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Search the Community: Showing results for tags 'food preservation'.

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Found 5 results

  1. Just a few suggestions that i feel would work well inTFC2 1. GOATS! goatsare small and cute mammals that produce large amounts of milk, much like cows, but have a more aggressive nature to taming and who's milk and cheese tastes sharper. they drop bones, small-medium hide, and goat meat when killed and can be found in warmer drier climates with many hills and spars grass. They could be a valuable commodity in trading between players and such, if trading is implemented. 2. Canning and Jarring: A homesteaders best defense against Rot a. Items needed for this include: - Glass jar and Jar lids: The jar is crafted much like the bucket, but with glass. The lids are crafted with an iron or steel ingot on an anvil, x2lids for each ingot. They hold 3000ml and 60oz - Large pot: Crafted with 2 copper/iron Double sheets on an anvil. It can be placed on the charcoal pit(?) like the grill and be used to boil/cook fruits into Mash. - Various fruit juices: - Wild Crab Apples: while regular apples do produce pectin, Crab apples can produce double even when ripe. When cooked they produce Pectin and Crab Apple Mash. - PECTIN: Important when preserving fruit! Fruits can be preserved whole for a Preserve, mashed for a jam, and juiced for a jelly! - Tin cans: one use versions of jars. Meant more for those with access to a lot of tin and no real use for it. Crafted with one tin ingot on the anvil. -Pantry/Storage shelf: A way to store your stuffed jars and cans as they preserve! Pantries are the size of a double chest but don't display the jars and cans, while the storage shelf is the size of a single shelf and shows the jars (if possible). It must be hung on a wall. Suggestions on how to refine this is appreciated! I'm not the most informative writer. ;w;
  2. Granaries

    Grain decays a lot faster than I'd like, even in Vessels. And even then, more structures are always fun-so why not a Granary? Must be constructed of stone, with a minimum capacity of 1 block, and a maximum volume of 5 blocks per Y-level, in the shape of a +. A granary must be built on stone brick or raw stone, and capped-with stone brick, wood, or thatch in reverse order of effectiveness-and made of stone or wood, again in reverse order of effectiveness. Within, grain decays at one tenth speed (wood) or one percent speed (stone brick.) Placing the Granary Hatch creates a context sensitive space behind it akin to the Bloomery, turning Grain dropped from above into Grain Blocks. Grain is removed from the granary by breaking a block at the bottom (resulting in the Grain Blocks within returning to item form) or right-clicking the Granary Hatch to bring up the Granary interface. The total capacity of the Granary and current amounts will be displayed in said interface, and blocks immediately adjacent to the Granary Hatch will be immediately available for removal, represented as a stack in a central interface space like a barrel. Kind of vague and not without issues but I wanted to get the idea down, and out for discussion.
  3. [Solved] Brine lost on transfer

    The barrel I was emptying. The contents of the barrel I was trying to fill. The result. I don't know how to check logs, so I can't post logs-tell me how in the comments and I'll do it next time it happens.
  4. Ice House

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Yes Answering "no" to the above question will result in your post being deleted. I'm surprised that I couldn't find any suggestions for an ice house anywhere, but perhaps this idea has been suggested before and dismissed. I know this would not be an easy structure to code, especially given the need for special "area of effect" temperature variations from the surrounding environment. Still, I thought I would suggest it as I believe it would add some more realism to the game. Ice houses are large structures which were used prior to the invention of modern refrigeration to store large quantities of ice primarily for the purpose of food preservation but also the luxury of having an iced drinks and ice creams during the hot summer months. Typically, these structures were man-made built underground and heavily insulated. Ice from frozen lakes or rivers and snow would be placed in the ice house and often covered with sawdust, sand, or hay to help insulate it. For purposes of the game, this would need to be a relatively large structure, at least 8 x 8 blocks I would think and 3 or 4 blocks high. I don't know that a special block would be needed for the walls, but it should certainly be made of rock or brick at least, perhaps the outer walls would need to be covered at least two high on the perimeter inside with blocks of ice or snow that has been covered (right-clicked with material in hand) with hay, sand, or sawdust. These "perimeter" ice blocks would slowly melt during the non-winter seasons. Again, not knowing the details of the coding I'm sure this would be no easy task to include these temperature variations that change based on seasonal changes. I don't think there needs to be any animations showing the blocks melting, but they could simply disappear by the end of autumn and need to be replenished each winter. Any storage vessels placed in the ice house would benefit from the lower temperatures for food storage purposes obviously much like storing them at higher elevations. A new tool might be required to cut ice from frozen lakes and rivers during the winter months. An ice saw would need to be a metal tool, that would only be used to cut ice blocks. Thank you for considering the possibility!
  5. I read that there are going to be a way to preserve food. I have some question and some thoughts. 1. Is preserved food be like slated meat (half the decay rate) or are you going to give us free days/months of zero decay and after that the decay normally? 2. At what 'era' are you going to make available this methods? 3. Are you going to reduce the weight of preserved food because of preservation method (like dry or smoke)? 4. Do you plan to have some food (aside from milk, since cheese is a way of preserving milk) to be treated or all food can be treated for preservation? I asked these because I feel that the food decay as it is it too slow in the inventory and too fast in the chest/jar (or it seems as this). If you answer 1) as free days/months you can actually put more pressure to food preservation making the decay rate faster (IRL raw meat start to stink in a warm/hot day in few hours). That also mean that the sooner you got your preservation tools the better, since you can now actually store food in your chest/jar for days/months (as IRL) and some techniques are from the stone age (dry food and smoke meat). I think that free days/months would be better in single player since you can have a much more realistic experience disabling the food protection option (when the chunk is loaded it just do a math operation to get how many days you left from food/chunk and reduce the days accordingly). In multiplayer games either options are hard to control since the world is "always on" unless you can do two things: store the last log-in and ownership of a preserved food and make it inedible and unable to decay if the player is not online. With that you can give some kind of off-line penalty (e.g., 1 day of food preservation per 5 days of IRL of being off-line) to ensure some kind of realism.