Food preservation

All this talk about whether or not people want this feature are forgetting one important thing: TFP have clearly heard, loud and clear, that a survival game needs to actually have, you know, survival elements. Food spoilage comfortably fits within that. I understand some players might not want it, but it's obvious that many do as this topic comes up a lot. As TFP have mentioned recently, many features in the game can be controlled by settings. So in a perfect world, food spoilage would eventually be an option in the game that can be turned off by those who find it unnecessary.
 
I wouldn't say it's 'obvious' that 'many do' want food spoilage. It seems pretty complex to set it up in a way that can be switched on or off via an option and still be balanced in both scenarios... so I'd prefer that they didn't waste time on it.

All this talk of food spoilage just seems like a lot of rot to me. :LOL:
 
I'd expect progression, if you want to call it that, of existing workstations above all else, e.g. a stove to replace the campfire on your kitchen counter before barrels and smokers and refrigerators and coffee makers and God knows what else.

There are so many things already implemented that could be completed and/or fleshed out and polished along with (if possible) or after 3.0 and 4.0. Where do you draw the line? Triple A MMOs continually add stuff like that, but as is so often mentioned, 7 Days is neither triple A nor a MMO. The lack of mod support on console is regrettable, but there is no way TFP could possibly customize the game according to the personal whims of everyone playing it, toggles and all.
 
I'd expect progression, if you want to call it that, of existing workstations above all else, e.g. a stove to replace the campfire on your kitchen counter before barrels and smokers and refrigerators and coffee makers and God knows what else.
What could be improved in the workstations, and what would it accomplish? Replace the campfire with a stove? It's basically just a texture overlay.
I wouldn't mind if they brought back the circular saw and let us make different decorative blocks with it, but what's the point of everything else?
 
What could be improved in the workstations, and what would it accomplish? Replace the campfire with a stove? It's basically just a texture overlay.
I wouldn't mind if they brought back the circular saw and let us make different decorative blocks with it, but what's the point of everything else?
I don't really see a need for so much progression of workstations, but I am pretty sure they said they planned to add an electric stove in a future version and I'd like that just so I don't have to use a campfire inside a base. I'd prefer the aesthetics of the stove. But nothing else really matters to me.
 
What could be improved in the workstations, and what would it accomplish? Replace the campfire with a stove? It's basically just a texture overlay.
I wouldn't mind if they brought back the circular saw and let us make different decorative blocks with it, but what's the point of everything else?
Of course, progression implies more than just replacing it, i.e. having a stove would improve the quality of foods you can cook or something along with the perks that simply speed the process up, etc. I don't care how the mechanics are handled, but I can't imagine anyone would want to cook on the campfire, especially if its sitting on a kitchen counter forever.
 
Of course, progression implies more than just replacing it, i.e. having a stove would improve the quality of foods you can cook or something along with the perks that simply speed the process up, etc. I don't care how the mechanics are handled, but I can't imagine anyone would want to cook on the campfire, especially if its sitting on a kitchen counter forever.
Of course, you could put a stove there for aesthetic reasons, but nothing more. In fact, the fire pit is my least-used workstation. And I make drinks on the workbench.
 
Food spoilage would be great for 7days and I think adding different ways to preserve your fresh food would add alot of value to the food you eat.

Ways to persevere your food
  • Barrels: sealed barrels to keep veggies and some meats fresher.. but not fully
  • Smoking: you start with a campfire smoker, then a large smoker, then a large metal smoker to smoke large quantities of meat and turn it into smoked meat, then dried meat, then jerky.
  • Preserving: a smoker bin then a fridge, then a freezer
  • Vinegar and salt: able to put meat and veggies into jars too keep them fresher for even longer but does dehydrated you slighly.
I think someone already covered about having food spoilage sometime last year. I forget the guy's name, but he said something about the game not being real life enough without the food spoiling and wanted the game to be more like Project Zomboid, which a lot of you didn't like his ideas, it seemed.
 
I think someone already covered about having food spoilage sometime last year. I forget the guy's name, but he said something about the game not being real life enough without the food spoiling and wanted the game to be more like Project Zomboid, which a lot of you didn't like his ideas, it seemed.
Here's what I wonder: Why isn't everyone who says they want this thing from another game not playing that game instead of asking TFP to copy another game they like and/or expect 7 Days to actually become that game?

Taking inspiration from another game is one thing, but most requests are to the letter detailed carbon copies of mechanics and elements of other games.
 
I don't really see a need for so much progression of workstations, but I am pretty sure they said they planned to add an electric stove in a future version and I'd like that just so I don't have to use a campfire inside a base. I'd prefer the aesthetics of the stove. But nothing else really matters to me.
Most of the workstation progress is obviously collecting the mods for them, including the campfire. Just seems odd to have a campfire on your kitchen counter in perpetuity when you're crafting solar power and electrical fences and such otherwise. I imagine a lot of people would eventually like to have an electric stove.

It's the basics that are missing now that stand out the most to me, e.g. the lack of a player swimming animation. Zombies sort of, kind of swim, but you float across bodies water, apparently frozen with your hands stuck in walking position in first person as though you're a piece of driftwood or maybe a statue floating across the water. Floating up and down ladders, the functional variety admittedly very hard to pull off despite the plethora you see in triple A games such as the Dark Souls series. The "open world" actually being fully viable, including wilderness. Else, why not set it in an urban setting? That kind of thing. Time and institutional knowledge and manpower and budget and/or lack thereof would be the primary concern for TFP when it comes to that, I would think.

Every workstation suggested, just the same as the apiary, might have logical forms of progression so they aren't just an exchange of models. Point is: there's so much in the game now that is incomplete and doesn't seem high on the priority list for completion before player whims are added and tweaked.

I think the reintroduction of gathering water from natural sources was a good and enjoyable change, mostly because it both made wilderness areas somewhat more viable and enjoyable on their own as opposed to being just a whole lot of space to traverse. The dreaded LBD would make wilderness survival even more viable, but I wouldn't suggest a change from learn by looting any different than the possible hybrid system under discussion in a million years.
 
All this talk about whether or not people want this feature are forgetting one important thing: TFP have clearly heard, loud and clear, that a survival game needs to actually have, you know, survival elements. Food spoilage comfortably fits within that. I understand some players might not want it, but it's obvious that many do as this topic comes up a lot. As TFP have mentioned recently, many features in the game can be controlled by settings. So in a perfect world, food spoilage would eventually be an option in the game that can be turned off by those who find it unnecessary.
Exactly
 
Floating up and down ladders, the functional variety admittedly very hard to pull off despite the plethora you see in triple A games such as the Dark Souls series.
In Dark Souls, can you hold onto a ladder with your back and fire a machine gun?
Every workstation suggested, just the same as the apiary, might have logical forms of progression so they aren't just an exchange of models.
There's no need for this. You won't be able to keep your current workstations running with tasks. You simply won't have enough resources. To keep three forges constantly producing steel, you'll have to constantly mine iron and forget about everything else in the game. And I haven't collected honey from my three existing apiaries for a month, even though I eat food that requires honey.
 
What could be improved in the workstations, and what would it accomplish? Replace the campfire with a stove? It's basically just a texture overlay.
I wouldn't mind if they brought back the circular saw and let us make different decorative blocks with it, but what's the point of everything else?
If only you had something to think with, u would already know that workstation progression is not only about visual but also always should/must come with some benefits (like for example more output slots, more craft queue, more storage, more advanced recipes which would require higher tier workstation and etc), but who am i to teach the game gurus who critisize other intellectual capabillities without them looking at themselves in the mirror?
 
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If only you had something to think with, u would already know that workstation progression is not only about visual but also always should/must come with some benefits (like for example more output slots, more craft queue, more storage, more advanced recipes which would require higher tier workstation and etc), but who am i to teach the game gurus who critisize other intellectual capabillities without them looking at themselves in the mirror?
So what does this change? So, let's say I start producing 60 packs of gunpowder not at two chemical stations, but at one advanced one. What difference does that make? Just as I was running around clearing POIs while two chemical stations were running, I'll still be running around clearing POIs while one advanced one is running.
Nothing changes, and if nothing changes, what's the point of changing anything?
 
So what does this change? So, let's say I start producing 60 packs of gunpowder not at two chemical stations, but at one advanced one. What difference does that make? Just as I was running around clearing POIs while two chemical stations were running, I'll still be running around clearing POIs while one advanced one is running. Nothing changes, and if nothing changes, what's the point of changing anything?
U will be producing 60 packs of gunpowder on those same "2" chem stations, but one of it will be level higher which will unlock you more recipes and give more benefits!
U dont need to remove 2 previous stations - u just change one level lower in to one with level higher while second stayes level 1! This is common sence!
I dont understand, why i need to explain such basic things which do not require 3 higher education degrees for understanding......
 
U will be producing 60 packs of gunpowder on those same "2" chem stations, but one of it will be level higher which will unlock you more recipes and give more benefits!
U dont need to remove 2 previous stations - u just change one level lower in to one with level higher! This is common sence!
I dont understand, why i need to explain such basic things which do not require 3 higher education degrees for understanding......
Any new recipes? Are you proposing to start producing plastic and vitamins?
 
Is there food in Skyrim? After 1,395 hours, I still haven't eaten any.
lol Ah, the memory memes. The possibility of stuffing your face with cheese wheels in the middle of combat...as if that's different than pausing and downing potions and chems mid-combat in BGS games. Had no use for that myself. Much prefer Witcher-like preparation. Thus, the need for Realistic Needs and Diseases: eat three squares a day and enjoy the colors and rocking camera view, etc. when your character gets drunk and all that jazz.

In Dark Souls, can you hold onto a ladder with your back and fire a machine gun?
Functional ladders would be a novel way to eliminate cheesing of zombies, if so desired, at least by jumping on a ladder and shooting down at them rather than utilizing the environment the way the developers obviously intended, providing ramps and stacks of pallets and tires, etc. galore to help you on your way.

You simply won't have enough resources. To keep three forges constantly producing steel, you'll have to constantly mine iron and forget about everything else in the game
I get the impression you're consciously trying to miss the point of progression in workstations, tools, weapons and enemy difficulty, etc. I don't appreciate micromanagement in games, either. Nor do I avail myself of romance options, fishing and so on. Thanks, but I don't want to live in your game. (Emil.) I think I made that clear in the unforgivably snarky suggestion that people who do might want to step out their back door and get some exercise. I'll never understand the appeal of PowerWash Simulator or Factorio, etc. as popular as they are, but do understand the appeal of "immersion" even though I hate that word. Makes RPGs, at least, more like getting lost in a good novel than riding along in the passenger seat, i.e. watching a movie. There's no novel in which to get lost in 7 Days, so it's progression needs to be as seamless and unobtrusive as possible, imo. Some have said biome progression is too cumbersome. Ergo, they turn it off. I'd probably turn it off also if I played the game on a regular basis.

EDIT: Everyone has their list of essential mods for modifiable games and say they feel like they should have been in the game in the first place. Usually, they're unofficial patches and sensible changes like bullet count reload and such, if not "hardcore" mods like Josh Sawyer's for FNV. Everything else from visuals to convenience to personal preferences are nonessential. TFP can only do so much with the time and budget allotted to complete the game. I only wish players were more cognizant of the fact. If it's not essential, if it does not flesh out and complete the game itself, never minding personal preferences, its unnecessary, imo, despite the support or lack thereof of mods on console. That's obviously applicable on the business end of things, which players usually aren't cognizant of.
 
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I get the impression you're consciously trying to miss the point of progression in workstations, tools, weapons and enemy difficulty, etc.
The essence of progression in weapons, tools, and enemies is clear: a gradual increase in complexity and acceleration of routine operations.

But what is the essence of progression in workstations? During production, we are not tied to them, which allows for parallelization of processes. The number of workstations is unlimited. The amount of resources is essentially unlimited as well. The only limitation is the speed at which you can obtain resources. As a result, the speed of resource processing is already higher than the speed of their acquisition. There is no point in accelerating the processing speed any further.
I'll never understand the appeal of PowerWash Simulator or Factorio, etc.
That's normal. Everyone needs something different from games, so some people will play a fun farmer, while others will play a shooter. I don't know what PowerWash Simulator is, but I play Factorio sometimes; it reminds me of a construction set, a bunch of pieces that you use to build something.
 
The essence of progression in weapons, tools, and enemies is clear: a gradual increase in complexity and acceleration of routine operations.

But what is the essence of progression in workstations? During production, we are not tied to them, which allows for parallelization of processes. The number of workstations is unlimited. The amount of resources is essentially unlimited as well. The only limitation is the speed at which you can obtain resources. As a result, the speed of resource processing is already higher than the speed of their acquisition. There is no point in accelerating the processing speed any further.

That's normal. Everyone needs something different from games, so some people will play a fun farmer, while others will play a shooter. I don't know what PowerWash Simulator is, but I play Factorio sometimes; it reminds me of a construction set, a bunch of pieces that you use to build something.
To each his own. Video games aren't for made for players like me for the most part anymore. In fact, they're an endangered species. So, it's probably a good thing the mainstream industry is ■■■■ing me off so much these days. Finding games for people like me is like looking for needles in haystacks.
 
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