Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Dry food instead of preparing to conserve it  (Read 2054 times)

MightyEvilPunk

  • Bay Watcher
    • View Profile
Dry food instead of preparing to conserve it
« on: July 24, 2014, 01:09:11 pm »

As it seems to me, current conservation system is unrealistic - prepared food cannot be saved too long in clay pot or barrel.
Why not add dryer - a workshop like screw press or millstone? Meat, fish plants - all this can ne dried and then be stored for a long time. Intestines though cannot be dried and should be prepared and be eaten in the first place. Dried plants can also be used to feed pigs (who currently seem to eat rock dust), or even herbivores, who have to live inside. Dried meat and dried fish can be a food for cats, dogs or even more exotic creatures like tame tigermen.
Along with feed bins from below topic it can make food and animal systems more interesting and realistic.
   
Logged

nanomage

  • Bay Watcher
    • View Profile
Re: Dry food instead of preparing to conserve it
« Reply #1 on: July 24, 2014, 01:50:05 pm »

nice idea and it's probably planned as a part of intended farming overhaul. The current state of affairs is nothing more than a placeholder
Logged

Kingbodz

  • Bay Watcher
  • a bayonet wielded by the hand of God.
    • View Profile
Re: Dry food instead of preparing to conserve it
« Reply #2 on: July 26, 2014, 09:45:36 am »

Salt preservation would be a interesting feature as well. It would fit in the time period.
Logged
Known as Redblaze3000 on BYOND

Azerty

  • Bay Watcher
    • View Profile
Re: Dry food instead of preparing to conserve it
« Reply #3 on: July 30, 2014, 11:04:31 am »

Salt preservation would be a interesting feature as well. It would fit in the time period.

It would give an use to salt as a ressource - this and alchemy.
Logged
"Just tell me about the bits with the forest-defending part, the sociopath part is pretty normal dwarf behavior."

Kingbodz

  • Bay Watcher
  • a bayonet wielded by the hand of God.
    • View Profile
Re: Dry food instead of preparing to conserve it
« Reply #4 on: July 30, 2014, 03:55:20 pm »

Also a little countdown to when food rots would be cool. also stockpiles no longer keeping everyting fresh for all eternity.
Logged
Known as Redblaze3000 on BYOND

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Dry food instead of preparing to conserve it
« Reply #5 on: August 16, 2014, 11:23:49 am »

I think a "smoker" workshop would be nice. Fuel + wood + meat = smoked meat.

It'd be easy to mod in even with just the raws, but we'd need a way to turn off the no-rot properties of the food stockpiles to give it some urgency.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile
Re: Dry food instead of preparing to conserve it
« Reply #6 on: August 16, 2014, 10:17:53 pm »

I think a "smoker" workshop would be nice. Fuel + wood + meat = smoked meat.
Could just as easily be the kitchen.
Logged
Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

2074red2074

  • Bay Watcher
    • View Profile
Re: Dry food instead of preparing to conserve it
« Reply #7 on: August 17, 2014, 12:31:05 am »

You could make it so that meat has to be hung outdoors (i.e. a lit area) to dry. The drying racks could just be a simple 1 wood/stone construction, with it being assumed that "prepared" meat means prepared for preservation. That way hanging food out to dry would be a simple hauling job. It also means that you would have to use grates or something to keep birds out without closing off your meat to the outdoors or risk losing your food.
Logged

Niddhoger

  • Bay Watcher
    • View Profile
Re: Dry food instead of preparing to conserve it
« Reply #8 on: August 17, 2014, 03:11:30 pm »

I think a "smoker" workshop would be nice. Fuel + wood + meat = smoked meat.

It'd be easy to mod in even with just the raws, but we'd need a way to turn off the no-rot properties of the food stockpiles to give it some urgency.

You wouldn't need fuel+wood... simply burning the wood directly would be fine.  Don't think of it as coke/charcoal/magma+wood, think of it more like creating charcoal itself.  Just burn the wood to create the wood smoke needed... infact, high-temperature/quick burning fire is the opposite of what you need here.  You want a low-burning fire to maximize exposure to the smoke over a long period.

I can see it... "Salt workshop/Alchemy: Collect salt (from ocean)/Distill Salt (from rock)/preserve (salt cure) food

Pickling can also be used for many food types (not just plants).  The main thing here is something like brine/vinegar/oil/alcohol.. three of which are already in game (although ocean water isn't salty enough to be considered brine, but could be boiled down to increase the salt concentration). Vinegar would be easy enough to make as well, just process anything that could have been turned into booze a little further. 

"canning" foods would typically require a glass/stoneware container that is sealed with wax or those metal two-part jar lids (to make it air/water tight).  You'd cook the food, seal the jar/pot, then cook it again.  Glass jars and metal lids could be used for this (or clay pots with wax seals- hey wax is useful!)

One last thing, honey can actually preserve food too (traditionally only fruits).  Its an anti fungal/anti microbial agent, and the sugar within it helps to dry out the fruits a bit.  Between these last 2 beekeeping can become useful again XD
Logged

Sirbug

  • Bay Watcher
    • View Profile
Re: Dry food instead of preparing to conserve it
« Reply #9 on: August 18, 2014, 01:30:59 am »

It seems like awful lot of hassle for nothing. Although if dwarves would be able to place requests to kitchen (Cafe mechanic, basically) or serve themselves that would make sense.
Logged
Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Dry food instead of preparing to conserve it
« Reply #10 on: August 18, 2014, 01:43:10 pm »

It seems like awful lot of hassle for nothing.

For nothing, Sir?! This is Dwarf Fortress! We want it for Fun!

Rotting food: another way to lose.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Niddhoger

  • Bay Watcher
    • View Profile
Re: Dry food instead of preparing to conserve it
« Reply #11 on: August 18, 2014, 03:55:55 pm »

It seems like awful lot of hassle for nothing. Although if dwarves would be able to place requests to kitchen (Cafe mechanic, basically) or serve themselves that would make sense.

This would, ofc, come with a change to food spoilage.  If food in your stockpile lasts ages, then what would be the point? However, as it stands, its just silly.  Take two fish laying outside in the sun.  They are side by side, laying on the same patch of dirt.  One is in a stockpile (but not in a barrel) and the other is not.  The latter will rot and the former will not.  They are both outside, both uncovered, both in hte sun, both with the same vermin after them... but the one in the stockpile magically doesn't rot. What is a stockpile? Just a designation.  Its just where your dwarves stack something.  It doesn't take any rare materials, skill, or special conditions... but stops spoilage entirely (except for unprocessed fish, I think).

These changes would be introduced while taking those out.  Things like flour would normally not rot if kept dry/away from vermin, but pig intestines in a barrel will rot -very- quickly unless eaten/processed asap.  Dwarf fortress is supposed to be a simulation that introduces realism (as much as possible in a fantasy setting) to the gameplay.  That is why pain, fear, and discipline are a large part of combat... as those overcome with pain will begin vomitting or go comatose.  Those with broken hands can't hold weapons properly.  Those with UPPER spinal injuries loose function of their lungs and suffocate (lower spinal injuries still let the dwarf crawl and even lead demonstrations, or work proficiently in anything if other people handle his hauling).  The geology is in proper layers, water will flood with enough pressure, items get individually warm to the point of boiling away/burning/melting.... but food last indefinitely if your dwarves ask it not to?

This would also add more options to the game (dryers workshop, salt-masters shop, canning station... or these can be apart of a kitchen room).  Using honey and wax to help preserve foods would also give us an actual reason to go after bees (no rock salt/sea water for salt? Don't want to sacrifice your iron for jars? Use bees!).  This game is all about having options and choosing the right (or most FUN) path to... do whatever you want.  More options and complexity is always welcome! Its more DWARFY damnit.
Logged