I find that keeping low hunger is difficult without resorting to screwing up your stats (cow chorizos anyone?) or tedious clicking (right click tree, left click pick apple, right click apple, left click eat, repeat ad nauseum). Perhaps it's possible to solve this through the introduction of SOUP?
The framework is already in place. While it's obviously flexible at your whim, here was my idea:
Soup is a type of cooking craft (similar to the sausages menu). Numerous types of soups can be crafted, using a cauldron. Some possible examples:
- Gruel: Ground wheat / plain wheat in water.
- Meat Stew: Raw meat & water.
- Minestrone: Raw meat & carrots/veggies & water.
The soup could be held in a bowl (perhaps made of wood or iron) which would hold a decent amount of liquid (0.5 L?). It would function similar to the ingestion of tea/wine/beer, would restore nutrition per 0.1L consumed, and could have varying (low) levels of FEP (In my mind, I saw Gruel as being 0 FEP, a simple source of cheap nutrition, while others giving perhaps 1 FEP per 0.1L. Of course, a ratio of # of ingredients to quantity of soup would be maintained such that soup doesn't necessarily become the easiest/best source of FEP).
Really, the goal in my mind for this proposal was to provide towns and newbies a way of feeding their masses cheaply without carpal-tunnel inducing activity, with the added benefit of providing players with a more diverse selection of food.
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Jackard
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Re: SOUP!
that gruel ratio would be more or just as cumbersome as applepicking, but could probably be modified to work
“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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Ruggan
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Re: SOUP!
The point is, do we really need to make something that provides 0 FEP cumbersome?
How about: throw 5 wheat and 10L water in a cauldron for 10L gruel. That's 100 uses each prodviding a decent amount of nutrition, or 20 full bowls (which is quite a few). Just an example.
How about: throw 5 wheat and 10L water in a cauldron for 10L gruel. That's 100 uses each prodviding a decent amount of nutrition, or 20 full bowls (which is quite a few). Just an example.
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Jackard
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Re: SOUP!
that was my point
1 wheat + bucket sounds better
wheat actually has a use and takes time to grow, so you'd need to make it obviously superior to apples
1 wheat + bucket sounds better
wheat actually has a use and takes time to grow, so you'd need to make it obviously superior to apples
“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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theTrav
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Re: SOUP!
The hunger issue will probably be best solved by lowering the hunger rate...
I do like the idea of soups & stews. Perhaps have them ACTUALLY cook in the cauldron, so that it's not usable for tea/cocoons/etc while there's soup in it, and make it so that if the soup is cold for too long it can't be heated up and the cauldron needs emptying / cleaning
I do like the idea of soups & stews. Perhaps have them ACTUALLY cook in the cauldron, so that it's not usable for tea/cocoons/etc while there's soup in it, and make it so that if the soup is cold for too long it can't be heated up and the cauldron needs emptying / cleaning
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JTG
- Posts: 339
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Re: SOUP!
Trav. Our men ingame eat uncooked sausages, which are probobly dripping with blood and is a mass of mashed together raw animal meat. They can even eat raw meat, I don't think cold soup is going to stop them from still eating it.theTrav wrote:The hunger issue will probably be best solved by lowering the hunger rate...
I do like the idea of soups & stews. Perhaps have them ACTUALLY cook in the cauldron, so that it's not usable for tea/cocoons/etc while there's soup in it, and make it so that if the soup is cold for too long it can't be heated up and the cauldron needs emptying / cleaning
