Thoughts on the Cannery


Fitz

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I know these things have been talked about before but I thought I would consolidate them here. As much as I like the new cannery it doesn't make sense to me for the ammunition crafting table and the milling machine to be present here, but I recognise the need for something special to justify the cannery.

So what I'm proposing is this: first off move the ammunition crafting somewhere which makes more sense like the basement of the hunting lodge, likewise move the milling machine somewhere that it would fit like the maintinance shed.

Secondly the community has been wanting a means of preserving meat/fish for AGES and the cannery is the perfect place to house salt on an industrial level. They already have the fish processing sinks, just throw an open sack of salt on it and give it a preserving mechanic. For good messure pack a corner of the room with sacks of salt to explain the unending supply.

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I think the ammunition crafting table was intended somewhat hard to get to. Timberwolfs are good keepers. Hunting Lodge would be too easy. If moving somewhere, the Timber Wolf Mountains -> Mountaineering hut could be better.

As for the salted fish: Hell yeah.

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2 hours ago, acada said:

I think the ammunition crafting table was intended somewhat hard to get to. Timberwolfs are good keepers. Hunting Lodge would be too easy. If moving somewhere, the Timber Wolf Mountains -> Mountaineering hut could be better.

As for the salted fish: Hell yeah.

agreed, love me some salty fish IRL.....but as for the ammo and machine shop, I can agree with both OP and acada….while the machine shop does sorta kinda make sense in the cannery, I would be more inclined to expect the railroad maintenance shed to house one....Maybe more so than the forge they put into it, especially since its at the end of FM and since FM already has a forge in it.

With that said, the timberwolfs are indeed supposed to be the gate keeper to the key's of the puzzle for a actual gun on interloper mode and the closest thing to stop people from farming ammo without worry on the other modes. So while I can see one, its nearly impossible to see the other. Maybe there is a change up for  the future to fix this?

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9 hours ago, acada said:

I think the ammunition crafting table was intended somewhat hard to get to. Timberwolfs are good keepers. Hunting Lodge would be too easy. If moving somewhere, the Timber Wolf Mountains -> Mountaineering hut could be better.

As for the salted fish: Hell yeah.

I agree completely that it was meant to be hard to get to, and had actually considered the Mountaineering hut myself but thought it made less sense that mountaineers would have one than hunters. Perhaps a pack of Timberwolves near the lodge to replace its current wolf population? Or some other new predator.

That said I also considered that if the milling machine went to the machine shop then we probably wouldn't also want the ammo crafting in BR or it would become an over powered area. TWM would be good to draw people there, or maybe the Ricken in DP to bring us back there.

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20 hours ago, Fitz said:

....Perhaps a pack of Timberwolves near the lodge to replace its current wolf population? Or some other new predator...

Oh noooo. I love the separation of the lodge place with not so many wolfs. It is nice and calm place. Dont ruin it for me. :D I think the gunsmith table is for now on the best place. Maybe not logical, but it has its own logic. Better to put it into new place.

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What you are not realizing is that at some point after the cannery shut down, the Forest Talkers moved into the workshop. These are the same group as the ones at the BR Hunting Lodge. The ammo forge and the workbench were put there by the survivalists. That is why so many of the fish tables are shoved in corners.

They were also probably the people who moved that nice tool chest to a useless location. I want to move it back to the workbench where it belongs.

Edited by dahemac
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12 hours ago, acada said:

Oh noooo. I love the separation of the lodge place with not so many wolfs. It is nice and calm place. Dont ruin it for me. :D I think the gunsmith table is for now on the best place. Maybe not logical, but it has its own logic. Better to put it into new place.

Huh, every time I got there I have a flock of them on the pond. Disrupts my peace enough that I'd be willing to have them in return for the table. Though I do have to agree that the Timberwolves are a major pain and enough to keep me away from an area which might otherwise be idyllic.

3 hours ago, dahemac said:

What you are not realizing is that at some point after the cannery shut down, the Forest Talkers moved into the workshop.

Where did you get that from? The two notes I found there were by an random employee and a technician which would seem to indicate it was still being at least babysat by company people at the time.

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20 hours ago, Fitz said:

Where did you get that from? The two notes I found there were by an random employee and a technician which would seem to indicate it was still being at least babysat by company people at the time.

I got that from deductive reasoning. Why else would the ammunition smithy be set up in a fish gutting room? Who else would have moved the tool chest from the workbench to a useless place against the wall in a corner storage space? 😜 The guy who put up the weird platforming course, I think he had come down from the radio tower in the hopes of being rescued from the docks. And who is to say that workers at the cannery, or caretakers of the rapidly disintegrating buildings, were not forest talkers themselves? And in that case were in the perfect position to give their comrades access to the workshop once operations were shut down and oversight evaporated?

Edited by dahemac
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