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Author Topic: There should be procedurally generated food recipes.  (Read 1873 times)

Luckyowl

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There should be procedurally generated food recipes.
« on: July 11, 2019, 06:22:36 pm »

Food like music, poetry, and art can tell A lot about a culture by seeing what they put in their food  we can see what type of ingredient they value and with that information we can in dwarf fortress mode create a strong trading partner over these ingredients. Like if a civ value Dingo meat for their favorite dish you can have a party of hunters hunting dingos in order to supply that civ dingo meat creating a strong bond with that civ making them less likely to attack you. This would truly create another layer to the world with seeing two of the same race developing diffrent taste bud according to their environment or foreign influence. Having one  elevn civ have a plant base diet while the same race from a different civ might develop a more carnivore/omnivore type of diet.

For adventure mode this will allow for us to be a chef and maybe after the spells or villain update we can as adventurers open up a shop( even though it would be boring  having that option just makes the world more deep) and have this pseudo-mode (Shop mode?). Making new recipe influencing how a civ eat, and maybe have a food competition randomly happen and you can participate in them.

Adding food recipe to the game can bring more depths to the game, allow us to bond with possibly hostile civ and nullify  their aggrisive territory expansion giving us more ways to influence a civ as an adventurer and  possibly birthing a new type of mode(¿shop mode? )This feature is a must to dwarf fortress and in my opinion should be top priority after the villain update is out.
« Last Edit: July 11, 2019, 06:26:50 pm by Luckyowl »
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Shonai_Dweller

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Re: There should be procedurally generated food recipes.
« Reply #1 on: July 12, 2019, 08:18:34 am »

Yes, this is planned.
As far as I recall it was mentioned during Taverns development but put off until an actual economy makes it worth it.

Procedural games and gambling too.
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GoblinCookie

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Re: There should be procedurally generated food recipes.
« Reply #2 on: July 13, 2019, 10:10:10 am »

Recipes is pretty much a given, the economy will not really work without it.  Unless we define what it is that the civilizations would prefer to eat we are unable to figure out how capital will be invested and labour employed because "any food will do" basically means that the economy cannot figure out what food to produce in any non-random fashion.

Having shops may make the world more deep (they already exist for humans), but an actual shop mode is really a bad idea because it takes resources from other more productive things.  Running a shop is boring, ironically it becomes both more boring and more stressful WHEN the economy exists.  Without an economy we can just make up customers, just like the immigrants and the caravan are made up in order to make the shop interesting, but once the economy exists we will end up with long periods of boredom waiting for the handful of customers that the economy has calculated we should have to actually turn up. 
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KittyTac

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Re: There should be procedurally generated food recipes.
« Reply #3 on: July 13, 2019, 10:21:12 am »

+1.
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Timeless Bob

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Re: There should be procedurally generated food recipes.
« Reply #4 on: August 02, 2019, 01:06:31 pm »

By the 1400's, there were several ways to prepare and cook foods.  The according to wikipedia https://en.wikipedia.org/wiki/Medieval_cuisine, there were cultural contraints on which class of people could eat/prepare which foods as well.

It would be rather easy to identify a specific foodstuff like "plump helmets" (or more likely "alcohol") as a "staple" food and therefore require it's inclusion in most of the rest of the recipes.  I imagine a procedural set of recipes foe entire meals could very well follow the same forms as poems, songs, stories or types of dances: The number of ingredients and specific way to prepare each ingredient being set procedurally, and a "cook" having to "perform" each recipe as a set of tasks: having a chance to succeed or fail at each new ingredient.  The successful preparation of a five ingredient recipe would entail six chances to succeed/fail for instance: One each for each new ingredient and one final one to bring the prepared ingredients together into a finished meal.  Five course meals would probably be considered "lavish", and their descriptions would describe each course as if it were an embellishment.  New recipes, therefore, could very well be created as "artifact moods" and be legendary affairs that use up massive amounts of food.  If at any point, a "cook" fails a preparation of a particular course, the previously prepared ingredients become "basic meals" of just one course, but the "cook" themselves may need cheering up over their failure.

With food recipes becoming a cultural expression, each civ may only prepare meals a dozen or so different ways, with "new" recipes stemming from Player forts' artifact moods.  This makes each civ seem original and also drives the eventual economy arc, as each civ would value certain foods as "staple" (ie: sell us as much as you can, it's in everything!" and some as "exotic" (ie: we won't buy much of this stuff, but when we do, it goes for high value.)  I imagine the "favorite food" of a civ's given ruler might be in this category as well - only the ruler and its immediate court eats this stuff, but to eat it with the ruler means you are part of the "elite/royalty".

In game terms, an adventurer going from one civ to another may recognize it in the manner of many tourists: by eating "exotic" (to them) foods. In-game, the memory checks would only have to load in 6-24 recipes at any given time.  Not much of a resource drain to increase the apparent simulation quality of the world as experienced by the Player via their character.

It's not outside the realm of possibility that procedural recipes become a cultural expression as much as instruments, songs, poems and dances have been.  The satisfaction and therefore "happy thought" of a sentient eating a meal cooked "like they do back at home" seems a very natural expression, as does a sentient  getting a "miasma" or "drinking nasty water" bad thought from smelling or eating "exotic" food when they don't have the personality that enjoys new experiences.  Vampires in particular might be constrained to "fresh blood" as their only way to get a "good thought" from eating  anything: everything else causes bad thoughts and disgust as if from "drinking nasty water".

Personally, I've been interested in a more complex food preparation/diet addition for several years in this game.
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Timeless Bob

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Re: There should be procedurally generated food recipes.
« Reply #5 on: August 02, 2019, 01:23:26 pm »

Incidentally, the addition of "spices" to each ingredient would further elaborate the meal process and make the successful completion of each course become something even more interesting.  " The second course is Braised Plump Helmet.  The Braised Plump Helmet is spiced with Saffron and Parsley" makes the availability of "saffron" and "parsley" as well as "plump helmet" be a requirement for the dish.  Being able to see which recipes call for what ingredients would make either growing or trading for such things a whole game goal into itself in Fortress Mode, or a quest for an Adventurer to go get and return to a previous fortress in Adventurer mode.
« Last Edit: August 02, 2019, 02:29:04 pm by Timeless Bob »
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Timeless Bob

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Re: There should be procedurally generated food recipes.
« Reply #6 on: August 02, 2019, 01:50:30 pm »

I personally like the idea of a fortress specifically tailored to being a trading hub for specific goods, including one being a manor house/inn and the surrounding fief of farms, farmers, townsfolk and the like all who come to drink and make merry at the trading depot area.  Specific recipes for foodstuffs would play into that role - what do the common laborers eat vs the managers and mayor?  How about the Baron and their family?  When the nephew of the King decides to come visiting as Liason of the trading caravan, will he give a more favorable deal if his favorite recipe is prepared for him at the Inn/Manor house?  Such things would make the game so much more entertaining from a non-warfare perspective.
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Timeless Bob

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Re: There should be procedurally generated food recipes.
« Reply #7 on: February 08, 2020, 05:09:31 pm »

Posting to keep this fresh on the boards...
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FantasticDorf

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Re: There should be procedurally generated food recipes.
« Reply #8 on: February 10, 2020, 07:48:16 am »

Without meaning to be rude, why was this necro'd after mentioning it on my thread too?
 
Im not opposed to the content at all though, i did give due credit that your vision for using merchants to obtain valuable spices and additional ingredients presently pre-dated the addition and purpose of merchant companies, who can pretty much advocate the movement and introduction of new materials to markets.

In terms of food, the addition of international spices like tumeric introduced by merchant ventures as opposed to the locally sourced saffron and later availiblity of sugar-cane rather than sugar-beets from west indies plantations were big milestones to the tastes of Medieval and Renaissance Europe. Even After the discovery of the Americas amongst the court of Elizabeth I of England; Explorer Sir Walter Raleigh brought back many kinds of crops, best known being potatoes and tobacco.
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voliol

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Re: There should be procedurally generated food recipes.
« Reply #9 on: February 11, 2020, 02:12:29 am »

There has been a few substantial threads on cooking/recipes already:
http://www.bay12forums.com/smf/index.php?topic=69453.0
http://www.bay12forums.com/smf/index.php?topic=60681.0
http://www.bay12forums.com/smf/index.php?topic=172583.0

Try to expand upon one of these rather than start another one :). Necroing is not really discouraged here on the suggestion forum, after all.