Sailwind

Sailwind

Explain what is wrong with the smokehouse.
The smokehouse does not smoke anything, the wood burns out, the products do not change, I tried with fish, sliced ​​and whole, I tried with cheese and meat, everything is the same, the wood burns, the product is the same as when loaded.
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Showing 1-15 of 33 comments
No idea, it works for me. As per the nutrition scroll smoking takes more wood than cooking, but it smokes and cooks at the same time.

The only one I can think of off the top of my head is four eel slices (on the Al'Ankh smoker) smoke in ~2.5 wood (but do not burn on three, which is nice.)
I've just been having trouble with the food preservation in general, if i smoke or salt anything it still seems to go rotten, the only thing i can do is fish every day
EnkelTaip Jan 19 @ 10:29am 
Originally posted by tritton82:
The only one I can think of off the top of my head is four eel slices (on the Al'Ankh smoker) smoke in ~2.5 wood (but do not burn on three, which is nice.)
Are you hinting that more than one unit of firewood is needed?
Can you give me a link where I can read about it?
Originally posted by EnkelTaip:
Originally posted by tritton82:
The only one I can think of off the top of my head is four eel slices (on the Al'Ankh smoker) smoke in ~2.5 wood (but do not burn on three, which is nice.)
Are you hinting that more than one unit of firewood is needed?
Can you give me a link where I can read about it?
that is indeed more than one firewood. specifically 2 and one half.

the only official source would be in the patch notes, i think it's even the featured patch. they've probably got all the info broken down in the discord, as well, if that's your thing.

there may or may not be a fan wiki with correct info on it. the wiki is in general fairly reliable, but a goof has been perpetuated once or twice through it.
EnkelTaip Jan 19 @ 11:49am 
Originally posted by Thundercracker:
Originally posted by EnkelTaip:
that is indeed more than one firewood. specifically 2 and one half.
the only official source would be in the patch notes, i think it's even the featured patch. they've probably got all the info broken down in the discord, as well, if that's your thing.
there may or may not be a fan wiki with correct info on it. the wiki is in general fairly reliable, but a goof has been perpetuated once or twice through it.
I tested smokehouses with different amounts of firewood, it doesn't work, the firewood burns, the product doesn't smoke.
What's wrong?
https://steamcommunity.com/sharedfiles/filedetails/?id=3410785054
Last edited by EnkelTaip; Jan 19 @ 11:51am
tritton82 Jan 19 @ 12:07pm 
Originally posted by EnkelTaip:
Originally posted by tritton82:
The only one I can think of off the top of my head is four eel slices (on the Al'Ankh smoker) smoke in ~2.5 wood (but do not burn on three, which is nice.)
Are you hinting that more than one unit of firewood is needed?
Can you give me a link where I can read about it?

Yup, not hinting, outright stating! That's from my own experimentation. Eel slices smoke with approx 2.5 wood (I use three as that's what's required, but the Eel won't over-cook with three wood). Whole fish can take a lot more, up to nine logs for Eel.

It's all my own experimentation and from reading the in-game nutrition scroll. I don't have a link I'm afraid. I enjoy the immersion aspect of slicing and cooking food, and as slicing allows you a more granular control over the amount of wood used it can be quite useful. Others like cooking/smoking whole fish and that's fine as well.

As to the person with the spoiling smoked/dried food there might be a chance it got wet? I believe even preserved food will spoil if it gets wet (this is also mentioned in the nutrition scroll).
Ailika Jan 19 @ 1:06pm 
Originally posted by EnkelTaip:
Are you hinting that more than one unit of firewood is needed?
Can you give me a link where I can read about it?

Smoking takes more firewood than cooking and even cooking can take more than 1 firewood, "long gone" are the days when 1 firewood cooked every fish as a whole.
Here I, as a person with a lot of experience in game design development, again see a big mistake in game design.
If there is some game unit (in our case, firewood), then there must be a process for this unit.
If any process requires several units, then it is unclear why this unit was introduced, and not the amount needed for the minimum implementation of game interaction?
I would like to hope that the developer does not have the goal of complicating the players' lives just for the sake of complicating the players' lives.:steamthumbsdown:
Here we have a smokehouse loading volume of three units of firewood, there is a unit of firewood, but when the smokehouse is fully loaded with the full amount of firewood, it is still not enough to obtain the desired game effect?
But then what is the "deep" meaning of the smokehouse volume for firewood and the unit of firewood itself????
Last edited by EnkelTaip; Jan 19 @ 1:20pm
I think the current mechanics reflect reality. Different kinds of food, being also of different sizes, will cook or smoke at different rates and therefore require different amounts of firewood. If you want to be efficient than you will take note of how many logs it takes to cook or smoke any given food type, and you also have to be aware not to overcook. This is realistic and I appreciate the way it works. I hope it stays this way. You shouldn't be able to just always throw in the one log and everything cooks the same regardless of what it is.
Originally posted by EnkelTaip:
If there is some game unit (in our case, firewood), then there must be a process for this unit.
If any process requires several units, then it is unclear why this unit was introduced, and not the amount needed for the minimum implementation of game interaction?
for one, this resource is not available to the player in units of one. 12 units of firewood per crate, as i recall.

for two, when the recipe is not 1:1 it allows for more granularity.

for three there are at least four "different" uses of firewood. grilling whole vs cut fish, and smoking full vs cut fish.

and lastly, there's the issue of money to consider. firewood can only be bought in local currency. the baseline price is going to be different per region. this makes the pricing of them more robust, as the baseline prices must be compared against at least one currency exchange rate.

all of this put together makes the pricing of sold fish more granular as well, providing more cost/ benefit to compare for selecting the best port to make a profit at.
Ok, tell me for example what one log is needed for and what product can be obtained from its use?
Second question: how can you smoke, for example, cheese or fish if a full load of the smokehouse for 3 logs of firewood does not give any result?
Originally posted by EnkelTaip:
Ok, tell me for example what one log is needed for and what product can be obtained from its use?
Second question: how can you smoke, for example, cheese or fish if a full load of the smokehouse for 3 logs of firewood does not give any result?

You can add more wood into the smoker after the initial wood has burned down.
Originally posted by tritton82:
You can add more wood into the smoker after the initial wood has burned down.
That is, the game has a lot of useful functions that have not yet been made, such as a table for working with maps, chests and boxes that would open at sea, and not just in the port, sea hunting mechanics in addition to fishing with a rod, boats, NPCs ....
And we are playing a game - throw the right amount of firewood into the smokehouse, because the standard capacity is made smaller than necessary?
And this is not in a kitchen simulator but in a sailboat simulator!
Do you need to explain why I am surprised?
Give me at least one reason why you can't simply make the smokehouse capacity for the maximum amount of wood required for the most energy-intensive recipe?
Last edited by EnkelTaip; Jan 19 @ 7:40pm
Originally posted by EnkelTaip:
Give me at least one reason why you can't simply make the smokehouse capacity for the maximum amount of wood required for the most energy-intensive recipe?
because you're meant to reload it while in use. it is not meant to hold that much fuel. you are intended to have to pay attention to it.
Originally posted by Thundercracker:
because you're meant to reload it while in use. it is not meant to hold that much fuel. you are intended to have to pay attention to it.
That's the question, why isn't it designed for the amount of fuel it needs to perform its game function in a sailboat management simulator?
If there was a kitchen simulator here, there wouldn't be a question.
I just hope the next patch won't feature a toilet simulator where if the player doesn't take a crap in time, he dies of constipation, and if he doesn't wipe himself with the right paper, he dies of hemorrhoids.
Because there's already enough hemorrhoids in the game.
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