Nutrition-block Processor
EvilSmoo
Join Date: 2008-02-16 Member: 63662Members
An installation like the desalinator. Doesn't need to attach to the wall, though.
What this does, is take food items, and grind them up into delicious food blocks. You put in edible stuff, salt, and get blocks that aren't quite as good as Aurora-looted blocks.
Exact usage: You put in food items and salts, and the thing begins processing. Pause the rotting for items inserted into the input, but items cannot be removed. (Or people WILL use it as a fridge...) When it has enough, it consumes enough items to hit 60 food value, one salt, and begins processing 0% to 100%, like the desalinator. When it finishes, it attempts to start again. Meat or vegetable doesn't matter, but for picky people, perhaps vegetable-only blocks can be detected and given a special name?
UI: 3 sections. One section, 6x6 blocks for food input. One row or two for salt input. One row or two of output for processed blocks.
Stats: each block is worth 50 food, and something like -5 to -10 water, consuming 60 food worth of input and one salt. Blocks do not rot.
What this does, is take food items, and grind them up into delicious food blocks. You put in edible stuff, salt, and get blocks that aren't quite as good as Aurora-looted blocks.
Exact usage: You put in food items and salts, and the thing begins processing. Pause the rotting for items inserted into the input, but items cannot be removed. (Or people WILL use it as a fridge...) When it has enough, it consumes enough items to hit 60 food value, one salt, and begins processing 0% to 100%, like the desalinator. When it finishes, it attempts to start again. Meat or vegetable doesn't matter, but for picky people, perhaps vegetable-only blocks can be detected and given a special name?
UI: 3 sections. One section, 6x6 blocks for food input. One row or two for salt input. One row or two of output for processed blocks.
Stats: each block is worth 50 food, and something like -5 to -10 water, consuming 60 food worth of input and one salt. Blocks do not rot.
Comments
That might be a good upgrade, the Bio Reactor is not really useful as of now.
Except that you could have a MFR with an entrance on either side, with 3 desalinators on one side, 3 food processors on the other. Probably have a breeding tank fulla whatever breeds the fastest, or a farm in a nearby MFR, and you're pretty much set to make food for expeditions.
This, however, would require a restructuring of the current food values as farming is very simple and easy.
Personally I'd prefer all the food values to get nerfed (marble melon diet anyone?) along with the hunger/thirst requirements. Obviously the nute blocks though being the highest value.
Wouldn't really accomplish anything. If something is slow, people will just parallel-process. I've played heavily modded minecraft, if something was slow, I just stacked up 20 of them and had effectively unlimited quantity anyway.
Instead of 1 MFR and some plants, people would just stack up 3 MFR full of planters. If it got bad enough, people would just farm fish. If that didn't work, people would just swim around and propgun inventories full of fish. If THAT got nerfed, we'd all just starve.
The values can certainly be played with. Maybe give the game an optional difficulty slider, that increases damage values and decreases food values, power drain modification as well?
I still think the food block processor is a must. It seems like the people of that time are used to eating synthetic foods (though the sign in the Aurora mess hall says otherwise), and if making highly nutritious foods is the end goal, then I think the processor should be put in there. However, all of those animals may not have the right amount of proteins and special chemicals needed to synthesize the things needed. I'm thinking it can be something craftable with multiple fish. Maybe like, a peeper, and an airsack, and a lava boomerang, and a spinefish. For that much food value, I think it should b pretty complex, and worth it. Blueprint is unlocked once you have scanned all four fish or something. Maybe it is randomly generated which small fish you need at the beginning of the game, so it is different every time. Maybe which fish are based on difficulty.
Lol 3-floor tank full of reginalds = no food problem + no power problem (bioreactors). Why should you need nutrient machine?
Personally nutrient blocks look like fastfood, brrr. WHen I think about nutrient blocks I always remember warhammer 40000. Corpses, special larvas and other shit always makes it's way to the cake.
Oh, how do you load the 3-story MFR into the Cyclops?
You both make really good points. It's easy to hold a lot of fish and never run out at your base. The problem is being able to carry enough food points for exploration on your person. Sure, you can build a dozen aquariums in the Cyclops to store stuff, but that is a pain. I'm still behind the block processor.
Simple. 4 pots with potato and a tree with fruits just for variety. Nobody likes same dish day after day.
More problem with water if you don't use stillsuit. With it there is a small loss which covers with 2-3 bottles of distillied water and a small aquarium with 4 "water fishes". And a couple of reginalds.
My post that you quoted was musing on possible nerfing of plants. Again. Or Cyclops farms.
Certainly, the Cyclops can currently support the player, with no problem. However, we're talking about restructuring of food values so that the Cyclops couldn't support the player indefinitely. If that were the case, players could stack up as much food production in MFRs as necessary, but taking that in the Cyclops becomes problematic.
...Or it would, if fish didn't survive indefinitely, out of water in lockers.
So it's assuming a lot, that UWE will make everything rot, including live fish eventually, which would make sense. And that Cyclops farms will not be sufficient. Or that players might want to take a bunch of rations for extended trips in the PRAWN suit without resupplying at Cyclops.