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Potjeh
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Jackard
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Re: Meat and intestines
weekly sausage-making session? what
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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BoobyJo
- Posts: 43
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Re: Meat and intestines
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?
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sabinati
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Re: Meat and intestines
followed shortly by the weekly sausage festJackard wrote:weekly sausage-making session? what
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Potjeh
- Posts: 11825
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Re: Meat and intestines
Domestic animal population can easily get out of hand if you don't slaughter them regularly, which results in mass starvation.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?
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OvShit
- Posts: 390
- Joined: Wed Feb 10, 2010 1:39 pm
Re: Meat and intestines
This is nice idea, and here`s another one: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.
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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Phizuol
- Posts: 435
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- Location: Florida
Re: Meat and intestines
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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Thurrok
- Posts: 569
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Re: Meat and intestines
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!
). 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.
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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Jackard
- Posts: 8849
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Re: Meat and intestines
i would like to know more about thisThurrok wrote:OvShit's idea sounds pretty reasonable, and fits into loftar's "dynamic recipe" idea quite well imo.
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sabinati
- Posts: 15527
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Re: Meat and intestines
i think he means jackard's "dynamic recipe" idea 