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The New Wurm Food & Cooking System


This site presents all the non-technical documentation for the new food and cooking system that I have been working on in bits for the last six months or so.
There is a basic problem with the current food system in that is really does not reflect real life in anyway what-so-ever. Although for many things in games that is not an issue, with cooking, many players have some idea on how to cook in real life, and doing things as odd as putting soup ingredients directly in a fire, and not even in a bowl makes any self-respecting omelette maker want to squint.
This system has been started from scratch in an attempt to put realism into the cooking action while trying to achieve some very strict aims about how food works in the Wurm game world. Please read the overview for a more detailed look at the objectives and systems.
Note, a lot of work on food was also done by Tich - several of of her ideas are in here or have influenced how I have fleshed out the system. I hope she enjoys using the finished result!

This Site


The site is broken into three main sections:
  • Section A - Final Docs. This section will contain all the final documentation required for building the system.
  • Section B - Working Docs. This section will contain some working documentation and some earlier version of docs that are migrated to Section A. There maybe many inaccuracies in these docs.
  • Section C - Archive. This small section will contain any docs that are out of date or where brought in from previous version of the system. These are for casual reference only and must not be used for the system.

The new system - Features


  • Invent your recipe - Players can create their recipes from a very large and growing range of ingredients and name the final result once it it plated
  • More Logical - the cooking process reflects, in a simplified form, real life cooking
  • Better use of Skills - Skill like butchering, farming, gardening and the cooking skills have more scope when applied to the new system
  • The Stomach as a Container - there is now a direct correlation between how much you eat and how full you are. The QL of the meal is simply for how Nourished you are.
  • Create Taverns and Inns - The system includes provision for the creation of Taverns and Inns as better places to eat.
  • Sell meals - you can now hire barmen and landladies to sell you food through taverns
  • Cultivate Fruit Trees - orchards can now be created
  • Become a Butcher - butchering gets extra equipment to make it a more complete craft
  • Storehouses - buildings can be made into ventilated storehouse for keeping ingredients
  • New range and inglenook - two new models to expand cooking and make kitchens and taverns more appealing
  • And much much more!

The New System in a Nutshell!

The challenge posed by the new system is to create as high a QL meal as possible, then store it on a barman or landlady (which you buy, of course!)
Everyone can effect the end QL of meals - the butcher, the farmer, the gardener, the potter, the blacksmith, the mason and the cook. High skill butchers, farmers and gardeners can produce the high QL ingredients needed, while highly skilled smiths and masons can produce the tools and ovens to cook them in.
In the new system, all ingredients are capped at a level based on how common they are (see the ingredients list). The highest QL ingredients cannot be planted or harvested by a low skilled farmer or gardener. This makes these ingredients a valuable commodity that can be sold via merchants or to traders.
All the main skills around food get a reworking so their is more variety to their craft which brings them into line with things like smithing. For an example, lets look at the Butcher.
Butchering has three levels of functionality:
  1. Butchering a corpse to get a carcass - that is something you can dowith low butchering, so your average hunter or farmer has no problems.Though you can fail, as now
  2. Butchering the Carcass to get the large cuts and offal. The cuts youcan store, the offal needs to be used. Offal is a high QL ingredient(loads of protein!) and will make a difference to the final meal QL.However, a low skill butcher wont get the offal, only the big cuts
  3. Making smaller cuts from the big cuts. A low skill butcher willstill be able to do this, but they will only get things like stewingsteak. A high skill butcher will get the fillet steak. And the veryhigh skill butcher will get things like Spiders Nose which the ql canbe between 80 and 99 - that makes a lot of difference to youringredients QL in the meal.
The new system introduces preservation techniques to extend the life of valuable ingredients, while keeping the system familiar to anyone who has cooked in real life.
It introduces stores to keep food in.
Most of all, it allows players to create their own recipes using the plethora of new ingredients that can be introduced over time.
And of course, it allows new players the ability to cook properly from day one - even if it is a very low nutrition meal.
As you read the documentation, much of it may seem very complicated, but this is a weakness of explaining it in detail. For the players, there is one basic rule:
'to get a high quality meal, make sure everything you use is as high as quality as possible!'

Joss

Notes

  • Obvious DifferencesOven and campfire quality will not affect speed of cooking - just the QLForges no longer used for cookingQL of food is made from a combination of elements including ..
    Posted 8 Oct 2009, 05:18 by Unknown user
  • Frying Pan in starter kitIt would make a lot of sense if with the new system new players get given a low QL frying pan and some cotton to make a fishing rod.Then ..
    Posted 25 Aug 2009, 03:20 by Unknown user
  • Batch RenamimgOne problem with a meal only becoming a meal when the plate is named is that this could be a slow process for mass cooking.A solution could be a ..
    Posted 23 Aug 2009, 02:30 by Unknown user
  • Making a meal last longer - Potters get a new role!We could increase the longevity of meals in this system based on the container they are in.NOTE: In this new system, each meal has a small dedicated container - plate ..
    Posted 4 Aug 2009, 05:32 by Unknown user
  • Naming a Meal or ingredientAll meals and manufactured ingredients will be Nameable.The easiest way to do this is using the small container they are in - this could be a jar, a bowl, a ..
    Posted 7 Aug 2009, 18:18 by Unknown user
  • Definition of a MealThis is going to be confusing!Basically, for our purposes, a 'meal' is any recipe that is made using 5 or more unique ingredients, has been combined in a serving ..
    Posted 7 Aug 2009, 06:41 by Unknown user
  • Not eating Manufactured IngredientsManufactured ingredients are made from a mix of rare and high QL ingredients. A carrot wont do it, it can never be above 25 QL!However, there is a problem ..
    Posted 4 Aug 2009, 05:07 by Unknown user
  • Barman SettingsBarman (and eventually, land lady and land lord with new models) can be bought as a contract like a personal trader. And then placed in a building. They are one ..
    Posted 4 Aug 2009, 05:15 by Unknown user
  • Decay RateIn the new system, the higher the QL of the meal, the faster it decays.So very high QL meals, the special meals available in taverns, have to be eaten ..
    Posted 17 Feb 2009, 03:04 by Unknown user
  • WeightWe need to take into account filling the food bar.I think it is safe to say that a meal would fill you up, more or less. Though it would ..
    Posted 17 Feb 2009, 02:42 by Unknown user
  • Weather / SeasonsTalking very seriously to Kinoss about seasons - and he has graphics to match. Should we incorporate seasons and weather into food? For instance making some ingredients seasonal. And should seasonal ..
    Posted 28 Dec 2008, 15:57 by Unknown user
  • Cooking TechniquesNeed to look at HOW you cook. The current system is senseless - needs to be more logical, but not too varied.
    Posted 28 Dec 2008, 15:56 by Unknown user
  • WindowsWith the possibility of Kinoss creating windows, I need to include a window value into the building valueDONEReduced inglenook value to 5 points and added 5 points if ..
    Posted 9 Dec 2008, 06:10 by Unknown user
  • Magic IngredientsNot for now, but for the future, we could add magic ingredients - really disgusting things like eyeballs, bladders, pureed brains.When you add them to a meal and eat them ..
    Posted 4 Dec 2008, 05:26 by Unknown user
  • HFC Skill GainWill this new system affect the way HFC skill is gained? Hopefully no changes will be needed.
    Posted 4 Dec 2008, 04:22 by Unknown user
  • IconsOne of the problems with this or any other customisable system is icons for the food. Creating a secret sauce of a bespoke meal means that there is no icon ..
    Posted 22 Nov 2008, 08:47 by Unknown user
  • Marking as IngredientI have added to the overview a about when something is an ingredient or not.I think it is important that a meal can ONLY be made out of food ..
    Posted 21 Nov 2008, 04:57 by Unknown user
  • Should cooking skill be unaffected by what you eat?Eating better food in this system will give a bonus to your skill increase rate. Eating poorly will reduce it.However, for new players, I wonder whether learning to cook ..
    Posted 19 Nov 2008, 09:11 by Unknown user
  • Couple of notes so I dont forgetFood BonusThe value of the meal is made up as a combination of ingredients, their quality (age), and the way it is cooked. Oven being positive, campfire being negative ..
    Posted 18 Nov 2008, 11:11 by Unknown user

Section A - Final Docs‎ > ‎

Cooking for Beginners

Punch quest wiki. Contents

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This is all about how to cook with the new system - what ever your skill level!
New arrivals in Wurm need to be able to cook and eat. Most food is really easy to make - stews especially since they can be made in a bowl as a single portion (better cooks would tend to use a casserole). The food you can make as a new player may not be wonderfully nutritious, and you may get hungry quickly, but at least you are eating! The trick here is that eating poorly is of little benefit to you other than giving you carbs, but does not bring you to your knees as it does now. You are full and can get on with your life, but you are not very healthy - so your skill and strength grow very very slowly. However, you can learn to cook.
Currently there is no logic to cooking; it does not reflect the real world. To make cooking easier, we must make it reflect what people would expect from their normal day to day experience. Consequently, if a player wants to cook a fried egg, they heat a frying pan on a range or camp fire, put some fat in it and crack and egg into it. 2 minutes later they have a fried egg they can eat with a hunk of bread. Voila! They have just cooked something tasty in Wurm!
With the new system, cooking becomes more of a collaborative effort as so many more things can contribute to the nutritional value of a meal; the quality of the oven and pans, the availability of quality ingredients from butchers, gardeners and farmers, and even the quality of the local tavern or the village kitchen.
However, we need to be careful in that making it follow real world logic it does not become overly complicated. So we will retain some aspects of the present system - for instance once a meal is cooked, it stops cooking; we do not suddenly ruin it. The two biggest changes will be, therefore:
  • Order of events - what you do when
  • Naming the result

When does it become a meal?


Meals are created in the dish they are served in. They are also stored in this way, especially in barman and landladies. The final meal may be one cooked item, for instance a stew, or it may be a combination, for instance steak with all the trimmings. The stew and other such dishes are simple - they are just divided between plates. A plate has a maximum capacity, and you can keep filling plates till you run out of stew or plates!
Combination Meals are a little more complicated. They are made of several cooked parts, for instance the fried steak and the garlic mushrooms. The nutritional 'stored value' of the meal is calculated as the average of all the parts. The meal bonus is then applied to the whole lot. A plate can hold 4 portions - so that could be 4 different cooked items, or 4 portions of one item.
Mathematically speaking, once 5 ingredients are on the plate and there are at least 2 unique meal components, the food bonus is applied.
NOTE: At least 2 of the ingredients used (out of all the portions) should be veg. Until this criteria is reached, a veg penalty of -5 is applied to the whole plate.
There are three containers for meals:
Plate - made of pottery. The meal will last a little longer if the plate is high QL
Bowl - made of pottery. The meal will last a little longer if the bowl is high QL
Parcel - made of leaves and bark? Obviously only for dry meals! Meals last a lot longer in a parcel, however, the QL is reduced by 15%.
For more on capacity, see Portions below.

Liquid as an ingredient

The use of liquid determines whether the dish is going to be a soup or a roast - one has liquid, the other has not!
However, boiled potatoes require liquid to cook, but the result is not a soup - it is just the potato. In this case, liquid is NOT an ingredient in the final dish.
So we have to have two sets of rules to determine whether or not liquid is part of a meal - is regarded as an ingredient.
  1. If the liquid is more than 60% of the weight, then it is part of the meal
  2. However, if it is in a saucepan and the other ingredients are rough chopped veg, or a single (not chopped) portion of meat or fish, then it is boiling or poaching.
This will be covered in more detail in the mind maps
Note: the QL of water is always just ignored.

Cooking Pan Rules

The new cooking system groups food into types based on the form of the ingredients and what it is cooked in. This is not what the meal is called, players have to name their dishes, however it is a way of controlling the process.
The types of vessels that food can be cooked in are:
  • Saucepan
  • Frying Pan
  • Casserole
  • Oven Pan
  • Oven Tray
  • Pie Dish
  • Spit Roast
  • Bowl*
*Note: The bowl has a special place here as it is really just to allow new players easy access to a cooking vessel.
We start by applying a very basic rule - does the pan have liquid or not as an ingredient? Saucepans must have liquid, but pie dishes cannot have liquid. To simplify things a little, we assume that saucepans are ONLY used with liquid where as an oven pan NEVER has liquid - even though in reality these could be reversed!
Here are the types of meals (see below) by Vessel, showing the decision making logic:


Types of Meals

Although the system allows players to make their own creations and name and describe them as they wish, for the purposes of making the system work we need to divide up the dishes into types. These types are defined by the ingredients and by the vessels used. It is this logic that will form the basis for the Cooking Rules above.
It is important to note that though we are calling these products 'meals,' they are not truly a usable meal until they are put on a serving dish - a plate, a bowl or a parcel. At that point, they may need to be combined with other cooked items before they reach their statutory minimum 5 ingredients to qualify as a meal. This particularly applies to poached and BBQ where it is a single item.
Here is a list of meal types complete with their associated cooking vessel, where they can be cooked and other details.
NOTE: This list needs looking at

Meal Type Details


Core Ingredients

For cooking purposes, there will be a handful of core recipes for creating things needed for cooking. These include:
  • Pastry - fat, flour, egg
  • Leavened Dough - flour, yeast, fat, water
  • Sour Dough - Flour, fat, water, bicarbonate of soda
  • Unleavened - water, flour, fat (optional)
  • Yeast - well, Barm actually. This is the frothy bit on top of the beer making process. But you can make your own: http://undergroundbaker.blogspot.com/2007/01/homemade-yeast-i-have-been-thinking.html
  • Butter - churned from cream
  • Salt - ground from the salt mine
  • Pepper - dried and then ground
  • Vinegar - from wine

Serving Portions

When transferring from the cooking vessel to the plate, we transfer in 'portions'
Some portions are very obvious. Small cuts of meat and fish (fillets, chops, steaks and so on) are obviously a single portion each. However, since a portion is of limited size, if the cut of meat is larger in weight, it may make up more than one portion!
Many things, for instance a Stew, are a little less obvious.
Working this backwards, plates, bowls and parcels have a limit to how many 'portions' they can hold.
  • Plates hold 4 portions
  • Parcels hold 4 portions
  • Bowls hold 2 portions
Each time you transfer from the cooking vessel to a plate, you transfer 1 portion. So if you want a plateful of stew, and stew only, you must transfer 4 portions. For a bowl it would be 2 portions.
When combing different items, then you spit the portions between them.
You are not required to use the maximum amount of portions.
The underlying calculation to portions is by weight. I have calculated that a good sized meal for a hard-working, fit person is 1kg in weight - that would be a good plateful.
So, a portion is 250 grams.
Ingredients will vary in weight, especially veg, and they may not add up accurately. It is important, therefore to keep an eye on the weight to make sure you have enough to supply the number of portions you require.

Combining Methods to create a dish

Since the final dish is in the plate or bowl (and subsequently gets named) it is probably that you can combine cooking methods. This is especially useful for batch cooking.
For instance:
  • Poach 10 fillets of salmon in a saucepan
  • Roast10 potatoes (chopped) in roasting pan
  • Stir fry 10 portions of veggies in a frying pan
Once all cooked, transfer into 10 pottery plates.
You now have 10 plates of 'Bear's finest poached salmon and vegetables'
Subpages (5):ButcheringCooking MethodsPreparationPreservation and StorageRecipe Examples
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About Wurm Online Wurm Online is the MMORPG where the players are in charge! Developed around the idea of player influence, Wurm Online remains one of the only Sandbox MMOs worthy of the term. Whether you enjoy conquering kingdoms, building your home or hunting dragons, Wurm will let you. Explore the world and make your mark! If you don't have a way to store foor long term, this saves time redoing a complicated recipe. All meals contain meat. Vegetable is not forced so small chance exists that generator will try to make one without any vegetables but that would be extremely rare. Disclaimer: Not an affiliate of Wurm Online, Code Club AB or anyone elsee Credits.

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