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Posted

morale;

 

also have a "smell" system; (as in it's just a little bit of text or something at the bottom of the screen that goes "I/You Smell: [scents]; I/You Taste:[tastes]; My Legs are Ok;"

Posted

In TerraFirmaCraft there was taste system - if I remember correctly, each player has different taste preferences and tasty meal was able to "overload" saturation. 

In case of such system, implementation of spices would be sensible. Also, currently existing diversity of meals would be more reasonable (currently you need few types of food, all other are redundant and for role playing purposes only).

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Posted
4 hours ago, Wahazar said:

In TerraFirmaCraft there was taste system - if I remember correctly, each player has different taste preferences and tasty meal was able to "overload" saturation. 

In case of such system, implementation of spices would be sensible. Also, currently existing diversity of meals would be more reasonable (currently you need few types of food, all other are redundant and for role playing purposes only).

Maybe, but I think just the variety alone might be enough. One of the most popular mods of all time is Expanded Foods, and many of the foods that mod offers don't offer any extra benefit than vanilla--just more variety.

Posted
17 hours ago, Wahazar said:

In TerraFirmaCraft there was taste system - if I remember correctly, each player has different taste preferences and tasty meal was able to "overload" saturation. 

In case of such system, implementation of spices would be sensible. Also, currently existing diversity of meals would be more reasonable (currently you need few types of food, all other are redundant and for role playing purposes only).

my thought behind having "smell" flavortext descriptors (I'm not sure where you'd display it but having it displayed regardless) would be that it would allow for more natural roleplaying; things like detective work etc. niche gameplay for sure but it's the kind of stuff you'd see in Space Station 13.

Posted (edited)
On 11/15/2025 at 6:11 PM, Thorfinn said:

Yeah, a bit harsh.

I don't think it is, that's me being polite! I've been far more miserable on this forum than that! :P

For me, consistency is key with games, and I just don't see how KCD's potion brewing would fit in with VS without standing out like a sore thumb. There is also the odd situation with "saviour schnapps" which is the only way to save your game. That's main reason brewing is of any real consequence in KCD.

The idea of spices is nice though, so long as they have an actual use. Grinding up mushrooms (or better still the re-introduction of bell peppers), cooking it in a pot with some water, then allowing it to dry out, in order to make something like a bear spray seems to not just fit the game in general, I feel it keeps the cottage core vibe without being too OP or effecting gameplay progression.

Personally, I like the "not knowing what spices will be created" thing although that does sort of go against what we have already, as in the handbook recipes are very explicit, with little ambiguity. Creating spices on the hoof without knowing what you'd get sort of conflicts with that, but as I say I actually like that idea.

 

Edited by Broccoli Clock
Posted (edited)
5 hours ago, Broccoli Clock said:

I don't think it is, that's me being polite! I've been far more miserable on this forum than that! :P

Wouldn't have said a thing if he weren't fairly new here. Granted, you've only been here twice as long, but most of us got used to you. Say that to a regular, and I wouldn't have batted an eye.

I agree with you pretty much right down the line. Including that the handbook does too much handholding. For essential stuff, yeah, it needs to be spelled out. But for example the dying of cloth could have been left at one recipe, then, "Experiment with berries and flowers and other materials", and a brief explication of what mordants do, and which materials are mordants. Even materials that are not in the game, at least yet. You can probably figure out right quick that cassiterite nuggets don't work, so try all the other things you know for altering materials -- hammer, quern, pulverizer, firepit (like with flint)... People who want the handholding could check out the Wiki, which would have a purpose to be kept updated. I don't think you could probably treat mordants like real life, making the dying job much longer lasting, but you could make the brighter and more vibrant colors require mordants.

Edited by Thorfinn
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Posted
On 11/10/2025 at 11:44 AM, hstone32 said:

What would justify spices in the game?

There’s a mechanic in the game right now that prevent you from losing hunger after eating a meal, perhaps if the base value is nerfed, add spices would then buff this effect, and maybe have a lighter version on non-meal foods you add seasoning too, such as jerky.

Posted
On 11/15/2025 at 5:31 PM, Thorfinn said:

That's a good take. Can you make it work without some progressive mode? I mean, if you can just look it up on the Wiki, having a cookbook isn't all that much, unless, for example, you can click on a recipe and it takes the oldest ingredients out of your nearby storage and places them in the pot. I could see three reasonable buttons -- x1, x6/max, whatever in the recipe you have the least of.

I just realized I think I described the cooking system from My Time at Portia. Cook it once successfully and it becomes a clickable recipe, and in volume.

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