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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.)
Can you give me a link where I can read about it?
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.
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).
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.
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.
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????
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.
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.
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?
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.