Board Thread:Suggestions forum/@comment-31086920-20171218221851/@comment-26553378-20180103030422

...I really, really like this idea, and I haven't even read it yet. (well, I got to peppercorn bushes, was called off to do something, and came back with a massive wealth of ideas)

Mint... herbs? not entirely sure what the plant is, I think its an herb as well as chiles (in the jungle) in addition to peppercorn.

essentially you could add a variety of spices to foods yielding different results. (all spices removable from food items by rinsing in cauldron, you cannot do this with drinks. if someone ruins your ale supply with spice you have to throw it, sorry.

Sugar/syrup/honey: 1 would increase how fast you eat the seasoned food. 2 would do likewise, albeit it would be half as much, as it is starting to taste a little strong. 3 brings it down to slightly below normal as it is too sweet, and any beyond steadily decrease the speed at which you eat it, each addition adds a low opacity, powdered, white overlay to the food item. - can be added to drinks - maximum 16 at which there is a very obvious white overlay, and the food can no longer be eaten unless starving (no food left).

Cocoa: 1 would decrease how fast you eat the food (its bitter), would decrease food points by 1 (minimum 1), and would increase saturation by 2 (makes food last longer, this was a strategy with military rations at one point, they would make food bitter so you wouldn't consume it as quickly, if food doesn't drop only a +1 saturation increase) a second would change it to 2 decrease, and 3 increase (if the food doesn't drop, saturation doesn't rise) any above will merely decrease eat speed. this would appear as a low opacity, powdered, brown overlay. - can be added to drinks - maximum 16 at which there is a rather obvious brown overlay and the food can no longer be eaten unless starving (no food left).

Mint: 1 would give heat protection, and would give cold damage if used in a freezing biome. 2 would give longer heat protection, and cold damage if used in a freezing (increased over 1) or normal biome, 3 and above will increase duration of protection, and would increase the amount of cold damage no matter biome. - this would appear as very few medium opacity green flakes - can be used with water for mint tea (might need tea leaves as well for that, not sure), or with drinks, but this would not change the drinks texture.

Peppercorn: 1 gives cold protection, and heat damage if in scorching biome, 2 increases duration of protection, and would have increased damage in scorching biomes, as well as the appearance of damage in normal biomes. 3+ increase duration of protection as well as the damage in any biome. - this would appear as very few medium opacity black flakes - not sure if it would work with drinks of any sort.

Chile: mimics peppercorns effect, however it would be double the effect (1 chile is the same as 2 peppercorns) - this would appear as very few medium opacity red flakes - could be added to tauredain cocoa with probably no texture change unless in high amounts. beyond that I would say no other liquids.

chile/peppercorn would cancel out with mint, with a slight decrease in consumption speed, same would be true for cocoa and sugar

beyond those basic ones you could probably also argue lemon and lime sauces as well as cinnimon (which is a rather pointless extra version of a heat spice) and a vast host of others, but this isn't a culinary mod, and those are either extremely popular, or make sense to be used in the mod whether it be military rations, or environmentally oriented ones. well, my train of thought finally went off, so I will now read his suggestion, and likely stick in a few changes.

well, finished reading it, and I must say we went very different ways there. the idea of a sugar rush may be better illustrated by a small slowness effect after the speed. beyond that it looks good to me, although my highly biassed opinion still says that mine is better (save the medicinals, though I think that it would be more focussed around antivenoms, also as they take time to take effect I think it should rather be 10-20 seconds regen that takes place a 30-60 seconds after consumption with the stipulation of no damage being taken within that window.