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UnReal World => Suggestions => Topic started by: JP_Finn on March 18, 2020, 06:31:42 PM

Title: Some cooking and modding improvements?
Post by: JP_Finn on March 18, 2020, 06:31:42 PM
On the cooking recipe requirement check, can you also add "pot available" as second item either in inventory or 'nearby' in the the valid recipes? Of course, only as long as the pot is empty.

On similar note (I'm aware there's mod for it already), dried meat and fish has been used in cooking since ancient times. Is that something you think will be in vanilla at some point?

Third, is it viable to use water containers for Hideworking from ground/nearby similar to lakes, rivers, sea, swamps, bogs, marshes? Penalty goes up for smaller characters tanning bear and elk skins doubly for holding skin AND water container.

soom moro!
~JP

[EDIT: Split and moved from dev.news section by Erkka. For the sake of the forum readabality we wish the development news is reserved only for development news, and other things be posted to their appropriate sections. Posting suggestions in suggestions also ensures that your suggestion will be noticed, for we seldom browse back to re-read old development news, but the suggestions section is regularly checked when organizing the to-do list for each new version.]
Title: Re: Some cooking and modding improvements?
Post by: JP_Finn on March 18, 2020, 10:15:01 PM
👍🏽 Erkka, thanks and sorry!
Title: Re: Some cooking and modding improvements?
Post by: Sami on April 28, 2020, 04:08:38 PM
On the cooking recipe requirement check, can you also add "pot available" as second item either in inventory or 'nearby' in the the valid recipes? Of course, only as long as the pot is empty.

“Pot available” as second item? I’m not sure if I get this right.
It would be convenient if ground items (nearby) could be always checked but their intenal handling is different from character’s inventory so we have mechanics limitation here. It’s an intention to overcome at some point, but don’t know when there’s time for that.


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On similar note (I'm aware there's mod for it already), dried meat and fish has been used in cooking since ancient times. Is that something you think will be in vanilla at some point?

Yep, I’d like to feature dried meat/fish usage in recipes, and then also to get rid of dried meat/fish eating on their own (without soaking first, or then chewing slowly and carefully). Recipes can be suggested.


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Third, is it viable to use water containers for Hideworking from ground/nearby similar to lakes, rivers, sea, swamps, bogs, marshes? Penalty goes up for smaller characters tanning bear and elk skins doubly for holding skin AND water container.

See the first reply. It’s internal mechanics limitation, hopefully to be dealt with at some point.
Title: Re: Some cooking and modding improvements?
Post by: PALU on April 28, 2020, 06:12:40 PM
Pot as the second item: The logical reason would be that you bring the pot and then add items to it. The game play reason would be all the times you (or at least I) carefully select the ingredients, only to find that I'd forgotten to fetch the pot, and so has to go through the whole process again.
Title: Re: Some cooking and modding improvements?
Post by: JP_Finn on April 28, 2020, 10:04:18 PM
Pot as the second item: The logical reason would be that you bring the pot and then add items to it. The game play reason would be all the times you (or at least I) carefully select the ingredients, only to find that I'd forgotten to fetch the pot, and so has to go through the whole process again.
Exactly this. I usually have pot or 2 by fireplace in the cabin. Go fetch ingredients from cellar. Start cooking stew/soup, only to find the pot is on the characters feet.
So if the ground (like Agriculture works, not necessarily all 9 nearby tiles) check for pot is a coding headache; ask for it 2nd, immediately after the fire/heated fireplace check on the recipes.