Ability to build campfires to cook things. Before you find the thermal blade in late-game.

0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
edited December 2016 in Ideas and Suggestions
Or something. We can't build something as simple as a campfire on the islands to eat things. Just an idea, anyway. I shouldn't need to get a full-blown base going on just to cook a Reginald on the Mountain island.

EDIT: Best type of stove / ingredients so far:

2 Titanium, and uses a single, regular battery, like everything else. Then you can use the battery up and swap it out like any other device. Stove is a 1x1 item.

See below for similar stoves we use right now:
http://www.bioliteenergy.com/products/biolite-campstove (uses sticks to generate heat to cook, and electricity to charge or power lights)

CampStove_1_updated_d48f0013-c917-4636-9d51-1e68d875c252_large.jpg

Regular propane or butane stoves:

coleman-propane-stove-f1-ultralight-stove.jpg

Comments

  • subnauticambriansubnauticambrian U.S. Join Date: 2016-01-19 Member: 211679Members
    Wait, I must confess that I don't get it. The fabricator cooks things automatically, and on the islands you can just build a fabricator inside a base module. Is this idea just to make cooking on the islands slightly easier?
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    Yup. I shouldn't need to get a full-blown base going on just to cook a Reginald on the Mountain island.
  • subnauticambriansubnauticambrian U.S. Join Date: 2016-01-19 Member: 211679Members
    0x6A7232 wrote: »
    Yup. I shouldn't need to get a full-blown base going on just to cook a Reginald on the Mountain island.

    ah, ok. makes sense.
  • yungmewyungmew United States, California Join Date: 2016-12-24 Member: 225432Members
    I guess I could see it working, if you had the Habitat Builder as a tool.

    Make a simple stove that also cooks fish (but not instantly.)
    Would be a very simple object to implement, granted the buildings and furnishings run on the same basic Object data.

    The idea can be:
    2 Titanium
    1 Magnesium (for lighting fire)
  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    Or as a deployable or vehicle module?
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    yungmew wrote: »
    I guess I could see it working, if you had the Habitat Builder as a tool.

    Make a simple stove that also cooks fish (but not instantly.)
    Would be a very simple object to implement, granted the buildings and furnishings run on the same basic Object data.

    The idea can be:
    2 Titanium
    1 Magnesium (for lighting fire)

    How about 1 Titanium, 1 Magnesium, and 1 Crashfish powder (fuel)?

    After that, you have the stove in inventory (1x1 hopefully) and all you have to do is stick a crashfish powder in it to light it for... I dunno, 5 minutes or something, enough to cook enough fish to fill your hunger bar provided they aren't all Garryfish.
  • EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
    0x6A7232 wrote: »
    yungmew wrote: »
    I guess I could see it working, if you had the Habitat Builder as a tool.

    Make a simple stove that also cooks fish (but not instantly.)
    Would be a very simple object to implement, granted the buildings and furnishings run on the same basic Object data.

    The idea can be:
    2 Titanium
    1 Magnesium (for lighting fire)

    How about 1 Titanium, 1 Magnesium, and 1 Crashfish powder (fuel)?

    After that, you have the stove in inventory (1x1 hopefully) and all you have to do is stick a crashfish powder in it to light it for... I dunno, 5 minutes or something, enough to cook enough fish to fill your hunger bar provided they aren't all Garryfish.

    Take a step back and reread that idea.

    You want them to add an entire new deployable/item to do something that can already be done.
    You want it to take crashfish powder, something people already complain about being hard to farm. Or what other type of fuel? A new fuel system entirely?
    You think carrying a lit cooking device in the pocket/pack of a swimsuit is a good idea.
    You want them to add an entire new container system into the inventory system, just to cook fish.

    Even if campfires were added (they don't strike me as the most complex device in Ark:SE for example) it still requires fuel, and a method of getting that fuel. Since neither exist very much in SN, it's a lot of extra work (models, programming), for exactly zero new gameplay pay-off. As a post-launch thing, it could be interesting, I guess.
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    EvilSmoo wrote: »
    0x6A7232 wrote: »
    yungmew wrote: »
    I guess I could see it working, if you had the Habitat Builder as a tool.

    Make a simple stove that also cooks fish (but not instantly.)
    Would be a very simple object to implement, granted the buildings and furnishings run on the same basic Object data.

    The idea can be:
    2 Titanium
    1 Magnesium (for lighting fire)

    How about 1 Titanium, 1 Magnesium, and 1 Crashfish powder (fuel)?

    After that, you have the stove in inventory (1x1 hopefully) and all you have to do is stick a crashfish powder in it to light it for... I dunno, 5 minutes or something, enough to cook enough fish to fill your hunger bar provided they aren't all Garryfish.

    Take a step back and reread that idea.

    You want them to add an entire new deployable/item to do something that can already be done.

    Yup. Something that can already be done by constructing an entire base. I suppose if you plan far enough ahead you can cure your food, though.

    You want it to take crashfish powder, something people already complain about being hard to farm. Or what other type of fuel? A new fuel system entirely?

    Easier than rustling up enough titanium, silver, table coral, and quartz to build even the simplest base with a solar panel, hatch, and fabricator.

    You think carrying a lit cooking device in the pocket/pack of a swimsuit is a good idea.

    Never said that, though I see how you could think that. Obviously you should have to put it out (for simplicity's sake, consider the fuel spent at that point) before stowing it.

    You want them to add an entire new container system into the inventory system, just to cook fish.

    Never said that, either. 1x1 in the regular inventory, I didn't specify that, but I didn't think to, as having a special inventory slot for it never crossed my mind. I mean, why? I was simply saying I was hoping it would only take up a 1x1. The crashfish powder or fuel or whatever goes into a 1x1 slot in the stove. The stove takes up any 1x1 regular inventory slot in a locker, bag, or your regular inventory, whatever.

    Even if campfires were added (they don't strike me as the most complex device in Ark:SE for example) it still requires fuel, and a method of getting that fuel. Since neither exist very much in SN, it's a lot of extra work (models, programming), for exactly zero new gameplay pay-off. As a post-launch thing, it could be interesting, I guess.

    You did give me a good idea, though. Change the recipe to: 1 Titanium, 1 Copper - and then have it take a single acid mushroom instead, to produce electricity.


    Hmm. Actualy, that's too much for a simple cookstove, have the fabricator make a normal battery, then, and for the stove 2 Titanium, and use a single, regular battery, like everything else. Then you can use the battery up and swap it out like any other device.

    What do you say about that ^ ?
  • EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
    edited December 2016
    Battery-powered temporary deployable, perhaps? 2x2 in size, but you place it on terrain and then insert a battery and it acts like a stove, cooking feeshies.

    That way, it can act like most of the devices/containers act, which should hopefully be no new tech, just a re-rig of existing tech. Then it counts to 100% and outputs cooked fish.

    Or just have the thing be sealed to work underwater, and deployable on any terrain.

    Then, you'd want a deployable air-bubble-sleeping-pod, and deployable oxygen generators (that attach to nearby sleep pods). That would make camping trips without a sub possible, if there's ever a section of terrain too narrow to admit even a minisub. Or, pack stuff into cargo modules on minisubs, and deploy campsites. A sentry turret might be nice as well, considering the fauna in SN, though. Functional beds would be nice, rather than just typing /day a lot...

    Upon reflection, though, inventory containers CAN contain objects and be picked up, so that's not bad at all.
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