We have bread, meat, cheese, vegetables, but not sandwiches. In addition, a slicer, to produce sliced meat and cheese, it can be cut by hand, but at the loss of q. I think some sandwiches would be a good addition to some +2 FEPs, beacause not many foods have the +2 FEPs, and as some of the ingredients can be more expensive or harder to get at higher q, such as cheeses.
Troll sandwich pl0x.
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MrPunchers
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Sandwiches
Last edited by MrPunchers on Wed Jun 29, 2016 11:36 pm, edited 1 time in total.
Suck me good and hard thru my jorts
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DisKagel
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Granger
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Re: Sandwiches
In case you can't slice meat with a knive without fucking it up you're doing it wrong and you should practice more (and use a sharp knive).MrPunchers wrote:a slicer, to produce sliced meat and cheese, it can be cut by hand, but at the loss of q..
So no to the slicer, but yes please to sandwiches.
Preferably with a generic recipt, requiring bread, butter plus at least one additional which will pull in one of each (if available) from open containers:
- garden green (salat, cocumber, ...)
- egg (fried or boiled)
- meat (roasted)
- cheese
- flavor (pepper, salt)
So resulting sandwiches could be made to our personal liking: peppered cucumber egg, beef jorbonzola, chicked egg salad, gouda deer, ...
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Hasta
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Re: Sandwiches
Variable recipes are bad. Look at pancakes we have. Look at pies we have. Are you ok with another food submenu "sandwiches" that lists a few barely useable and unnecessary complicated to craft foods? If so, vote "sandwich".
I believe ingame mechanics would not allow to have a generic recipe with variable outcome that depends on reagents used. I guess the closest we can have are "2 any bread, 2 any meat, 2 any veggies, 1 any cheese, 1 pepper" recipe in terms of generic; and "simple sandwich" as outcome.
I believe ingame mechanics would not allow to have a generic recipe with variable outcome that depends on reagents used. I guess the closest we can have are "2 any bread, 2 any meat, 2 any veggies, 1 any cheese, 1 pepper" recipe in terms of generic; and "simple sandwich" as outcome.
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Granger
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Re: Sandwiches
Currently not, but since this is alpha (and sideprojects like the new new combat system happen)...Hasta wrote:I believe ingame mechanics would not allow to have a generic recipe with variable outcome that depends on reagents used.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Hasta
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Re: Sandwiches
New new combat system is still very much along the lines of "how things are done in Haven". I wouldn't expect a new crop that, for example, would suffer damage and get stunted when you walk/ride across it's tile. Can this be done? yes. Will it? Probably not; at least not before a lot of similar ingame mechanics get changed drastically.
If we're talking generic recipe, variable outcome - why do we have 5 recipes tor crepes? 2 recipes for both axes and saws? Different recipes for swords and armor? Variable outcome recipes would be a really really major change (and probably a beneficial one since that would add a little bit of discovery to most crafts). But I see no point in asking/expecting that to be implemented solely for sandwiches.
If we're talking generic recipe, variable outcome - why do we have 5 recipes tor crepes? 2 recipes for both axes and saws? Different recipes for swords and armor? Variable outcome recipes would be a really really major change (and probably a beneficial one since that would add a little bit of discovery to most crafts). But I see no point in asking/expecting that to be implemented solely for sandwiches.
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Amanda44
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Re: Sandwiches
I'm not against sandwiches per se but they shouldn't be called that ... it doesn't fit in with H&H ...
... the earlier forms of sandwich were thick cuts of stale bread called trenchers which were rounded and used instead of plates. Meats and other foods were placed on top of the bread which then absorbed the juice, the grease, and the sauces. At the end of the meal, one either ate the trencher or, if hunger had been satisfied, tossed the gravy-soaked bread to the dogs or given as alms to the less fortunate.
Other than trenchers, sandwiches were just simply known as bread and meat, or bread and w/e filling you had, cheese mainly.
So ... yes for trenchers and yes for dogs we can throw the remains to.
Other than trenchers, sandwiches were just simply known as bread and meat, or bread and w/e filling you had, cheese mainly.
So ... yes for trenchers and yes for dogs we can throw the remains to.
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It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254
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Granger
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Re: Sandwiches
They have to start somewhere, why not lay the foundation (to test the system) with Sandwiches and then use it for other stuff too?Hasta wrote:If we're talking generic recipe, variable outcome - why do we have 5 recipes tor crepes? 2 recipes for both axes and saws? Different recipes for swords and armor? Variable outcome recipes would be a really really major change (and probably a beneficial one since that would add a little bit of discovery to most crafts). But I see no point in asking/expecting that to be implemented solely for sandwiches.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Hasta
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Re: Sandwiches
Because the obvious way to test it would be with tools, of which we already have 2 variety (metal and caveman ugly slow things). Adding a recipe for "a shovel" with optional outcome (3 blocks of wood, 2 boards or bars of hard metal = a shovel, metal or wooden, depending on materials). If we are to start with sandwiches - we have way too much of useable ingredients, leading to almost infinite number of outcomes, of which none is already implemented (or, for that matter, even considered by devs) to start with sandwiches. Compare these two factual situations and conclude which one fits best to test variable recipes mechanic.Granger wrote:why not lay the foundation (to test the system) with Sandwiches and then use it for other stuff too?
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Granger
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Re: Sandwiches
Your view is that the outcome are fixed handcrafted objects, my view is that the outcome should be generated through a set of rules.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020