Soups, Seasonings & Such: Dynamic food crafting

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

Soups, Seasonings & Such: Dynamic food crafting

Postby Chakravanti » Tue May 25, 2010 2:38 pm

We have tons of meats and vegetables now. Some might say we could use more meats but it's high time we started throwing shit in a cauldron and boiling it all together. You could even make a fun minigame out of naming recipes based on who eats a certain recipe.

It would essentially be processing foods into a multiFEP format for the trade off of a higher FEP:hunger ratio. Ingredients need simply be used on a cauldron and so many ingredients should require more water in the cauldron. All ingredients added should have a fixed liquid value across the board.

Quality of the water should stay out of the main formula. It should multiply its quality modifier by the diversity FEP reduction inherent to the recipe. High quality water as such will have value but not cause the base FEP value of the ingredients be diminished in any way. Soup's diversity FEP should be unique bowl:bar but only for a given recipie and not interfere with the diversity FEPs other foods provides (even if they were ingredients).

Soups would require minimal additional tilesets and the dynamic crafting sadly stays outside of the current crafting system (but remains far easier to implement than a new crafting system).

As a tangent it would be nice to see some basic cooking and seasoning herbs start being foragable and/or farmable. Adding these herbs can have varying effects on the formula for soup creation and could have different effects in different combinations.
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Re: Soups, Seasonings & Such: Dynamic food crafting

Postby DatOneGuy » Tue May 25, 2010 3:08 pm

Dynamic crafitng is something I'd like to see overall, keeping a table of what you can/can make but actually having everything try-able.

You can sausage any meat, if it's 'failed' it gives bad FEPs, that is to say a meat that shouldn't exist.
Cauldrons/Sausage makers have a window you fill it with what you want to make sausages out of, one area for intestines (catalyst), one area for content (meat).
An example: I fill my sausage maker with 3 Deer Meat, 1 Sausage.
I obtain 1 Delicious Deer Dog

If I fill my sausage maker with 3 Chicken Meat, 1 Sausage.
I either obtain 1 "Chicken Sausage" (Which gives terrible FEPs, worse than chicken alone), or I obtain an item that's "A mess", and it looks like broken sausage casings with meat spilling out.


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I love everything about your idea, I just think it can expand a bit.
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Re: Soups, Seasonings & Such: Dynamic food crafting

Postby Chakravanti » Tue May 25, 2010 3:37 pm

Narg, that's dorf speak.

Nay don't make bad shit happen. I can see some undesirable herbal combinations having a negative effect on the product but not the ingredients themselves.

I think the effect of an herb combination could be based around the main meats used and have a another table dimension to the array of effects and combinations of meats could split effects (Have half or a third or whatever of the effect of each meat with the herb combination).

There are a number of things you can do to complicate/make more interesting/diverse the idea, I agree.
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Re: Soups, Seasonings & Such: Dynamic food crafting

Postby OvShit » Tue Jun 14, 2011 3:08 pm

Actually, this one is a thing which really should be implemented in Salem.
(meaning that then it`d be implemented into Haven, ofc)
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Re: Soups, Seasonings & Such: Dynamic food crafting

Postby cloakblade » Tue Jun 14, 2011 5:26 pm

I agree that if you implement a dynamic food crafting system then nothing should ever give you a mess. Many things due to complex variables will give less total FEP/hunger and such but its still usable. Unless we want to just implement a dynamic food crafting system to mask the current system.

There could be many variables to calculate the FEP and FEP per hunger. The system could also be interconnected enough so that way you sometimes get different FEP types when crafting, such as with DDDs. The only problem would be abuse with the variety system as you could make a dozen different types of simple stews to increase your FEP bonuses. Though this could be solved through making certain things give FEP bonuses and they can be tracked through the creation of new items. Though this will add a level of complexity that may not be wanted.
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