Pandalet

Cooking questions answered!

48 posts in this topic

On 08/01/2017 at 6:03 PM, joedobo said:

" For positive decay drinks (like grape wine), the quality will start improving so long as the barrel is sealed; if it is not unsealed at the end of fermentation, the positive decay will start immediately.  For other liquids, no decay will occur while the barrel remains sealed. "

and

"Grape wine and distilled drinks.  Fermented drinks do not."

 

For the distilled drinks, should we leave the drinks in the barrel at the undistilled stage or distill them and then put back in the barrel to age?

 

Only the finished drinks get positive decay; the fermented-but-undistilled intermediates do not (they'll decay in the normal way if not in a sealed container).

 

On 08/01/2017 at 6:09 PM, ClericGunem said:

I was  yesterday looking for certain affinities and at one point i began working through the combinations of cottage pie and notice a lot of repeats and certain vegetables repeating affinities, for example every combination where i used lettuce was the same affinity where i used pumpkin.  In addition, there is almost a theme to some foods for a particular character, such as high numbers of combinations of certain foods/main ingredients resulting in affinities around shields or weapons.

 

Is there some way to organize/categorize ingredients to ensure more diversity in affinities?  96 combinations of cottage pie resulted in ~16 distinct affinities, with some of the repeats being very common, alchemy for example 8 times

 

It's possible that there's some clustering going on - to simplify the process somewhat, the IDs involved are summed up, with the final result being modulused by the total number of skills.  If you're experimenting, I'd suggest only changing 1 thing at a time, as this might result in more walking.  You could find that (say) adding carrots and ginger is the same as cabbage and cumin, due to the sum of the IDs being the same.  Given the number of IDs that go into a moderately complex food, minor changes can have significant changes in affinity, especially as the IDs involved can be quite different in value (e.g. old crops vs new ones).  I'm afraid I can't really offer any specific suggestions beyond experimentation and to try multiple base meals.

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39 minutes ago, Pandalet said:

the IDs involved are summed up, with the final result being modulused by the total number of skills. 

 

 

Panda, thank you, you perfectly answered my question, thank you.  The hash function explains the duplicates and depending on the width of the ids may explain the apparent/anecdotal predominance of certain affinities 

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How do bees treat enchanted grass?

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On 6.1.2017 at 4:46 PM, Pandalet said:

So, the short answer is that if the names of things are different, that's a good indication that using them as ingredients in another recipe will probably give different affinities.  If you want to be absolutely sure to get the same affinity, keep everything as similar as possible.

 

Cream is a bit of a problem here. Different creams give different affinities, but have the same name and same text on examine, thus easy to mess things up because there's no way to see what milk a cream is made of.

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Does zombie milk do anything nowadays?

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On 1/7/2017 at 3:20 PM, Pandalet said:

 

Grape wine and distilled drinks.  Fermented drinks do not.

 

I would like to point out that Mead gets better with time and should be reflected in game.

 

Also, no winery would ad maple syrup to their fine wine. Needs to be correct in wurm too. ( I think whoever originally designed this thought about maple wine (or a mead style with maple instead of honey ).

 

Thxs!

Edited by Bramson

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On 1/7/2017 at 8:20 PM, Pandalet said:

As best I can tell, container QL does not affect skill gain when cooking.

 

So this changed? I know pan QL before 1.3 did affect the skill roll, and thus the chance to gain skill.

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On 1/9/2017 at 4:05 PM, Pandalet said:

 

Only the finished drinks get positive decay; the fermented-but-undistilled intermediates do not (they'll decay in the normal way if not in a sealed container).

 

 

It's possible that there's some clustering going on - to simplify the process somewhat, the IDs involved are summed up, with the final result being modulused by the total number of skills.  If you're experimenting, I'd suggest only changing 1 thing at a time, as this might result in more walking.  You could find that (say) adding carrots and ginger is the same as cabbage and cumin, due to the sum of the IDs being the same.  Given the number of IDs that go into a moderately complex food, minor changes can have significant changes in affinity, especially as the IDs involved can be quite different in value (e.g. old crops vs new ones).  I'm afraid I can't really offer any specific suggestions beyond experimentation and to try multiple base meals.

 

This is extremely aparrent in beers and ales. We made about 50 variations and my 2 characters had the same or similar affinities over and over. For example both characters got small metal shied, medium metal shied and shields at least 2 times. Out of 50 possibilities we got about 10 completely unique affinities. One character got nearly every type of smithing. I would love to see the list actually randomized.

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On 1/10/2017 at 4:02 PM, Eobersig said:

 

Cream is a bit of a problem here. Different creams give different affinities, but have the same name and same text on examine, thus easy to mess things up because there's no way to see what milk a cream is made of.

So then, is Bovinia cream any different from unnamed Brown cow cream?  I know the milk has a different name.

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8 minutes ago, Tathar said:

So then, is Bovinia cream any different from unnamed Brown cow cream?  I know the milk has a different name.

 

Yes, when you make cream from cow, bison and sheep milk it will all become "cream" (same name, same examine text), but the different creams will not combine and the same dish made with different creams will have different affinities.

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Has there been any progress with fixing flower tiles in regards to honey production. They still are only producing .01kgs of honey at 75ql when surrounded by flower tiles. Again this happened after the wax production was increased.

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On 10/01/2017 at 7:42 PM, Darmalus said:

How do bees treat enchanted grass?

 

Currently, they ignore it (which is a bug).  There is a fix (which should be in the next release) which makes them treat enchanted grass and trees like slightly better grass.

 

On 10/01/2017 at 9:02 PM, Eobersig said:

Cream is a bit of a problem here. Different creams give different affinities, but have the same name and same text on examine, thus easy to mess things up because there's no way to see what milk a cream is made of.

 

Yes, the different creams use different materials, and are thus different IDs for affinity calculation.  They should show types in names, this is a bug (and on my to-fix list).

 

On 10/01/2017 at 9:28 PM, LorenaMontana said:

Does zombie milk do anything nowadays?

 

Zombie milk should do the same things it did before v1.3, and can also be used in cooking.  It uses the item state to show zombiefied.

 

On 12/01/2017 at 2:55 PM, Ostentatio said:

So this changed? I know pan QL before 1.3 did affect the skill roll, and thus the chance to gain skill.

 

If it affected skill gain before v1.3, then I'd say it's changed. 

 

On 11/01/2017 at 1:53 PM, Bramson said:

Also, no winery would ad maple syrup to their fine wine. Needs to be correct in wurm too. ( I think whoever originally designed this thought about maple wine (or a mead style with maple instead of honey ).

 

Actually, this is a backwards compatibility thing.  Before v1.3, the only sugar-like item in the game was maple syrup, so that's what you used to make fermented drinks (originally only wine).  We kept that recipe with the new cooking system, even though it's not strictly true-to-reality.

 

1 hour ago, JudusX said:

Has there been any progress with fixing flower tiles in regards to honey production. They still are only producing .01kgs of honey at 75ql when surrounded by flower tiles. Again this happened after the wax production was increased.

 

There are some fixes coming through soon (hopefully the next update) which should improve this.

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Is this new cooking system designed only for very high level of skills?

 

I'm only asking because with my lowly 28 HFC my temp affinities last only a minute or so. I was quite excited to discover a meal that gave mediation affinity only to then notice it wouldn't last as long as it took to meditate. Seems like wasted work if it doesn't really work for all skill levels of players.

Edited by Lumbro

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On 1/10/2017 at 1:02 PM, Eobersig said:

 

Cream is a bit of a problem here. Different creams give different affinities, but have the same name and same text on examine, thus easy to mess things up because there's no way to see what milk a cream is made of.

 

I've found that the same is true of butter.  Although the butter is not labeled as being from cow/sheep/bison, it does change the affinity so have to keep track of it if you make the butter from all 3.

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21 hours ago, Lumbro said:

Is this new cooking system designed only for very high level of skills?

 

I'm only asking because with my lowly 28 HFC my temp affinities last only a minute or so. I was quite excited to discover a meal that gave mediation affinity only to then notice it wouldn't last as long as it took to meditate. Seems like wasted work if it doesn't really work for all skill levels of players.

 

The cooking system isn't limited to high skills.  The length of the temporary affinity is affected by the QL of the meal (which is directly affected by skill), but also by the complexity of the meal and the nutritional value.  More complex dishes (which require more ingredients and more steps) will generally give much longer temporary affinities.  My personal favourites are the curries - at 50ish QL (50ish HFC), they give about half an hour of affinity from a small amount, and there's enough variety possible to do a fair amount of affinity hunting.

 

3 hours ago, Amadee said:

 

I've found that the same is true of butter.  Although the butter is not labeled as being from cow/sheep/bison, it does change the affinity so have to keep track of it if you make the butter from all 3.

 

That is part of the same bug.  Whipped cream too.  As a temporary manual work-around, I suggest renaming the cream or butter when you make it to show where it came from.

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On 1/14/2017 at 6:51 PM, Pandalet said:

If it affected skill gain before v1.3, then I'd say it's changed. 

 

weird, when making stuff that uses baking/beverages I use all my high ql stuff (80-90+), and pretty much get barely any to no skill in any of my testing

but when i tried cooking with 15ql baking stones i was getting baking skill ticks far more frequently

 

is this just placebo effect/rng then?

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I know it was asked and somehow answered several times before, but how long "should" it take to a wild bee queen to migrate to a domestic hive?

 

I placed a hive next to a wild one, +30ql higher than the wild one (which is 42 ql), and that happened over a (real time) week ago, yet the wild queen didn't migrate. The wild hive is on deed, on Xanadu.

The migration RNG seems pretty excessive, considering a Wurm year has only 6 real weeks, and for almost 2 of them bees are not active (late fall and winter time).

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Sorry if this was asked already, but seriously how do i level HFC now, I want to get 90 skill I have billions of crops whats the optimal route?

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On 6. januar 2017 at 8:18 PM, Jaz said:

 

In my recent test, container (ie. frying pan) rarity does NOT change the affinities.

Cooker rarity does though.

It might have been changed (or fixed) after you wrote this, but i got new affinities on 3 different toons today when making the exact same food, using the same cook and oven, but changed frying pan from normal to rare.

 

Maybe some recipes give the same affinity on normal/rare/supreme/fantastic container?

Like mentioned some recipes give same affinities with different ingredient.

Edited by Nordlys

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Concerning bee hive radius. Do tile yields remain the same or do they change with the distance from the hive? Does for example a flower tile right next to the hive produce the same amount of honey/wax as an identical tile at the edge of the hive area?

 

About new recipes, I would love to see some local recipes included. Maybe we should define a way and a place to suggest new recipes. Staring a new threat in the suggestion subforum would be unproductive in my opinion.

 

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11 hours ago, Erlindur said:

Staring a new threat in the suggestion subforum...

 

Don't all threads degenerate to that, no matter the subforum?

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On 1/16/2017 at 8:01 PM, Evening said:

I placed a hive next to a wild one, +30ql higher than the wild one (which is 42 ql), and that happened over a (real time) week ago, yet the wild queen didn't migrate.

 

For us, it's been on avg a couple days to migrate since the first week after bees.  However.  If you so much as touch the hive (possibly even just open it) the timer can be reset.  Just because there is RNG doesn't mean resets are OK.  Some forum posters have mentioned messing with migration hives (source or dest) and still getting a migrate 1-2 days *after* a touch.  DON'T BE FOOLED!!! They got a very lucky RNG tick.  You could conceivably *never* get a migration if you reset once every 2 days (even unknowingly). 

 

To be sure. Fence the active (wild or domestic) hive, plant and lock the passive hive.  One un-shared account with access.  Don't touch either hive.  Don't even open one.  Only then count days till migration. (once planted hover to check for active every day)

 

EDIT: Always always have >= 3 sugar in all domestic hives!   (not an excuse to open while waiting for migration)

Edited by Belgrim
Forgot sugar!

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