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Pandalet

Cooking system documentation

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I'm putting this here so that the document doesn't get lost.  This is the documentation for the cooking system that release with Wurm Online v1.3, covering the various new features that came in then.

 

https://docs.google.com/document/d/1PhEhJkjNy-jl3_L5mdaQRVzyfdS7MfAt8_iNwSaHYYE/edit?usp=sharing

 

The document does get updated from time to time, as things change, or errors are fixed.

 

The current document version is v1.8, published on 8 January, 2017.

 

Revision History

Initial revision v1.0 - Pandalet, 11 Oct 2016

 

v1.1 - Pandalet, 20 Oct 2016

  • Added info on rare recipe products

  • Added note on herbs in planters using gardening

  • Added note on recipe difficulties under skills

  • Clarified what happens to veins that contain salt

  • Added notes on planting trellises

  • Noted that nails and coins can’t be present in cooking containers

 

V1.2 - Pandalet, 1 Nov 2016

  • Added quick start section

  • Noted gardening used for trellises

  • Noted low CCFP values don’t penalise

  • Noted that distillables now have a fermented intermediate

  • Corrected flower storage info

 

v1.3 - Pandalet, 19 Nov 2016

  • Filled in section on cookbook

  • Added minor notes on lore

  • Last-minute detail corrections

  • Added endurance sandwich notes

  • Filled in missing bee details

V1.4 -

  • Updated spices section to make it more obvious that spices need to be picked for seeds to plant

  • Corrected inaccurate bee migration info and added some clarification

  • Everyone gets CCFP and affinities again

 

v1.5 - Pandalet, 7 Dec 2016

  • Updated honey required to spawn second queen to 1kg

  • Added more detail on hive influence areas and production

  • Removed fried fish (not currently available to make)

  • Combining oils gives cooking oil

 

v1.6 - Pandalet, 11 Dec 2016

  • Removed incorrect reference to second queens needing a higher ql hive to migrate

 

V1.7 - Pandalet, 2 Jan 2017

  • Added note re: seasonal variation of honey and wax production

  • Noted crop difficulties

 

v1.8 - Pandalet, 8 Jan 2017

  • Clarified what goes in FSBs

 

 

v1.9 - Pandalet, 30 Jan 2017

  • Noted that loading noisy hives MAY kill the extra queen (not guaranteed to)

 

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Update - loading a noisy hive (in a vehicle) may kill the extra queen, but this doesn't happen right away.  If you're quick and lucky, you may get away with it, and the hive will remain noisy when you unload it.  The longer the hive stays loaded, the more likely the extra queen is to die.  Honey or sugar in the hive has no effect on this.

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Is this the official documentation?

In case WO and WU are not different in this regard (afaik they shouldn't be) there is an error concerning timed affinities.

 

It says the duration of the affinity is determined by the amount of food eaten, which is not entirely false. Of course the amount is important but more important is something else which I believe to be nutritional value.

Food is eaten at a constant rate of about 0.03 units per second. The effect on your food bar still seems to be determined by the quality of the food.

I ate exactly 0.15 units of these different meals:

* one ql 6.7 canine meal with unknown contents. I'm calling it Dog.

* one ql 14.7 insect meal with pea pod, called Pea.

* one ql 14.7 insect meal with pea pod and ground paprika, called Paprika.

 

Pea gave me a 5 second affinity buff (roughly).

Dog, although lower quality, gave me a 27 second buff.

Paprika gave me close to 3 minutes.

 

This leads me to think nutrition is the main factor for affinity duration. The amount eaten is certainly of lesser importance.

 

Additionally, when it says "to get the same affinity, the recipe must be recreated exactly" it is important to understand what is part of the recipe and what is not. The affinity type is only determined by the true name of the ingredient at the time of cooking but not the exact recipe of the ingredients themselves.

Take these meals:

1) fried insect + fried pea pod (made from chopped pea pod)

2) fried insect + fried pea pod (made from pea pod)

3) fried insect + pea pod

4) fried insect + chopped pea pod

2, 3 and 4 will all produce different buffs because the name of the ingredients are different. However, 1 and 2 will be the same even though the fried pea pods themselves were different in that they gave different buffs.

I think it could be clarified that the "exact recipe" only concerns the name of the ingredients at the time of cooking, not whether they were identically prepared, also that chopped pea pod which is pre-fried is a different ingredient than chopped pea pod. One may think that "fried" is a state that a vegetable passes through before being cooked together with meat, just as if you had fried the veg separately, but this is not the case.

This particular little detail gave me the wrong idea about affinity cooking and threw me into a few hours of brain wracking experiments trying to find the missing link.

Edited by Skrofler

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Could you add how to create pineapple to the Pizza Recipe at the end of the document please?

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Thank you a lot of useful information for a returning player trying to catch up :)

 

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There is a line in the document that is incomplete / inaccurate:  

 

"The duration of the temporary affinity is set by how much of a food item is consumed - the more that is eaten, the longer the temporary affinity will last.

 

I have never been able to make a food item with a temporary affinity that lasts more than 90 seconds. Perhaps if my food bar is completely zero when I start eating, the affinity will last up to 110 seconds.  But basically, useless.  Meanwhile others can create items (*cough* magic pizza *cough*) where eating just a small amount gives hours of temporary affinity. So clearly, more factors are in play than simply the quantity of food eaten. Is it the complexity of the food? So, if it takes multiple ingredients, each of which requires their own recipe, the affinity will last longer than a meal that just takes two "natural" ingredients? 

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Posted (edited)

A (slightly) better definition concerning food affinities can be found here: https://www.wurmpedia.com/index.php/Affinity#Cooking_Affinities

 

that says:

Quote

Eating prepared foods give temporary affinities, from a few seconds to many minutes, depending on the difficulty and quality of the dish.

 

Difficulty is important, the higher the difficulty (use Lore to see) the better.

Edited by Gwiz

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17 hours ago, Gwiz said:

A (slightly) better definition concerning food affinities can be found here: https://www.wurmpedia.com/index.php/Affinity#Cooking_Affinities

 

that says:

 

Difficulty is important, the higher the difficulty (use Lore to see) the better.

 

I actually found a food last night that gave me Botanizing affinity for 30 minutes. So, there is hope. 

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Posted (edited)

For longer affinities, it needs more, and more complexly processed ingredients. For example, minced/diced meat and chopped vegs/herbs (activate knife), mash (spoon, fork), grind (several seeds and spices, mortar&pestle). Quality plays a role too.

 

If you are not shy of spoilers, try https://wurm.azurewebsites.net/ or http://wurmfood.com . There are also large spreadsheets with a lot of recipes. Finding out yourself may be more fun, though, unless you are not so fond of the cooking part (personally, I was just too lazy for and appreciated the help).

 

 

Edited by Ekcin

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7 hours ago, Ekcin said:

For longer affinities, it needs more, and more complexly processed ingredients.

 

 

When I tested it ages ago, I also found you could actually reduce timers, by adding less-processed ingredients. This was a few years ago now, but I found that if I had something like a complex meal, and I added a raw carrot to it, the timer actually became shorter, versus without the extra, unprocessed ingredient, all else being equal (including literally identical QL)

 

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