4:30 am

weekly sausage-making session? what
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Re: Meat and intestines

Postby BoobyJo » Mon Nov 08, 2010 4:38 am

I don't know about you guys but I do what I want when I want so I ain't stuck stirring no cauldron or handling sausages all day unless I feel like it. Whats the big rush?




/ 8-)
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Re: Meat and intestines

Postby sabinati » Mon Nov 08, 2010 5:02 am

Jackard wrote:weekly sausage-making session? what


followed shortly by the weekly sausage fest
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Re: Meat and intestines

Postby Potjeh » Mon Nov 08, 2010 12:10 pm

BoobyJo wrote:I don't know about you guys but I do what I want when I want so I ain't stuck stirring no cauldron or handling sausages all day unless I feel like it. Whats the big rush?

Domestic animal population can easily get out of hand if you don't slaughter them regularly, which results in mass starvation.
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Re: Meat and intestines

Postby OvShit » Wed Nov 10, 2010 3:08 pm

Potjeh wrote:I just thought of a way to make it a bit easier to craft more sausages and is more realistic.

When I make sausages IRL, it's not just slabs of meat in one end and sausages out the other. You first grind up the meat and put it in a bowl, then mix it with other ground meat and spices, and then you put that mass in a sausage maker (or just a grinder with an extension for sausages) and fill the intestines.

So, in game would be the same thing. You grind up meat into a bucket (1 slab = .5l or something), then you use that meat and any other ingredients to craft a specific sausage filling mass, and finally you use grinder again to fill intestines out of buckets. Of course, grinding time needs to be shortened for this to actually be better than what we have now.


This is nice idea, and here`s another one:
let`s face it, species and such aren`t going to be implemented soon. So, instead we`d have one generic recipe which takes some forcemeat and insestines and makes a sausage. But FEPS and name are chosen depending on meat used to make forcemeat. Boar - con/str, fox - agi/int, rabbit - agi, cow - con, mouflon - cha, deer - cha/agi, bear - str. FEPS are also chosen depending on percent of meat used. For example:

we have a bowl of meat. There`s 20%of boar meat, 70%of fox meat and 5% of mouflon meat. As the fox meat is main compo, the sausage will have "Quick Hunter Wurst" name and it will give agi, int, str and con. Another example:

we have a bowl of 50%cow and 50% bear. As those compos are in same proportion(name is generated depending on one/two main compos) it will have "Dairy Claw Wurst" name and give str and con.

So, with such way of crafting we`d have more flexibility while making sausages as well as way of cheating customers - every sausage is surprise until you bite one.
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Re: Meat and intestines

Postby Phizuol » Wed Nov 10, 2010 3:26 pm

Buff the bonus you get for eating a variety of food and a lot of the gimpy food becomes valuable. That's not to say ignore balance considerations, but at least you're not just eating one kind of food per stat because it's "the best."
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Re: Meat and intestines

Postby Thurrok » Wed Nov 10, 2010 7:00 pm

OvShit's idea sounds pretty reasonable, and fits into loftar's "dynamic recipe" idea quite well imo. I especially like the part of having a "meat bowl" (another metal item unavailable to nubs, yay! :lol: ). It could hold something like 50 Meat Units (MU) of force-meat ground out of different animals using a meatgrinder. Using this mechanism, people could "water down" one kind of meat with another and wurst crafting in itself would become completely dynamic. The only thing that would have to be selected from the crafting menu would be wurst size as in:

Wurst S: 1 meat units (MU), low feps
Wurst M: 2 MU
Wurst L: 3 MU
Wurst XL: 4 MU
Wurst XXL: 5 MU
Wurst Royale: 10 MU, epic fep amount

Fep sort determined by animal, mixed feps optional, highest concentration determines inventory image. This would also solve OP's problem since it could give huntgrinding a new meaning: Fill your inventory with meat, grind a Wurst Royale, hunt on. When you're done, you'll have an inventory full of high-fep food.

P.S. Intestines should be renamed to Incestines. Our animals are inbred like shit anyway.
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Re: Meat and intestines

Postby Jackard » Wed Nov 10, 2010 7:03 pm

Thurrok wrote:OvShit's idea sounds pretty reasonable, and fits into loftar's "dynamic recipe" idea quite well imo.

i would like to know more about this
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Re: Meat and intestines

Postby sabinati » Wed Nov 10, 2010 7:20 pm

i think he means jackard's "dynamic recipe" idea ;)
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