Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It's likely easier and more consistent to make every kill drop 1 meat than it is to use RNG and a 50% chance to drop meat. Making a drop rely on RNG means you're no longer guaranteed to generate a cookable food per every two kills.
Either that or you'd have to have some variable to track every type of meat dropping mob/every different kind of meat and remember if it's your even or odd numbered kill as to whether or not to drop the meat. Can you do it? Sure... but It's cleaner to just have one drop per mob.
I agree though 1:1 cooking should be standard. I can understand using 2-3 ores for smithing because bars tend to be bigger and made of multiple ore chunks, but food isn't the same. If I cook 1 whole chicken, I should get 1 whole chicken. I shouldn't need 2 whole chickens to get 1 whole chicken back.
To be fair, Metal ore and ingots requiring more input than what is output makes sense.
During the smelting, you DO irl, get less than what you smelt down due to impurities, and how the very chemical make up of the metal is transformed in the smelting, heating, then re hardening sequence.
To put it into perspective, it's like digging up dirt.. ever notice how you dig a hole, then try to re fill it, and its like you somehow lost 25% of the dirt you just dug up, and you need more to fill the hole? It's the same thing.