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Posted (edited)

There is so much missing from this profession to make it used by the people that it needs improvement, these are my ideas and additional ideas by Eleraan please if you have any more great ideas to tag into this as well let me know!

New items:
Glass (made with sand and ash mixture when both are glowing)  Pliers, Scissors Spatula and Pelt, for improvement tools. (would use metallurgy for it's skill)
Small Glass Bottle - 2kg Variant of the jar. 
Large Glass Bottle 10kg Larger version of the flask. 
Wooden Tankard - 2 planks, 1 small nails, 1 ribbon 1kg
Yeast made from mushrooms, fruit and berries, (and potatos) used in tandem with herbs and woodscrap to increase the complexity of a fermenting beverage changing it's affinity and timer.

Beer Tap, Using a carving knife on reed fiber to create. Used to 'tap' a barrel for dispensing a set amount of liquid using the 'fill' option, similar to a measuring jug. Once tapped a barrel would not be able to be opened until it's contents are gone. the tap is used up after one use.

Herb Drying Rack - Made with 5 planks, 2 small nails and 10 pegs. Would be used to dry herbs and spices for use in brewing and beverage making.
Tea Bag, made with dried herbs, and a satchel to steep tea and make more complex teas.


New Herbs

Green Tea - Grown in a planter, found while botanizing

Black Tea - Grown in a planter, found while botanizing

Ginseng - Grown in a planter, found while botanizing


New Crops

Chili Peppers, used for cooking as a spice (only grown in a planter box)

Black Peppercorn Used for cooking as a spice (only grown in a planter box) Edit- Trellis' could work really well for this as well. :)

 

New Tree

Coconut Tree (season is the hottest part of summer) - High difficulty tree for forestry

 

New Alcohols

Pineapple Flavored Everything
Fruit & Berry Flavored Vodkas

Fruit & Berry Flavored Whisky

Fruit & Berry Flavored Moonshine

Fruit & Berry Flavored Rum

Coconut Flavored Everything


Using the Drying Rack, and the ability to pick seeds from existing herbs to make lots of different flavor profiles to be used in beverages and have this be the determining factor of what beer becomes instead of what woodscrap is used to do, and have it be more complex recipes or even new recipes for our alcoholic beverages.

Edited by Blacklotus
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I am always ALWAYS in for added brewing stuff.  

 

Seriously, how is there no wooden tankard and why didn't I realize this before?

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This would also help to reboot Alchemy and Natural Substances in a way.

 

The herbs and mixtures could create better healing covers.  Definitely +1

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Yeast could also fall under natural substances or alchemy. Glass would be really useful in making alchemical alembics and tools to do more advanced things like poisons and the like.

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I'd be all for more beverage things and cooking in general but I think before they think about adding in new things to those two systems they need to put in some time fixing some of the issues with them first (things like affinity timers breaking, exploits that have been around for years unfixed) I am a fan of anything new in these systems though - after some time is put in to fix long standing issues from the major revamp of the skills.

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Beverages; Teas and Coffee mechanics - Suggestions & Ideas - Wurm Online Forum

I truly prefer pure wogic for ingredients that won't be used for many recipes, so ginger+sassafras = ginseng; add ginger & ginseng tea

 

Sry, but I don't like 'satchel teabags'.

Mortar and pestle to create blended teas.

JS mesh, Tea Infuser Ball for blended teas only.

Pottery teapot (decay tick frequency higher per ql) - making any tea in a damaged teapot removes damage, and starts to transmute it into a patinated teapot; alchemy tick, v. high sac value.

JS mesh, Tea Strainer - improves quality of non-infused teas.

Tin coffee pot, req. JS mesh; has recipes to brew types/strengths of coffee. (similar to still)

 

I like 'satchel seedbags'.

Use coffee grounds/blended tea + seeds/flower/sprout combination (companion planting) in a satchel (+ bless?) to change a dirt tile to natural reed, marsh + new tile type(s).

Plant 'satchel seedbags' in a large planter (box) to create new crops.

 

+1 to Drying rack for general ingredient evolution use.

Continue with a beesmoker to create a Smoking rack for meat/fish/cheese.

Continue with roasting dishes to create a Marinating rack. Add marinade recipes, including herbs, spices, juices, beers and spirits.

 

Add diceroll to evolve a sealed winebarrel into a [drink type] cask.

Use [drink type] cask to evolve [matching drink type] + ingredients into flavoured [drink type].

Add diceroll to evolve sealed [drink type] cask into [flavoured drink type] cask.

Use [flavoured drink type] cask to evolve [drink type]s into blended [drink type].

Tin mixer jug + spoon for non-alcoholic mixed-liquid recipes.

Add recipes for creating infused oils, vinegars, wines etc. in sealed jars/amphora.

 

+1 to wooden tankard.

-1 to glass bottles - would prefer to see glazed pottery vessels LONG before glass.

-1 to yeast - its ever-present existence is already implied in drinks evolution. Would not object to sourdough.

correction* - reed tap should be made from reed plants, same as reed pen, not fibre.

reed tap must include mechanic to extract coconut milk from raw coconuts

 

~1 - tropical tree types should only be plantable in a large planter (box), indoors, and require near-constant watering. Add cinnamon tree sprouts by wogic.

Add bonsai trees (pottery sprout tray) to raise forestry skill by pruning maintenance. Sacc value increases per Wurm month not-shrivelled.

Add hanging flower pots - require watering - which can also have bulbs and seedlings planted in them, including harvestable spices like saffron crocus stamens - high sacc value.

 

;)

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Drayka, I really liked a lot of the ideas you offered through the posts I saw. Some of them are a bit complicated.

 

Everything I've offered is based on beverages and brewing of alcohol/tea. Most of it is doable very easily with existing content code wise to improve the existing system.


I can agree with the tropical tree being in a planter box, that makes sense, I like the smoker and the mortar and pestle for teas.

 

I am not a fan of the diceroll evolution of drinks, if you're brewing alcohol it shouldn't be random (and it isn't random now) in how different kinds of alcohol are made. It's a very complicated and intentional process hence the yeast and addition of herbs in specific ways to make specific beverages instead of a type of woodscrap being the only determining factor. Woodscrap should still be used in some instances because that is a real method of brewing alcohol but should it be the only one?

Thank you for the ideas :)

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27 minutes ago, Blacklotus said:

I am not a fan of the diceroll evolution of drinks, if you're brewing alcohol it shouldn't be random (and it isn't random now) in how different kinds of alcohol are made. It's a very complicated and intentional process hence the yeast and addition of herbs in specific ways to make specific beverages instead of a type of woodscrap being the only determining factor. Woodscrap should still be used in some instances because that is a real method of brewing alcohol but should it be the only one?

 

Okay, ditch the dicerolls and make the barrels automatically evolve through use. Create the same drink in that barrel X times, and it evolves into a cask of that type. Very deliberate new-tool creation. Lots of high-end drinks are aged in a barrel of another drink type to impart its qualities. I think that would be a good way to take what we have now, and extend to add depth.

 

I like the teapot idea, because it would add value to tea as a mechanic, and I don't think we'll get more depth to teas unless it has more than RP value, hence the RL traditional Chinese-teapot mechanics-translation. Suddenly camellia tea wouldn't be fringe thing, but an important component in many a priest's lifestyle.

 

I like the idea of coffee, because I'd like to see strong coffee do a type of caffeine buff - such as a version of the Unstoppable buff, and/or removing the Drunk effect.

 

Blending liquids is mostly blocked by Wurm, so I think it would need new containers. I think we have more chance of evolving liquids through the reuse of barrels after they've been used, than calling for tons of new recipes or a rewrite of the mechanics up to now. Wurm is biased to tool + item = new item.

 

Besides, I want them to outgrow being called wine barrels, if I'm not making wine in them. It's just a thing from when wine was the only alcohol that could be made.

 

Currently the copper still removes affinity complexity, so okay. Let us add complexity back in after we have created 'generic' alcohols.

 

And if you evolve a wine barrel into a beer keg, with current recipes, then you've still got a use for the existing recipes, and room for new recipes that DON'T use woodscrap to seal the barrel. Harvest Oak Bark, to create corks which can be used to seal the new barrel types.

 

If you want to create cream liqueurs, you'll need specialised containers for that, and sealed glazed pottery bottles would serve. (Glass is a pain from a graphics standpoint, I'm told.)

 

And you can have wired bottles (with ceramic caps) or cork+wires stoppers, for sparkling beverages, by continuing to evolve them with added sugar/syrup/honey in the bottle. *sparking ginger/root beer* *sparkling dry/sweet white/red wine*

 

Etc. etc.. :D And you know, someone is going to demand a pina colada, or an iced tea, sooner or later. ;)

 

There are so many unique beer and ale combinations one could create, using spirit barrels to age them. And vice versa. And that's before getting into infusing mechanics. I'm sure there's enough diversity to create more than 138+ different potable affinity beverages, if there are enough tools.

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Specialty trees in planters would be good. I'm a big fan of grinding custom teas too. Wider affinity options in real drinks would be cool. 

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