AwesomeFresh

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  1. With respect to Cooking Level 5, I think it's fine because of how difficult it is to actually reach level 5. However, the current exploit of harvesting 0.01 kg of meat repeatedly through manually cancelling means that it's easier to achieve because you can cook more discrete units. For the devs, I recommend that cooking level increases based on total weight cooked instead of units cooked. For long-term survival, cooking ruined meat has the same problem as the magnifying lens: either it's a permanent late-game solution and way too good, or it's not and therefore useless — and then there's no late-game solution whatsoever. I do think that indefinite meat storage saves a lot of headache especially given that optimal storage is outside on the ground and we lack proper placement tools. As cooked meat still degrades, you still need to plan your cooking sessions around cabin fever, weather, and moving from region to region. I understand the argument that cooking and eating ruined meat makes no sense and feels gamey. That said, it would be much more difficult and legitimately stressful if ruined meat was inedible. There are ways to stockpile firewood, water, medicine, clothing, and tools. Currently, you can stockpile food as ruined meat. But if ruined meat became inedible then the only non-degrading source of food would be cattails and tea, which are both finite! If ruined meat were to become inedible then perhaps cattails should regrow. However, I think that the subgame of hunting, harvesting, and cooking meat is far more interesting than eating 150kcal cattails. Alternatively, there could be an alternative way to better store meat. You could decrease the decay rate indoors. You could freeze raw meat. You could salt or cure cooked meat. I personally really enjoy the current system and seeing my meat stockpiles build up. In a game where cloth, scrap metal, bullets, and maple/birch saplings are both finite and require careful maintenance, food should be storable long-term somehow someway.