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Drying Rack change suggestion


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So, while the forum was offline we were discussing things in official Discord.

And well, realized that we'd rather spend 1 full talent for 3 drying rack slots on the dog, than build 3 of them due to expensive cost.

Most complains I saw were about single drying rack costing three ropes.

Maybe it's time for Drying rack's cost to change? Or well, get upgraded to there slots similarly to Woby's? Judging by the size, it's not unreasonable to use one drying rack for three pieces of meat. The thing is already barely used by people. Having more slots or cheaper cost could bring more use to it.

47 minutes ago, Master_NiX said:

The thing is already barely used by people. Having more slots or cheaper cost could bring more use to it.

um, so i play in pubs and i play two-player games and drying racks are used rather often in the first year or so of play. i can't think of any worlds i have seen in the last year that had a developed(meaning more than just alchemy a firepit and a crockpot) base and did not have a drying rack outside of my own personal world

Yup, always had in my mind as a suggestion for the drying rack to hold at least 3 pieces of meat. Its cost is too high, waiting and picking dried meat from it one by one is such a slow and boring task. With the amount of alternatives for hunger, healing and convenience, jerky really fell behind.

53 minutes ago, SpookyXy said:

I would like for jerky to be able to be stored in the salt box as well. Or a superior drying rack that can be crafted with salt to be rainproof or make jerky with better stats.

Either of these would be great. I actually like the upgraded drying rack concept more than just salt box-able jerky. 

I have suggestion - Maybe Pearl could have one 3-slot Drying rack- and after we help her fill it she could teach us how to upgrade our classic Drying Rack? 

Also- summer should speed up drying process. More unical futures for summer it's good thing 

14 minutes ago, Bumber64 said:

How would it know which item to harvest off the rack, though? Maybe the cheaper cost would be more practical, though the size of the structure is also somewhat of a concern.

Could work similarly to telelocator focus, each hook is a different entity connected to the base.

1 minute ago, Bumber64 said:

How would it know which item to harvest off the rack, though? 

I dont see problem here- character can just pick all items which already dyried, and leave all "soggy" items on it. I think worst thing about rack is how time consuming it is- now if you can choose between picking/hanging meat for minute or use it to take care on plants in your farmland, Drying feels like weste of time. It's unfair to force 10 years old future fight agains new food meta.

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