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- One of the main problems with cooking is that the game in general doesn't tell you explicitly that you succeeded or failed, it just presents the resulting products. But for some recipes, e.g. heating up soup in a can, the failure result (bad-tasting soup) looks almost exactly like the success result (good-tasting soup). It's very easy for a player to not understand that they failed the crafting and/or that they keep failing and they need to either suffer until their skill stat increases, or they need to use a better crafting machine.
- Granted, the game does show a sort of halo effect in the UI around products that taste bad or exceptionally good. But it's very subtle and never explained to the player.
- It's nonsensical for ALL of the recipes to have such a high failure chance even in the beginning. I can understand that it's hard to get e.g. a complex multi-ingredient meal right the first time. And maybe even grilling a turnip has its finer points. But just heating up a soup in a can, or boiling a potato, that should have a less than 5% failure rate even on primitive equipment. Ideally, the player should be incentivized to start with very simple recipes first (heating up soup), the sacrifice being just time and convenience in exchange for better taste, and gradually move on to complex recipes which have a more significant chance of outright failing and losing the ingredients.
- It's an annoying oversight that you have to wait for a failed soup to spoil before you can empty the bowl. You should be able to empty it right away (in the sink or toilet).
farm a lot of turnips (you can replant them without the need of seeds)
fill your entire inventory with turnips and take them to the stove behind the pea soup guy. the gree thing with wheels is a mobile stove and the best place to level cooking, as its capabe of 30 parallel crafts.
the first load needs some firewood, but after the first run, just leave the badly grilled turnips inside until they rot and use the moldy waste as fuel for the following cooking runs
this way youll increase your cooking (and farming) in no time and youll be able to cook loads of excellent quality food for your mood/ depression
the same thing works with potatoes as well, or minced meat from rat cages
Making a sawdust bread rat meat sandwich with rotten lettuce edible through culinary talent alone should be the end goal, right now being able to warm up a can of peas and have it be edible at the end is the end goal and that's just stupid, especially when there's absolutely no penalty to just eating it cold out of the can like a savage.
This game is about survival, finding opportunities and getting better at it. So, yeah, take the worthless items to the grills and fail, but sell the failed stuff. I lived (and cured my illnesses) snacking on free pea soup and good quality carrots (expensive but they last!) until I got a kitchen to make sandwiches. Keep good stuff in a freezer (Contractor guy doesn't mind your stuff into his freezer...) until you find a place to cook that won't fail.
btw: grilled turnips are better fro exp/min, because you can grill 30 at a time using the outdoor grill by the pea soup guy
At the moment I am scared to cook anything because even when it says failure chance 0% I still get pea soup with a terrible quality. So I am better off eating it uncooked from the can.
It's not like we can afford eating bad food since the depression from it is a much worse burden to deal with.
How does one increase cooking skill? Do I have to sacrifice a sht ton of initial ingrediences in order to build up cooking skill? is there a skill book to learn?
Could it be made in a way that only unkown recipes can fail this bad, while dishes for which you have the recipes can end up more "save"?
You do need to sacrifice ingredients to learn, but the good news is that the ingredients are basically worthless to begin with in most cases. If you buy turnips and potatoes from the discount bin, you can take them to the food truck and roast them all at once. If you let them rot you can use them as compost in the composter but I just shove them in a trashcan.
If you are doing a chore to get money, like using the greenhouse and growing food for him along with selling bottles, you should still be at a net profit daily. Using the greenhouse also builds your farming skill, which results in better plants, which boost taste outcome.
and just cook at the pod hotel.
and that is change so that the portable stove dont increase the fail chance of cooking stuff but instead caps how good something can get.
Like if I cook chicken right now I can toss 10 on it.
I fail 5 and 5 becomes +++ quality if my cooking still is at 10.
what I would do is that instead 1 would fail and 9 would be capped at + at best.