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Found 111 results

  1. To me, the biggest gap in the new cooking system is the lack of complexity and variety in drinks. Most of them are relatively straightforward, and some of those can be flavored/distilled, but... that's about it. It just seems like beverages got the short end of the stick here, aside from the basic fermenting/distillation mechanics. There's so much more that can be done with this! Liquor cocktails Non-alcoholic mixed drinks (e.g. Arnold Palmer) Sangria Mulled wine Wassail Various forms of fruit punch Flavored lemonades Masala chai and other more complex tea varieties Horchata New drink components, such as nut milks I'll also take this opportunity to mention, as I did during the cooking update's development, that alcohol is still sort of broken. It still hydrates you (even though stronger liquors definitely should not), so you can't drink much before being too "bloated". This means that not only does the reed pen/measuring jug exploit still exist (taking smaller sips for the same alcohol content), it's basically required. It's hardly ideal when a system like this requires the use of counterintuitive, buggy behavior in order to function, but from a game design and player QoL perspective.
  2. Ok let me give you the stats then what is going on. My cooking is 15.63 My hotfoods is 21.11 My nutrition starts at 79 sauce pan used 21 ql or roughly there about I have several of them around the same QL Using an Oven is 50 ql Stews it does not matter which one, and no water is added non is called for in the recipe in the wurm cookbook.. But each time I make one and eat it my Nutrition starts at 79 then tanks some where in the 60's..... the last one I made as fillet fish stew... difficulty 23 .....ql was 41.41.....and weight was 3.37 I had the fish... the quality of the food was descent I use all the same ingredients in other recipes but only in stews do I have this problem. The other food I had in the stew was potato, carrots, cabbage, onion, peas and oh yes corn with the fish fillet..................and yet my nutrition tanked .. If any one has any suggestions or is this a bug... any help would be appreciated...thank you.
  3. When I try to make Cherries Jubilee, I get the message: "You start to work on the pottery bowl." but nothing actually happens. There is no progress bar and it is not working on making anything. I have tried using my hand and an iron fork of 2.15ql with 1.40 damage on it to try to make this recipe. Nothing has worked. This is a recipe that is not yet in my cookbook. Further, now the bowl and the fork are tied up in the creation process that is not happening. I tried to put my fork away and got this message: "You are working with that item." I have not used that fork since trying to make this recipe.
  4. I would like to see a new item for Wurm Online and Wurm Unlimited. That item being a Cookie Jar. It stores and lessens the decay rate of only cookies. There could be a Kingdom Specific as well as a Generic type for this. The Kingdom Specific could use the Kingdom Animal and the Kingdom's Emblem as Decoration on it. The Generic type could be basically anything that would look like a cookie jar.
  5. https://www.niarja.com/skill_compare/Holykoolaid Put several months into getting his faith up and leveling his HFC. He also has passable farming almost 40 skill. Hoping to get 75s or best offer. Will entertain any offers, so feel free to offer whatever you have or feel he's worth. Comes with a star diamond staff and cloth clothing. Is an initiate on the path of love with 20+ meditation skill.
  6. I was just putting together some meals, and I thought that things would be much better if we could have a prep table to work on. Inventory is limited for space, oven if you are cooking a lot, the meals can cook before the ingredients are all in... having a prep table to chop etc and put the meals together on before they are ready for the oven, would help a lot and would make sense in the terms of the game play. Where we could put the frying pan or other cooking vessel, get the ingredients ready, and in the vessel then just pop them in the oven when we are finished.
  7. First of all, hi. I recently acquired this toon and acc from a close friend and I got to know a few cool updates Wurm has gotten over the months/years. I can't help but notice how complex and awesome the cooking update was and what it brought. It literally made the players semi-responsible for what is being created and it made them use their raw creativity to come up with new recipes for their cookbooks. I've been thinking - alchemy is not a big thing here but what if it was? Imagine: - wound healing potions (simply healthpacks) - running speed potions (simply sprint boost) - karma potions (maybe?) - timed affinity potions (maybe?) - cr increase potions (maybe?) - repair potions (instead of using different resources use the potion to fix a wall e.g.) - etc. etc. All this could be pretty interesting as long as it works like the cooking system. Let's bring some arcana back to Wurm shall we?
  8. Not Providing this service atm.
  9. I recently came across the recipe for spearmint tea while doing some affinity mappings - this was a process where I made the tea with every combination of optional ingredients as per herb tea. The testing went well and I made a note of the affinities once the tea was completed and continued my research. However, I went back to check the spearmint tea recipe and it did not list ANY of the optional ingredients even though I made the tea using all of them (cow/sheep/bison milk, lemon, sugar, honey, maple syrup). This should be corrected to be similar/same to the herb tea recipe as it follows the same patterns. Thanks!
  10. After finally harvesting some lemons I eagerly gathered my ingredients in the oven to make some long-awaited fish 'n' chips. Both attempts failed, with the well-fuelled oven finally fizzing out having never cooked a thing. On both attempts I used: Raw fries Lemon Fillet of fish ...and in the first attempt I used fennel oil, the second I used corn oil - both of which are apparently cooking oils according to the Wurmpedia. The ingredients were placed in a frying pan as per the recipe. So what went wrong? I've made plenty of meals in this oven before by the way, I definitely wasn't doing anything wrong. It must have been something to do with the ingredients but as far as I can tell, I satisfied all the criteria.
  11. Food affinities are a great addition to the game, but they are hamstrung because and new skills would change everyone's affinity food. New skills either need to replace an old one or not be able to be gained through food. A new method that is future proof against new skills being added. Normal cooking methods randomly assign affinities to food. To get a specific affinity on food: Right click the container and select "Prepare food." Choose the desired affinity from the pop-up menu. A timer (10-20 sec) counts down as some RP text plays. You fail, succeed or greatly succeed! Fail: Affinity is still random and unknown until cooked. Try again. Succeed: The chosen affinity is assigned to the meal Greatly succeed: A random second, minor affinity is also added to the food. Rarity, complexity and ingredients have their normal effects on affinity strength, duration and CCFP. With this method as many skills as the devs want could be added without ever needing to worry about disrupting food affinities.
  12. Hello, using a pottery bowl and putting the ingredients for stew doesn't create stew but something else. A saucepan does work. Please remove the pottery bowl as a valid container for stew recipes. Thank you.
  13. Hi, when I use "lore" on a sausage skin I get this: [10:08:09] Have you tried adding a heart? [10:08:11] The heart will not fit in the sausage skin. Am I missing something or is there some sort of bug here? Update: I consumed some of the ingredients to make them smaller and that made it work eventually
  14. In WO patch notes: https://www.wurmonline.com/2017/05/18/5819/ It was stated that: "Skillgain for anything that produces liquid has been scaled by the amount of liquid created." Does this apply to the latest patch of WU as well? My limited testing concluded as followed (creating lye): 45kg : Natural substances increased by 0.0065 to 20.5503 5kg : Natural substances increased by 0.0065 to 20.5568 Which doesn't seem as if this change was applied to WU. Can anyone clarify if this is a possible result of mods that the server I'm playing on has, or if the change didn't make it to WU? Thanks in advance, Iolo
  15. well as the title says i think itd be cool to add some small trapable animals like beavers raccoons fox rabbits etc and add traps to catch them they provide butchered goods maybe be able to stuff them for decoration or add fur clothing and use their fur and pelts new types of meat for the new cooking update and it would be fun and a new trapping skill
  16. Mod source on pastebin: https://pastebin.com/NEDD6FC8 Since this uses extensive bytecode modding I don't want to support it. It might be useful for another modder so I'm sharing it. I will not make releases for it. I will not fix it if it doesn't work or breaks or whatever. It does these things for me currently: - Remove all affinity creation and instead apply an additional 10% skill bonus to the already existent 5% bonus from nutrition. Instead of up to a 5% bonus from nutrition, this mod make that up to 15%. - Remove limits that stop you from eating or drinking when food is too hot. - Remove the mechanic that stops eating if food bar is full. Your toon can just keep eating forever if you wanted. - Remove the food complexity scaling for ccfp. Every edible thing will act as if it has 10 stages and 30 ingredients.
  17. Starting Bid: 10 silver Increment: 25 copper Buyout: 15 silver Sniper Protection: 1 hours Delivery: I will send via mailbox with COD
  18. My crafter, Handsomestranger, just got the pale ale recipe added to his cookbook. The problem is, he didn't make it. I made the wort as Vroomfondel, and as Vroomfondel I sealed the barrel. All Handsome did was move the barrel from the floor to the wine barrel rack. It seems you have it set so the last char to touch the barrel gets the recipe, not the one who did all the work.
  19. Had a couple of ideas that I think should be considered on the poll, on the use of rare items in cooking and their affinities influences. Both still preserve the idea and usefulness of using the rares as an important part of the cooking equation but how about an additional bonus. First idea, with each step of it's rareness give an original bonus of the same plain item but rare would give and additional affinity, supreme(two) and fantastic...would that be great!. Second idea, and MUCH more complicated: Each items has three steps of "rare" to it: rare, supreme, fantastic. Take a simple Skillet, Meat, Vegetable recipe... each one has an additional level of rare bonus to making the end product a "rare" of some type itself. Now we enter what do we want from a difference of rare or supreme...+1,+2 to the equation...have to take into consideration what would happen if we bought a Supreme Potato from a player added it to a Rare Meat and a plain carrot would add a plus +2/3 from the S. Potato, +1/3 from rare meat and +0 from non-rare carrot, BUT..don't forget the skillet pan...+0/3 on it, lets use a rare pan, since we are on the subject, +1/3 possible rares (no wax/or wrapping involved this time) gives us a +4/12 chance on top of the normal chance at a rare... + %33.33 added chance at a rare finished food item. It could further be taken you use Supreme's the entire process..you get a Supreme finished food product. HOWEVER, this still is a beginning formula to take into consideration, then you must consider the end effects discussed in the First idea, end result of bonus affinities+ (1-3 or +*-***) or even an added time bonus combo in with it. I think it would be safe to say that chances of getting a Fantastic Pizza..should give +3 affinities.. if even a (characteristic, followed by a Skill on a Supreme to 2/1 or 1/2 Characteristic/Skill on a Fantastic Food Item. Point is..the more "rare" the better it should be!!!. THIS IS AN IDEA...put out in quick response to the powers that be, on nerfing our money spent or the selling value of rare items. Some people have sunk alot of money into higher quality rares and this keeps/gives value to the rare food items that give players a chance at making some funds. Please, ADD TO THIS DISCUSSION..., this is put together to get some alternatives going. Thank you.
  20. Serch option in FSB like this one in cook book. I have now a loot of dif items in my cooking fsb i cant find a potato if i need one
  21. Selling affinity meals of your choice! HOW THIS WORKS: We send you 2 sample meals, you taste (using the taste option in the rightclick menu) both and tell me which one gives you what affinity and send them back. Tasting those 2 meals is only required once per character, after this we can always prepare the correct meal for the affinity of your choice. If you need the same affinity for 2 different characters, they will have to do the tasting separately and will most likely require 2 separate meals as each toon is different. Based on those 2 samples, we can prepare meals which are about 4kg in weight and +/- 90 quality. This means that if you want Tailoring affinity, we will send you a meal which will give you 4hour+ of Tailoring affinity after first bite! Don't eat it all, just choose "eat" and hit escape right away, one bite of 0.03kg in size will give 4h+ affinity time and 100% CCFP, if you have a magic chest, it will last you over a year assuming 4h/day, otherwise it will pretty much decay before you can use up the hours it gives. This amazing deal which is not offered by anyone else will cost 1 silver per meal. There is an exception to this, some characters are "bugged" and they can't have affinity from meals by this recipe for the 20 skills below, we will know if your toon is one of those after you taste the 2 samples as well and will let you know. If your character is one of those affected by this, we can't prepare the following affinities for you and there is nothing we can do about it, some toons have affinities distributed weird. 20 skills out of 138 are affected: channeling, exorcizm, artifacts, foraging, botanizing, climbing, stone cutting, lock picking, stealing, traps, catapults, animal taming, animal husbandry, short bow, long bow, med. Bow, ship building, ballistae, trebuchets, turrets. We can still prepare the remaining 118 affinity meals for the affected toons. STEP BY STEP GUIDE
  22. Greetings, Wurmians. I'll cut to the case where I'm coming from with this: With the introduction of food affinities I quite immediately started making records of what affinities I can get on which characters, of which I have 3, with which meal. As a sort of "affinity hunt". (I'm aware some people have data mined the crap out of it and can predict affinities somehow, but personally, where's the fun in that?) First iteration was a spreadsheet. A quick and dirty approach that gets the job done somehow. But finding duplicates in this mess is almost impossible and using multiple tabs to separate types of food to bring some order into the long list of clutter only makes searching for affinities take more time. Also, I had resorted to abbreviating a lot just not to be typing a minute before cooking. Granted, you could probably set up a spreadsheet to make this all more comfortable, but I wanted a more streamlined approach. Which I implemented in a small WPF application that uses combo boxes to cut all the typing short and make searching for a recorded affinity a few clicks away from results. This was made for personal use mostly, but I decided I might aswell put it up for the 3 people who might use it aswell. https://github.com/StandbyMode/WurmRecipeManager/releases Requirements: This is a .NET application, so naturally you'll need that. You'll likely have a fitting version anyway unless you are still stuck on Windows XP. .NET Core appearantly doesn't support WPF, though, so that won't work. And no, Mono won't cut it either by a long shot. But the sources are up in the repo, if someone wants to do a Mono port, permissions is hereby granted as long as the original source is credited or you send me a request to incorporate your solution to be put up on the release page. (In which case, the porter is being credited, obviously) Installation: Extract the contents of the .zip anywhere you like, it should be able to run as is. Before you run the application, open "consumers.txt" and enter your characters names whose affinities you want to record, one line per character. Usage: You'll find 3 tabs to work with, which will allow you to assemble meals, record their affinities on your characters that are listed in "consumers.txt", and let you search for affinities or given names respectively. A quick rundown of each tab: Workbench: What do? Give your meal a name; or don't. Names are only used later in the searching function and solely for user convenience/recognition. Duplicate names are allowed, as long as the recipe is different. Empty names will default to "Generic Food". I'm creative like that. Choose a container this meal is cooked in, then add ingredients. The big "+" button will conjure comboboxes to choose an ingredient from, alternatively you can press CTRL+A, unless your cursor is currently in the text box. Tip: I specifically used combo boxes so one can enter the first few letters of an ingredient and have it jump to the best match. Modifiers like "chopped" and "diced" are thus placed in parenthesises behind the ingredient so I could just use the arrow keys to select the modifier after I selected my basil or canine meat. All combo boxes do this by default. You can also press TAB to circle through the boxes, so that using the mouse is obsolete up until finishing the recipe by clicking "Cook Recipe". This will check if any such recipe cooked in this container with these ingredients are already in your database and make avoiding duplicate records an absolute no-brainer. If the recipe is new, it is moved into the next tab. Consumers: This is pretty straightforward; the recipe is cooked and up for tasting. My 3 characters have had a bit of fried troll here. If someone were missing at a given time, worry not; closing the program will not delete recipes listed here and preserve them as you left them. There's also a non-skill "Unassigned", for when you have any reason not to taste a meal with some character. You can still search for "Unassigned" later on like any normal skill and change it. (See next tab.) When you want to save the recipe with the recorded affinities for good, click the ugly little "->", which is tooltipped with "move to archive", which is what we'll do now. Archive: The troll based recipe is now in the archive and could be found - for instance - by searching for the "Baking" affinity on my main character "Flubb". Alternatively, I could enter "troll" in the text box and search by name using the obvious button. In the left column, this will return the results of any given search. The middle column will tell you how to reproduce the meal, and the right column shows all the recorded affinities for this recipe. A selected recipe can be deleted for good ("Delete from archive") or moved back to the Consumers-Tab ("Reassign affinities") in case you have an unassigned affinity you want to record after archiving a recipe or when you realize affinities have changed for a meal after an update. Troubleshooting: An ingredient I want to use is not in the list! Like your characters, ingredients are loaded from a textfile. Notice the "Lists" menu in the top bar? Here you can choose "Open ingredients file" to open your standard text editor with "ingredients.txt", which is shipped in the .zip and needs to be in the same directory as the executable. Add your ingredient, or change the list to your hearts content, and save. No need to restart the application though, just go back into the menu "Lists" and select "Reload ingredient list". I'm doing it this way because including EVERYTHING from the get go would be tedious and there are also recipes that use other things that need to be cooked first, like pastry based recipes. I don't know how deep that rabbit hole goes, so I decided to do it the lazy way; if I don't need it yet, I'm not missing it yet. Though ideally everything that fits in a FSB should be already in the ingredients.txt in shipping state. You forgot a container in the list! Any missing container can be added the same way ingredients can. A skill is missing in the list of affinities! Turns out copypasting the wikipage for skills didn't include them all. Just to be sure, I just put all the skills in a textfile instead of hardcoding them into the program. Who knows if any new skills will be introduced in the future aswell. So basically: See both points above to fix that. I want to add a new character. Well, you know what to do by now I hope. Though with consumers I should warn you that it might be a bit finnecky and buggy. I tried to cover all ends theoretically that I could think of but didn't delve into a lot of testing. To be sure, try not to have any active recipes in the "Consumers" tab while reloading it or even better, make sure to have your characters listed prior to starting the application for the first time. Restarting the application should solve most situations of bindings going haywire, but make a backup of your "recipes.sqlite" file prior to modifying the consumers.txt nonetheless. Until I can be bothered to really try and break ###### and fix it in the next update, the safest bet is to just not modify "consumers.txt" while the application is running. With every other list, it should be totally safe though. Patch history: 1.0.1: (Minor update, just extract it over your installation to update) - Hovering over names in the consumer tab shows its ingredients and container. - Ingredient list in the archive is sorted alphabetically to line up better with a sorted FBS' content. - Some fixes 1.1.0: Improved recipe handling This update itnroduces a few new buttons to let you move recipes across processing stages more freely. Namely you can now click "<-" to move a recipe from Consumers back to Workbench, in case you find you've done a mistake in the setup. Double clicking the name will make it editable, so renaming doesn't require a recipe to be moved back to the workbench. Similiarly, the archive now lets you "Adapt a new recipe". This will copy the recipe back to the workbench where you can make slight adaptions to create a new recipe without the hassle of entering all the ingredients again. The "Fork Recipe" button will similiarly make mass inventign recipes easier, as this will copy the recipe to the Consumers tab without clearing the workbench. TODO: (For when I can be bothered to do anything on this at all.) - Possibly review the handling of adding consumers, if problems arise. - Make icons for the buttons in the consumers tab. Any feedback can be left in this thread, if any reasonable TODOs arise from it I'll add them to the list. In that case even with actual priority, not the half-baked "I could do this but probably won't" points I add myself. Happy affinity hunting, with or without this tool.
  23. A container made from tin that keeps food fresh and warm when travelling. Want to Sell: 45+ ql lunchboxes In stock: 50 copper + COD
  24. According to the patch-notes for the cooking update oleander is able to be used somehow, as yet have not found any way to use it. Have tried all of the cooking containers with lore, knife, fork, spoon, water, butchers knife, grindstone, mortar and pestle etc. Are they intended to be used in something?