There are seven seasoning types represented by seven different color icons, but only four of them can be produced by Fermenting. Pickling is the process of combining raw food with a seasoning to produce customized results. I'll make recommendations about which specific foods I think are ideal as Fermenting and Pickling materials in part 2, but for now let's focus on the products. It's often similar to the relative fullness value of the item, but not always, so this is probably a separate, hidden value. Any food of the same type put into the fermenting cask will produce the same seasoning, although each specific food item contributes varying amounts toward the production capacity. The purpose of Fermenting food is to produce seasoning. There's no point to pickling any Dried foods, since they will just turn into the generic pickled outputs and lose any unique properties they had. Sometimes these can give unique bonuses, but I don't personally find them useful in general. Cubed Meat plus Red Meat) will produce generic foods similar to Pickling, but of a Dried variety. Note that Drying multiple differently-named foods of the same type (e.g. This is especially obvious for rare foods like Golden Sesame Seeds, Gem Rice, or Bulbous Turnip - or for common foods that give a different bonus than the generic Pickling bonuses, like Cubed Meat. In fact, you should always Smoke any food that has been processed in some way since the only downside is the time it takes to complete.įood should usually only be Dried if it gives unique bonuses you like but can't get from some form of Pickling, or if it gives better values than what you can get from Pickling. Without getting too into the napkin math and experimentation I did to arrive at this conclusion, in my opinion the majority of the food you should produce using common ingredients is going to be Pickled with a desired seasoning and then Smoked. Improves the effect of any processed food without (usually) affecting fullness value Improves normal effect of the food but (usually) increases fullness valueĬonverts food to a seasoning based on the food type, see subsequent tablesĬonverts food to a generic version based on the food type, plus an additional effect based on the seasoning used, see subsequent tables There are four food processing options available to us: Process But I'm getting ahead of myself, that'll be at the end of the guide. If your production line is efficient enough, it might even be sustainable to do so. You could literally just eat 10 samples of Smoked Pickled Vegetables every hunt (10 fullness value each) if you wanted to. The second trick is that multiple foods stack additively, including duplicate foods, which can make the arithmetic even simpler. The trick in the food system is to eat exactly 100 points worth of food before the hunt so you can be sure to get the most value. You begin at 0/100 fullness, and each food item you could eat contributes some amount to that total, up to but never to exceed 100. Specifically, you can eat food as long as you're not in combat with a large kemono and you still have "stomach capacity," so to speak. You can eat food in Wild Hearts (surprise). If you're viewing this on a device that has trouble displaying them, I apologize in advance. I hope you like tables, because this thing is full of them. That's what the first part of this guide will be about. However, while both of these sheets explain what bonuses each food gives, they don't explicitly explain the logic that determines those bonuses. If you're just here for a recipe or two, the first sheet has a recommendations tab that I can vouch for. There are two spreadsheets that I used during my experimentation period, both of which present a wealth of data in their own way, but I want to distill that data into useful information, because most of it is useless or obtuse without context.
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