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But combining them in a dish results in a product that is worth only 9, making it negative 26 point investment. Negative 31 if you were willing to grind the beans and sell that along with the cabbages.
Recipe value might need to be looked at. I get that the food is meant to be eaten rather than sold, but come on.
Fair enough. But then I would argue that there are too many recipes and design time was squandered on the cooking function, since it's only of value for the player to chug for stamina, making all the fancy and elaborate recipes completely pointless.
You cook the two recipes for the neighbor tribes, whatever one dish you can crank out at bronze quality for the pyramid, and then beyond that it's purely stamina efficiency.
-edit-
Speaking of which, I just completed that pyramid slot by cooking hardtack from buckwheat flour. Making a mockery of the challenge, but honestly I'm not really feeling cooking in this game right now so it's just something to check off.
Compared to how much fishing brings in? Felt the same. Even when you get to the "end stage farming" with pickling barrels and aging barrels, it feels like a lot of extra steps and a lot of material just to make a product that sells about the same as dry fish
Yeah, I've just reached the final stages of processing and it is kind of fun but feels pretty pointless. I haven't moved beyond a set-up of four fermenters/brewers/picklers and in subsequent playthroughs I doubt I would even build that many.
Since there is no in-game functionality to foods being better preserved and with only a very marginal increase in contribution in most cases the game kind of dies off here right where other similar farming sims start to hit their mid-late game stride.
But the instances where processing actually lowers the net value of things (by huge amounts in some cases) makes you kind of want to just stick to the dryer and smoker and shove everything else in the bin, raw.
Good points all around about the value of foods as contributions and as stamina.
In the last QoL update the team rebalanced the processing to make it more meaningful, especially early and late game. Cooked foods are still better used for stamina, boosts, and gifting and uncooked materials are more valuable as contribution to the clan.
We are still gathering feedback and making adjustments to this system as we update the game.
Happy Farming!
Pickling is a big money maker, but not in such tiny amounts. It also depends on what crops you are pickling. Having 4 picklers and then saying it doesn't give a profit is kinda like saying you fish 4 fish per day and why isn't fishing more lucrative.
We already have the fishing, crops and animals to make money, so having this one thing not be about making money feels okay to me. But yeah like you said it is a bit of a shame that there are all these recipes, with nice art, that are essentially useless if they don't give good stamina.
Given that the issues I raised were addressed by the recent patch, it's safe to say I wasn't alone in feeling that processing was underwhelming especially in the late game.
I've been playing with the QOL patch and it's much better. I no longer feel like I'm wasting my time by doing anything other than fishing. The high end processing feels much more rewarding, without being game-breaking. As it was before, the increases in contribution were too marginal for the effort, time, and resources and I stand by that.