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mswyrr · 11 hours
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Giving her his back was acknowledging she had the right to kill him if she wanted.
That's why he made her walk out ahead with her back to him when he was being an asshole.
He reversed it by letting her have his back and the choice of what to do with him.
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disastrouscanasta · 3 days
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both roger and martha repeat their names over and over to themselves in an attempt to slow their descent into feral ghouls, but the Ghoul doesn’t even use his name anymore. there’s nothing left to remind him of his humanity
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proserpinewrites · 16 hours
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The funniest option in regard to music tastes before the war, in my opinion, is that by then the American public had circled back to the tunes of their great grandparents for a solid dose of nostalgia. This would then mean that contemporary (to us) music was to them like, the driest crap imaginable and listened to solely by old farts or music aficionados. This is a long winded way for me to say that I’m currently imagining Cooper Howard having an existential crisis whilst laying flat on a shag carpeted floor, tumbler of bourbon in hand, and in the background you can hear The Killers at high volume.
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twosides--samecoin · 9 days
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Can we talk about how beautifully Lucy's character represents someone picking up Fallout for the first time?
She has all the perks she thinks she needs to have and is prepared as she thinks she needs to be until she barely survives her first fight against a raider. Dr. Siggi tells her if she insists upon being here, she must adapt. Lucy tells The Ghoul "I won't ever be like you" but has no idea what he had to do (or what she will need to do) to survive. She wants to be kind and fair to solve problems but utterly fails speech checks. She gets lost in side quests. She's shocked to learn her privilege when she sees a family of skeletons sat around a table who took poison together, and is forced to encounter it again when she says the "I recognize my privilege" line to Ma June and Ma June rejects her for it - getting by in the Wasteland is a life hard lived, one she can't understand.
And in the end she encounters a painful truth she couldn't have imagined. She finds what she's looking for and it's all fucked up. And her last move is still choosing kindness. She is faced with some bullshit "choose between two factions" decision that feels like it has no meaning in the face of war and cruelty. But when one door closes for her, another door opens for The Ghoul. So she chooses to follow him; to give back instead of take. And the world moves on. There's a billion more quests to follow. Lucy isn't done with the Wasteland yet, and the Wasteland is not yet done teaching her the game.
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prismolovessideblogs · 9 months
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newvegascowboy · 1 year
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food & agriculture in fallout: extrapolation and speculative worldbuilding
Okay, well. This is going to be an extremely long and data heavy post. Bear with me.
I'm going to go into detail about the crops and available food given to us canonically and textually. I'm going to be drawing some real world parallels between the crops we see in Fallout and what we have here. I'll be pulling relevant data from all the games, but the majority focus on this post is going to be about the east coast and Massachusetts in particular because it gives us the opportunity to participate in the agricultural climate of the wasteland.
Is there a point to this? Not really, but I'm pedantic and I take things too seriously.
my sources will be linked in the text throughout. for those of you who want to read about agricultural and growing zones of the continental united states, please follow me under the cut.
Growing zones and real world agriculture
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Shown here are the growing zones of the united states, divided into a temperature map of about 19 different regions. It's fairly intuitive to read -- colder temperatures are north and east, while warmer temperatures are south and west. The majority of the Mojave desert sits between 7a to 9a, a temperature range of about 20 degrees. DC and the nearby section of the southeast coast sits between 7a and 8a. The interactive map linked below will tell you where your growing zone sits.
The 2012 USDA Plant Hardiness Zone Map is the standard by which gardeners and growers can determine which plants are most likely to thrive at a location. The map is based on the average annual minimum winter temperature, divided into 10-degree F zones and further divided into 5-degree F half-zones.
For the moment, we are going to focus on Massachusetts.
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Using the temperature above, we can see that the growing zone of Massachusetts is 5a (-20f) at it's very coldest, all the way to 7b, (5f) at it's warmest during winter. Most of what we see in fallout 5 sits in the 6a to 6b zone, which is middle ground during the winter, but cold enough to want to warrant crops that can withstand the frost.
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There is a solid 5 month window for planting annual crops, like corn, melons, and gourds like pumpkin. Your perennial crops are limited to fruit trees and possibly grains, depending on the variety and whether or not a perennial variety has been bred.
Cold weather crops include beets, carrots, greens like cabbage, collards, kale, and potatoes. These aren't the types of crops that will survive the winter as much as these are foods that can go in the ground as soon as it is unfrozen enough to be workable. Root vegetables and greens can germinate in soil as cold as 40 degrees Fahrenheit, which provides some leeway with unpredictable frosts and late planting times.
Much of the agricultural landscape of Massachusetts is dependent on the dairy industry, farming cattle, and aquaculture -- fishing and catching shellfish. Those with access to the coasts, fish and shellfish ought to provide protein during lean months.
Why are we talking about this? Well, if we're stepping into the shoes of a subsistence farmer in the fallout universe, we're going to have to take into account climate and ideal planting times for certain crops. It's not wholly important in terms of things like fic writing, unless you happen to be writing about the life and times of wasteland agriculture, in which case, I hope this is helpful! Again, I am pedantic, and this section is to provide a template when considering and discussing other parts of the game and what their specific diet and agricultural landscapes might look like.
Something to keep in mind when thinking about how farms might function in the Mojave, for instance, or if you're doing worldbuilding for a different part of the US.
Crops in the fallout universe
Now that we're familiar with growing zones and why certain crops are planted and when, we're going to apply some speculative worldbuilding to fallout itself. We will be revisiting growing zones when we talk about other climates, but for the moment, we're going to focus on fallout 4.
Now to preface -- I don't think that the food that is given to us in game is wholly representative of the plants or animals that survived the apocalypse. If some managed to mutant and survive, I'm willing to bet others did. I certainly won't deduct any points from anyone who wants to talk about growing cotton, or farming peaches or cherries, and I won't raise any eyebrows if someone includes things like spices into their wasteland cuisine.
In the 210+ years since the bombs fell, I do not think that the majority of the US is a desolate wasteland, but this post is not going to be my beef with the devs about how brown everything is. This beef is about food in particular. However, for sake of ease, I'm mostly just going to focus on the food that is presented to us in game.
There will be some extrapolation and speculation later, but if I do that for everything, then we'll be here all day, and we've all got things to do.
I would also be remiss to mention that agriculture in the US is old. It predates colonialism. The Native Americans cultivated the land long before any European settlers. They practiced a type of crop growing referred to as Three Sisters planting, which utilized corn, pole beans, and squash -- all things that exist in the agricultural landscape of Fallout as we know it.
Corn
I'm not going to say much about corn because there's not a lot to say about it. We all know what corn is. Fallout's corn is visually similar to wild violet, a hybrid corn.
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But I am not going to say Fallout's corn is one such variety or another. In the 210 years since the bombs dropped, I imagine corn varietals have been bred and interbred a thousand times, and it is probably it's own unique strain. It's kind of a moot point. Corn is corn. You can do with yellow corn what you can do with wild violet, and whatever special breeds that make up Fallout's corn.
Corn is the third largest plant-based food source in the world. Despite its importance as a major food in many parts of the world, corn is inferior to other cereals in nutritional value. Its protein is of poor quality, and it is deficient in niacin. Diets in which it predominates often result in pellagra (niacin-deficiency disease). Corn is high in dietary fibre and rich in antioxidants.
You can do a shit ton with corn. It's a staple grain. It would not be incongruous with the fallout setting to have settlers making tortillas, cornbread, polenta, grits, tamales, etc. Corn can also be used to make corn whiskey. The husks can be spun into yarn and woven into garments similar to cotton, which I thought was interesting and also solves the problem of where the hell wastelanders are getting their clothes. Corn can be used as livestock feed, especially in the winter when cattle can't graze. While corn is a staple grain of the US, the east coast has minor corn production compared to places like the midwest. Corn is a staple, but it does not consist of the entire diet of your average wastelander.
Carrots
Not going to say much about carrots either. They're carrots. They grow well in colder soil and tend to have a lot of natural sugars. The carrots we're shown in FO4 seem to be a mutated variety different than the "fresh carrot" consumable in FNV, but there's virtually no difference, so I'm not counting it. Make some carrot cake.
Razorgrain
"This species appears to be quite promising. It's a toothy grain that we may be able to grind in order to replace wheat, which is untenable in the Wasteland. We are uncertain how to increase crop yields, which are very unpredictable. Will continue to study."
Razorgrain is our first unique mutated crop in the fallout setting. It most closely resembles a barley or a rye. Both are a fairly hardy species and can grow all across the continental united states; rye can germinate in cold weather temperatures. It wouldn't be outrageous to assume that razorgrain is similar too or a crossbred variation of both rye and barley. I have decided to base the majority of my research assuming it is a barley variant. Barley is also a major crop on the east coast near the Commonwealth, so that would explain why razorgrain is present in FO4 and not in the other games.
Barley requires a mild winter climate and can grow in growing zones 3-8, so it would be viable in Massachusetts. Barley can be milled into flour and it contains gluten; the gluten content of North American wheat and barley tends to be higher to survive the colder climates, so razorgrain would likely be very glutenous. It is also less susceptible to ergot than rye, but barley can still become infected -- and, I am assuming, razorgrain could as well.
Razorgrain fills the nutritional niche of carbohydrates and can be used to make breads, cakes, pastas, etc. It produces darker breads that have an earthier flavor than milled white flour. There has to be some method of actually milling the grain, though, which is an intensive process that can often be dangerous. Grain can also be used to make malted candy, which is our first option for wastelanders with a sweet tooth. Obviously, razorgrain can also be used to make malt or grain alcohol and is probably the source of all the beer you find littered around the wasteland.
Gourds and melons
Gourds and melons are actually a part of the same family, Cucurbita. The category of 'gourd' covers several different kinds of vegetables, including ornamental fruits that shouldn't be eaten. We aren't going to spend a whole lot of time on this one, simply because canon doesn't tell us that much and there's a lot of wiggle room in terms of interpretation.
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FO4's model looks the most similar to a pumpkin, but it could be some other squash varietal from the Cucurbita family, which includes watermelon, honey melon, cucumber, squash, zucchini and pumpkin.
Melons is another pretty broad category. Melons and squash are part of the same family, as mentioned above. If we're going visuals again, the model is likely intended to resemble a watermelon. Watermelons grow best in humid and semi-arid environments between 70 and 8- degrees Fahrenheit. It's not impossible for wastelanders to be growing watermelons, but considering the humidity and frequent rainfall in Massachusetts, the melons would be vulnerable to fungal infections.
There isn't a lot of information on what specifically gourds and melons are in the fallout universe, so you could get away with writing in a pretty wide variety. Personally, I lean a little bit towards melons being a muskmelon variety, like cantaloupe or honeydew. Squash fills in some vitamin requirements for the human diet, and can be canned and stored for winter. It tends to be high in vitamin C and magnesium.
The limit to this one seems to be your imagination. Go crazy.
Mutfruit
This wiki claims that the mutfruit (it has a scientific name apparently, malus maata) is a mutated species of apple and crabapple. There are two different wikis about the mutfruit, both distinct. The first is linked above. The second is linked here -- I got most of my information from this second wiki.
There is a handful of "canon" information we can take from this set of wikis.
Priscilla Penske in Vault 81 is attempting to create foods that have increased resistance to radiation. She mentions the mutfruit would do well, but isn't certain how the hybridization would affect the flavor and texture.[5]
This claim is taken directly from the second wiki, but in comparison, it makes no sense. If the mutfruit tree is a product of mutation, then radiation shouldn't really affect it at all. It's survived and propagated to this point, hasn't it? I am disregarding this claim on the basis of being stupid.
Farmers in at Warwick homestead will comment on the fruit's characteristics, such as tasting sweet and being versatile in recipes.[1][2] The vault dwellers of Vault 81 trade for mutfruit with the outside world, and use it to make special occasion desserts such as pie.[6][7]
If the mutfruit is an apple variant, then it likely has a high sugar content, and it would have to be harvested in the peak of summer or in early fall.
There are fresh apples the be found across the wasteland, implying the existence of apple trees that have been unaffected by the bombs. Personally, I was assuming that the mutfruit was some kind of blackberry, given its appearance as a clustered fruit, or maybe even a type of plum. Regardless, the mutfruit is a fruit, which means that it would preserve well by being jarred or canned, has a high sugar content, and could likely be reduced to form sugar syrups. Like any fruit, it could be used to make alcohol.
Tatos
I want to stop myself from editorializing too much, but goddamn tatos. The crop that makes the least goddamn sense in the fallout universe. The bane of my existence. Let's get into it.
First off, we're given some pretty damning canon facts about tatos:
Tatos are a mutated hybrid of the cross-pollination of the tomato and potato plants.[1] The new consumable looks like a tomato on the outside, but the inside is brown.[2] Commonly cultivated in the Commonwealth, Appalachia and on the Island, its fruit is easy to grow and can keep one from starving, but their taste is described as "disgusting"[2][3][Non-game 1] and resembling "ketchup-flavored cardboard."[1]
According to some old botany texts we found, this appears to be combination of a now extinct plant called a "potato" and another extinct plant called a "tomato." The outside looks like a tomato, but the inside is brown. Tastes as absolutely disgusting as it looks, but will keep you from starving.
Note: This text was written from the perspective of someone who is unaware that both the tomato and the potato are being cultivated elsewhere. The writer also does not mention any sort of DNA test. However, the potato is also found in the Capital Wasteland, and the writer is a scribe in the Brotherhood of Steel, which originated from that area.
Both potatoes and tomatoes are from the nightshade family. They have the same nutrient requirements, and would compete for resources if planted separately but in the same soil. There is a method for planting them together where you splice a tomato stalk onto a potato root, but this is not the same as cross pollination and will not result in what fallout presents as a tato. What will happen is that the roots will grow potatoes and the fruit of the tomato will branch off the stems.
The potato itself is a stem tuber -- high in starch and calorically dense. A stem tuber is an offshoot of the parent plant that will grow beneath the soil as a type of asexual budding reproduction. We all know what a potato is. The tomato is a berry. It's the ovary of a flowering plant -- again, we all know what a tomato is.
I am going to give Fallout a little bit of grace and not comment on how mind bendingly stupid their description of a tato is. The outer skin is a tomato, but the inside is brown and starchy like the potato? I am not going to comment on how it makes little to no biological sense. The starchy tuber is starchy because it's an energy and nutrient storage device. The tomato is the enlarged ovary of a fruit. Why did those things, which are separately very good, combine into one very terrible thing? I don't know. It doesn't make sense. I don't really want to think about it. But these are the facts as they are given to us in game and I suppose I have to live with that. Obligatory "goddamn you todd howard. a pox on your house."
The tato is probably extremely calorically dense. It's specifically mentioned as being easy to grow and it is a better alternative to starving. It's probably grown as a staple crop throughout the planting season. I'm not entirely sure if the tato can produce glycoalkaloids like the potato does (that is, the green sections of the potato that can become poisonous when exposed to light) but if they can, and if stored improperly, it would negatively impact the health of whoever ate them.
I suppose since the taste is so offensive, tatos are better served as a carrier of some other type of food. Fried, mashed, baked -- the purpose of the tato is simply to get calories into your body. Starch can also be turned into alcohol, which I am going to need a lot of after reading the canonical facts of this stupid fucking plant.
 Fallout: The Roleplaying Game Rulebook p.158: "A mutated hybrid of the pre-War tomato and potato plants, with the stem and reddish skin of the former and the brownish flesh of the latter. Tatos provide decent nutrition, but taste disgusting. However, they’re relatively easy to grow and thus are a staple of wasteland agriculture and is an ingredient in a variety of recipes."
fucker
"non farmable" crops
You can't cultivate these plants, but again - we're taking what's given to us and interpreting it extremely literally. There is no reason that these crops could not be domesticated and farmed.
Siltbean
Siltbean is likely a type of bushbean, rather than a pole bean. It's squat and low to the ground. Bush beans require little care or attention and you can pick them when you're ready to harvest them. Historically in North America, beans and corn were grown side by side (though those beans were pole beans using the stalks as support). Bush beans require successive plantings since harvests are early.
There's no good allegory for what type of bean this might be. The potato bean (Apios americana) is native to North America and also produces edible tubers, but there's no reason this couldn't be just some other type of bean. No beans that I could find had red/orange pods.
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Beans are a good source of both proteins and carbohydrates, and another crop that can store well for the winter.
Tarberry
Tarberry is a little iffy, considering it is farmed by the ghouls at The Slog, but they're the only farm shown capable (or willing?) to farm the berries. Originally, I had assumed that tarberries were a type of mutated cranberry, and I thought the wiki was supporting me in that claim by saying this:
Tarberries are small, dusty orange berries of the tarberry plant. It is a water-grown crop similar to cranberries.
But cranberries themselves are also canon in the world of Fallout. So who knows! There's no canon information presented on the tarberry's characteristics, so it can be treated the same as any other fruit or berry.
Fungus variants
Glowing fungus: Glowing fungus is one of the few real world equivalents we have. It is a Japanese mushroom called Enoki. It is also farmable as shown in FNV at Hell's Motel.
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Brain fungus: This is harvestable, but there aren't any "crops" shown as we would consider them. Considering it's benefits as a mentat replacement, then it's likely that there could be a dedicated space for growing it.
Food and Plants mentioned in the text
Potato
Thank god almighty, potatoes are canon in the universe of Fallout. Fresh potatoes are found as consumables in FO3 and FNV but potatoes are also mentioned in the text of FO4:
Mentioned in dialogue -- {Angry} Shut up Jake. If I hear anything out of either of you, you'll both be peeling potatoes for the next year.
I'm taking this as word of god. Potatoes are canon and I don't care what anyone says.
Tomato
Tomatoes are mentioned in the text, but are never actually seen in game. The only hint that this plant survived extinction is this excerpt from the wiki.
Note: As fresh tomatoes and potatoes are seen in the Mojave Wasteland as of 2281, with the potato seen in the Capital Wasteland as of 2277, the claim of either's extinction by 2287 in the Commonwealth Plant Database could be taken to mean local extinction in east coast regions, as opposed to global extinction. This entry may also just be in error.
There's potential for leeway here, but take it as you will!
Fresh apple
We discussed this back up in the mutfruit section of the essay, but the existence of fresh apples implies the existence of non mutated apple trees. They're found in both FO3 and FNV as a consumable item, so the apple tress have either proliferated across the continental united states, or multiple varieties survived the bombs.
Fresh pear
See above. Pears are also naturally high in pectin, which makes them useful for making jams and preserves.
Pinto beans
Pinto beans are a consumable in FNV and is another W in the bean category of the agricultural landscape.
Jalepeno
Look, I'm picking out this one specifically because I need to believe that other spices and peppers exist in the world. Where would we be without her? Nowhere good.
Raw sap
I am going to say that sap collecting is probably where most of the sugars and sweeteners in the wasteland come from. It's relatively easy to tap trees and collect sap, and it only takes a few hours to reduce the sap down into useable syrup.
Wild Blackberry, Lime, Cranberries, as well as Watermelon as being distinct from simply 'melon' are all mentioned in the text. The list of fruits mentioned or found in the games can be found here.
Animal husbandry
Fallout doesn't give us a lot of canonical information on the animal side of farming. The biggest real world agricultural export of Massachusetts is dairy and cattle farming. Chickens are canon in the worldbuilding of fallout as of Far Harbor, but canon feels both restrictive and extremely loose with regards to what animals can be cared for and how.
We aren't going to spend a whole lot of time on this one, only because the information is pretty limited.
Brahmin
There are plenty of brahmin found throughout the landscape of the wasteland. We most commonly see them as either livestock or beasts of burden. Things like milk, cheese, and other dairy products would be common if a farm has access to dairy cows. The investment to raise cows would be enormous for a subsistence farmer. Dairy cows would likely be kept for a number of years, where steers would be raised 12 to 24 months before being slaughtered; they'd likely be grass fed in the summer and corn or grain fed in the winter. Leather and beef would be products, of course, and things like soap and candles can be made from the beef tallow.
Chickens
Chickens are largely easy to keep and care for, producing eggs and necessary proteins. Chickens can provide niacin, filling in the nutritional gap that would be left by a heavy corn based diet. The investment for keeping chickens is lower than raising brahmin, but so is the payoff.
Bighorners
Bighorners are mutated bighorn sheep native to the American Southwest.[1] Humans have since domesticated them for their horns, meat, milk, and hides,[2][3]
Granted, bighorners are only seen in FNV, but I don't think there's any reason they couldn't have migrated east. In the text, it says they're kept for meat and milk, but there's no reason that they shouldn't provide a fleece as well. In the colder climate of Massachusetts, they would find value in wool, which can keep its warmth even when wet. They may be sparse across the commonwealth, but that would make wool and fleece all that much more valuable.
Fish
Yeah, I know. Technically we can't fish in Fallout (and depending on the game you play, you might not even know what a fish is). But aquaculture is huge in Boston, and with access to the coasts, it's completely fair to say that fish, shellfish, and hydroponics is a completely viable source of food in the wasteland. We see dead fish washed up on shore all the time, along with whatever the hell those shark things are. There should be fisheries and fishing towns all along the coasts.
New Vegas and Fallout 3
Consulting our growing zone chart, we can see that much of the southwest sits between 7b to 8b. The winters in the southwest are fairly mild, and while you can get seeds in the ground sooner, the majority of the battle is going to be finding a reliable water source.
The farming we see in New Vegas has one distinct notable inclusion: the NCR sharecropper farm.
The sharecroppers are growing a number of crops, including maize, tobacco, pinto beans, and honey mesquite. Corn can handle hot, arid weather, it's just not commercially grown out west. Barley can also handle hot, arid climates, and razorgrain would be suitable for the western front -- maybe we can assume it's made it's way that far west and is being cultivated alongside corn.
Most of the plants we see in FNV aren't the type we would see typically domesticated for agricultural use, but that doesn't mean people haven't adapted to their surroundings. It makes a lot of sense for locals to have domesticated local plants like prickly pear and banana yucca. There are a number of fresh produce items to be found as consumables, alongside local fruits the local fruits.
Heat-loving plants are best suited for summer production in desert climates. The plant families that fit into the heat-loving category are nightshade or Solanaceae (tomatoes, peppers, eggplant) and squash or Cucurbitaceae (cucumbers, melons, summer and winter squash). Corn and beans also perform best in hot climates.
Most plants CAN handle the heat and climate of the southwest, the issue is just finding a reliable source of water. Somewhere close to Lake Mead or the banks of the Virgin River would be prime real estate for farming, since irrigation could be accomplished without the use of pumps, like the sharecroppers use.
If we look back at the history of agriculture, it's developed along established waterways in almost every ancient civilization because that's what's easiest. There should be thriving communities surrounding the lakes and rivers in the southwest.
Comparatively, DC was formerly a swamp. It's hot and humid in the summer, though the winters are fairly mild. It wouldn't be a stretch to say that farming practices in the Commonwealth don't differ all that much from farming in the Capital Wasteland -- you could even posit that food from the Capital is of better quality ever since the successful activation of Project Purity. Fresh and unirradiated food was growing there before, so it's entirely likely that even more is growing now. YMMV!
Other consumables
We would be here all damn day if I did research onto every single consumable item available across all three games, so this mostly just because I'm covering my bases.
I am going to say that sap collecting is probably where most of the sugars and sweeteners in the wasteland come from. It's relatively easy to tap trees and collect sap, and it only takes a few hours to reduce the sap down into useable syrup.
Look, I'm picking out this one specifically because I need to believe that other spices and peppers exist in the world. Where would we be without her? Nowhere good.
Pre War food
Most shelf-stable foods are safe indefinitely. In fact, canned goods will last for years, as long as the can itself is in good condition (no rust, dents, or swelling). Packaged foods (cereal, pasta, cookies) will be safe past the ‘best by’ date, although they may eventually become stale or develop an off flavor. 
The risk with improperly canned good, or damaged canned goods, is botulism. Botulism will straight up kill you. You don't even have to consume that much of it; just a little bit will leave you dead in days. As desperate as I might be for a meal, I'm not going to risk dying because that can of two hundred year old peaches looks really tasty.
If properly sealed and in a dry, ideal environment, I... guess things like cereal and instant food could be okay? But again, with access to fresh grain, sugars, and yes, even potatoes and pasta, why would you want to risk eating InstaMash that's been around since before your great grandmother.
Pre War drinks
Sigh. Okay.
Unless stored extremely, extremely well, most bottled drinks aren't going to last much longer than 9 months. A year, if you're lucky. Exposure to sunlight and improper storage will break down the contents -- the best bottles are brown, then green. Clear glass is the worst because it does nothing to protect the liquid inside.
All the Nuka Cola you find throughout the world is flat, nasty, and will probably make you sick. I don't think that really needs to be pointed out, but there we go. I suppose the soda could probably be reduced to form sugar syrups, but with access to sap syrup and grain malt, I'm not sure why you would be desperate enough to do that.
So what does food look like in Fallout?
If there's one thing I know about humans, it's that humans like to eat. Food is culture, as much as culture and community is built around food. Good food and access to it is paramount to human happiness. All this to say is that food in fallout is whatever you want it to look like.
I can extrapolate and theorize all day long based on what Fallout tells us definitively, but I'm not going to tell you what the culinary landscape in the wasteland looks like. The only point that I will stress is that humans are really, really good at making things appetizing.
The fandom is already so creative when it comes to developing their idea of what food means in the wasteland. It's what's directly inspired me to write up this stupid, long ass post about farming and agriculture.
Obviously this is not a comprehensive list of all the base ingredients you can find in Fallout. I picked the ones I did because of the potential for consistent farming. Wastelanders have had two centuries to develop agricultural practices based around subsistence farming. I am not a subsistence farmer, and I have no idea how wasteland cottagecore would work at the heart of it. Running a farm is extremely labor intensive, and so much of your investment has to be immediately recouped in the form of eating what you harvest.
What a farm is likely to look like will start in the early spring when the ground begins to thaw, and a farmer can plant his cold resistant crops, like green vegetables and razorgrain. Potatos, carrots, and tatos will also weather the spring chill. When it starts to warm up, the more delicate plants like corn, beans, and squash or melons will get planted and tended to.
If your family is lucky enough to have a greenhouse, you can keep crops growing all through the winter and have a surplus for trade and barter, or just to preserve and refill the pantries.
A lot of the investment will have to be immediately recouped. Eggs from the chickens can't be preserved, obviously, but there will be meat from hunted animals, milk from the brahmin, probably an early harvest from the beans and tatos, and whatever else is in the pantry from the previous harvest.
Some of it will be canned or preserved in the forms of jams or jellies (just remember what I said about botulism). Meat from animals that get hunted can be smoked or otherwise preserved. Grain can be milled into flour or eaten whole and unshelled. Even the corn silk can be woven into clothes for the summer.
There really is no limit to what can be done in the end. While a lot of this information was taken from what we're given in the text, there's no rule that says you have to follow it word for word. If you believe something exists out there, then write it! We're all just making shit up as we go along anyway. If you need permission, then here it is. You can do whatever you want. Make up recipes! Go insane. Follow whatever your little foodie heart desires.
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artbyblastweave · 7 months
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An aesthetic decision I really like about the Mad Max setting- focusing on Fury Road in particular here- is that the timeline and the setting deliberately defy coherence. Countless elements of our world have carried over- the guns, the vehicles, the musical instruments, the religious concepts, and nominally some of the actual people- but the world is geographically impossible, you don't see much contemporary architecture even in a ruined state, and there's no version of the timeline where this can be the same Max Rockatansky as the original films. But it is. The incongruities are deliberate. The setting is mythic, these are campfire tales told about Max, the King Arthur or the Omnipresent Jack figure of the new age. The world that was is swallowed in myth, the world that exists is borrowing some of the old world toys, and being up-front and bombastic with signifiers of the mythic and abstracted nature of the setting absolves you of the need to make the worldbuilding make sense- or rather, to make it make sense in the way you'd have to take a stab at if you had a year-by-year internal worldbuilding timeline of How Everything Went Down.
Fallout 1 is not exactly like this. It can't be, because you could kill a man with an overhead swing of the setting bible. But it's tapping into a similar impulse. People in the first game are using old world tech, but they don't really live in the old world; they live in settlements using materials scavenged from the old world, or in old world towns that were unimportant enough back then that their current identity totally overwrites whatever came before. They don't live in LA: They live in the Boneyard, which gives you a pretty good idea of how much of what we think of as "LA" would be recognizable as such if we were exploring the space in first-person perspective. When you encounter an area that has a direct, well-documented, and unambiguous connection to the old world, it's a Big Deal, and they're hard places to get to- places that the average person living their life in the wastes would die trying to access. Of particular note in this dynamic is The Brotherhood of Steel- for all their technical understanding of the knowledge they hoard, they've clearly seems to have undergone a few rounds of Canticle-style cultural telephone, mutating from Recognizably The American Military into a knightly order. Fallout 2 does this to a lesser extent- it has more settlements directly named after their pre-war counterparts- but it's also a game about a society that's starting to pull back together and form into something resembling the old world, for better or for worse. And it reproduces the trend of stuff with a direct, legible connection to the old world being inscrutable and dangerous to outsiders- specifically with the reveal that the Enclave consider themselves to be the direct continuation of the pre-war government, that they've just kept electing presidents out on that stupid little oil rig. I haven't really made up my mind on whether the timeframes of the games- 84 years followed by 164 years- actually work for the vibe they're going for, in particular it doesn't work with Arroyo- but on the whole, the vibe coheres.
You get into the 3d games, and it becomes much harder to continue to pull this off. One major tool that Fallouts 1 and 2 used to maintain that sense of abstraction was the overland travel map; you were visiting island of society in a vast sea of Nothing. You had encounter cells that consisted of burnt-out, looted shells of cities, maybe good for a camp site but not as anything else. Another important tool towards this end was the isometric camera angle. In a topdown worldspace you can scrub out a lot of environmental details that would be immediately recognizable to the player as artifacts of our present society if you were exploring the space in 1st person. The examine button can feed you vague, uncertain descriptions that convey enough detail to make the item recognizable while also conveying that there's been a level of information decay. Once you move into a 3d worldspace you lose both of these elements- the worldspace is what it is, I can walk across it in eleven minutes stripping it for loot as I go. I can read every sign on every still-standing building, and I've got eyeballs on every old-world bit-and-bobble with a handy interface description of what I'm looking at. And you hit random encounters in the 3d games at basically the same rate, in real-world time, that you did in the isometrics- but the isometrics could successfully abstract it out to represent that you were hitting something noteworthy every couple of weeks, while in the 3d games it's kinda inescapable that you keep getting jumped every single day walking back and forth up the same stretch of road. Not only is it recognizable, it's cramped.
I think that Fallout 3, to its credit, did a decent job of navigating this and trying to maintain the islands-in-a-sea-of-nothing vibe from the isometrics- most of the settlements are built slapdash in places that were obviously never intended for long-term human habitation (bomb craters, overpasses, suburbs), the landmark-heavy city proper is textually a difficult-to-navigate deathtrap, and the poison-sky green filter, memeworthy as it is, does help shore up the impression that you're inviting death by trying to move through the space. Fallout: New Vegas I think addresses this by going in the total opposite direction; It's set in an area of the country where the infrastructure was abnormally well preserved, and the pre-war culture was revived artificially, and from a thematic standpoint it's really interested in digging into the implications of those two things. The fact that the lonely-empty-decontextualized-void aesthetic isn't long for this world dovetails well with the cowboy themes. They have a fair number of future-imperfect context-collapse gags but they don't overdo it by any stretch of the imagination.
Fallout 4, from many directions, is sort of catching the worst of the heat here. The world is recognizable, aggressively so. In fairly-authentically recreating the suburban sprawl of the Northeast, Bethesda simply surrounded the inhabitants of the commonwealth with too much Boston for a sense of true distance from our world to be possible. Everyone still has the accents. They still know the names of all the old neighborhoods. They're still doing the "Park your car" bit. It's still Boston. And it's a busy Boston, too- you can't throw a rock without hitting a farming settlement that's doing well enough to attract tribute-seeking bandits. It's densely packed with points of interest, and those points of interest are packed to the brim with salvageable materials that, going off of the new crafting system, should be in enormous demand to the people who've been living in this area for 210 years. The game doesn't really advance a satisfying explanation, even an aesthetic explanation like fallout 3's poison sky, for why everything around you hasn't been stripped clean before you even came off the ice, why all these environmental storytelling tableaus are just waiting for you to find. It doesn't spend nearly enough time hammering out what the 200-year chronology of the most-livable area seen in a Fallout game looks like- Why don't you see something comparable to the NCR emerging? Something something CPG massacre (which is mentioned twice in the whole game, AFAICT.) And what's being lost here, right, is the ability to use the sands of time to smooth over rough spots in the worldbuilding, in the chronology. You can't hide behind the idea that the world you're experiencing is mythologized. It's presented as real, and it doesn't make much sense if it's real!
And to top it off- Fallout 4 probably has the highest density of characters who were actually there, by some means or another. The Vault Tec rep, Daisy, The Triggermen, Nick Valentine, Eddie Winter, the vault 118 inhabitants, Arlen Glass, Oswald, Kent Connolly, The whole of Cabot House, Captain Zao, The kid in the goddamn fridge and his goddamn parents, and uh. The big one. You. You, the player. Which is such a goddamn splinter under my skin, from a storytelling perspective. You were present in the before-times- but only nominally, only to the exact degree necessary to establish that that was the case. The ugly shit is alluded to, but not incorporated into the character's day-to-day in a way that's obvious to the player, you're there for like six minutes and it's pretty nifty if you overlook that bit at the end where everyone got nuked. Your ability to talk about the world before is always vague, vacuous, superficial. The dirty laundry you dig up on terminals around Boston never seems to meaningfully impact your character's worldview, their impressions of the then and the now. All of which combine to make this the simultaneously the most specific but also the most frustratingly vague game in the series. At its best, Fallout's love of juxtaposing the then and the now would make it a great setting for the Rip Van Winkle routine. But it requires a strong, strong understanding of what the world was like before and after, a willingness to use the protagonist to constantly grind the jagged edges of those things against each other, a protagonist with a better-defined outlook than Bethesda's open-ended-past approach allowed for- and it has to be in service of a greater point. And for Fallout 4 to do anything with any of that, the game would have to be about something instead of being something for you to do. Maddening. Maddening.
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marbat · 7 days
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Interesting note about Cooper, back in the past his voice is a lot more neutral american. The western draw as the Ghoul is an affected thing. He's playing up his character! He is literally playing the villainous cowboy.
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not-a-newt · 4 months
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In honor of my child killer post making an unexpected and dramatic revival, here's another cut perk from Fallout 2. It still technically exists in the game files and when applied it 1) does nothing and 2) is lost once you have sex with any npc.
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mswyrr · 2 days
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"If all ghouls can go feral, then the humans who chase them out of communities have a point--"
No, they don't. They're people with a medical condition?? No more prone to being dangerous than anyone if they're managing their condition and have safe options for end of life choices?
Like yes the "ticking clock" aspect of it is meant in the TV show to emphasize how Cooper's like a ghost haunting the Wasteland... but looked at from a worldbuilding rather than narrative themes pov, assholes who refuse to let ghouls live in community have made them exiled from life. That is not an automatic byproduct of their physical disability.
The idea that someone with an illness would deserve bad treatment if that illness was inconvenient enough/required "too much" care from their community is just so messed up.
And I bet we are going to see that what really broke him is when people started looking at him, seeing a monster, and then treating him like that no matter how hard he tried to do right...
So the TV show might even point out how bullshit that pov is.
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d1sc01nf3rn0 · 1 year
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Cait must be muscular.
Like Scorpia muscular.
They always paint and depict her as dainty and skinny, but she literally fights for a living and is canon that she uses steroids and drugs. That girl must be ripped. Farenheit too, that girl carries around a heavy gun like it's nothing. It we take into account that in some Fallout games you need a STR requirement to be able to use some weapons, those two must surely have some muscles.
I'm tired of seeing the strong women in the Fallout franchise draw as skinny women. Paladin Cross, Sarah Lyons, Veronica, Christine, Commandant Daguerre, Paladin Ramani.
Give. Them. Muscles. Cowards.
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twosides--samecoin · 6 days
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It's cool that RadAway is administered as a hanging IV bag in the Fallout show because now when I take 3 in quick succession in-game, I pretend my character is railing them like Capri Suns
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bongosinferno · 6 days
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I'm on episode 5 of the Fallout show; NO WHAT THE HELL I LITERALLY THOUGHT TO MYSELF "MAN I'M BEGINNING TO LIKE THIS SHOW" AND THEN THEY JUST REMOVE THE NCR FROM CANNON. WHY. THAT'S SUCH A FRUSTRATING CHOICE
also STOP PLAYING ON THE NOSE MUSIC I CAN UNDERSTAND THE PLOT WE DON'T NEED CONSTANT 50S MUSIC
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newvegascowboy · 1 year
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Proposal based on your food post and some things in Fallout.
:readmore:
Homemade sodas and sweet drinks are incredibly common based on home recipes passed down through the generations.
In Fallout new Vegas, and in Fallout 4 you can make drinks such as Nuka-Cola.
Filtering water and making it drinkable will be a big priority wherever you go. But making it palatable will also be a big goal.
Local settlements will probably mix sweeteners like syrup, juices, or even honey to mix it in the water.
Tea will be very popular too with all kinds of local teas made from local plants, sweetened with local sweeteners, and traded or even sold to each other.
Tea has the advantage of being boiled, filtered, and flavored making it a popular drink with massive variants between region to region and even settlement to settlement.
Brahmin milk will have a lot of nutrients and apparently good for treating radiation so odds are its also used as a medicine and a big part of a lot of diets.
Some rare drinks may still be possible but take a lot of work such as coffee, and ice cream.
Coffee needs specific growth and a lot of space to grow. So maybe it'll grow in small quantities.
There's ways to make ice cream without machines but it takes a lot of salt, ice, and milk. So you'd have to be very wealthy or very well located to have it
Shaved ice with simple syrups and fruits may make good treats in areas where there's a lot of ice
I fully agree with all of this! Not including it was probably a bit of an oversight on my part, but this is exactly the kind of extrapolation and worldbuilding I was aiming for.
Soda was invented in the mid 1800s, so I don't think it's beyond the realm of possibility for people to have reinvented soft drinks. Originally, the water was taken from springs that were naturally carbonated and today, we can do it at home with compressed CO2. Even if the drinks aren't carbonated, I totally believe and agree with the idea that they're making sweet drinks.
I was going to mention in the original post and forgot, but lemons? Those things totally still exist. Citrus is too much of a botanical freak not to have survived. It might not be lemons (or limes, or oranges) as we know them, but they are OUT THERE and that means lemonade is real.
Tea is canon within the realm of fallout because you can brew several different varieties in 76. Also, hot drinks are comforting, especially in the winter and I think it's totally reasonable to think that new brews have popped up with the addition Coffee grows in Mexico at a similar latitude to Florida and parts of the southern united states, so I think you could claim that certain strains have been cultivated and grown in those areas, though it might be rare and extremely expensive.
Ice cream's origins are known to reach back as far as the second century B.C., although no specific date of origin nor inventor has been undisputably credited with its discovery. We know that Alexander the Great enjoyed snow and ice flavored with honey and nectar. Biblical references also show that King Solomon was fond of iced drinks during harvesting. During the Roman Empire, Nero Claudius Caesar (A.D. 54-86) frequently sent runners into the mountains for snow, which was then flavored with fruits and juices.
Ice cream is one HUNDRED percent a thing in the wasteland. The milk and cream is easy to source from Brahmin milk. Cane sugar can be grown in Florida and Louisiana, so it's not unreasonable to think that that's another rare and expensive import. It would be easier and cheaper to get your sugar from tree sap or malt grain or reduced fruits, but cane sugar is out there. Making ice cream is a pretty popular thing for kids to do -- put some rock salt and ice in a bag with cream, sugar, and vanilla, and shake it until it freezes. On the coast, salt is probably pretty abundant, even if it's time consuming to harvest, but vanilla is probably one spice that nobody has access to in the wasteland.
Ice houses and cold cellars are probably pretty common in the wasteland, so ice could be available all year round. Plus, refrigeration is useful in the process of preserving foods rather than canning or bottling.
I think it's important to keep in mind that people are smart, and just because the bombs dropped, we didn't revert back to the stone age. The knowledge of canning, bottling, making jams and preserves, cold storage, curing meat, making cheese -- all that knowledge is old. Just because modern technology makes it easier doesn't mean people couldn't do it two hundred years ago. If the knowledge is lost, logic and human ingenuity will rediscover it eventually.
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media-illiterate · 5 months
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PSYKER HEADCANONS: FREE TO A GOOD HOME!
I wrote these out a while ago for my own use, and never posted them. But, as some people expressed interest, HERE THEY ARE! I'm gonna put them below a read more, because there's a lot of them. I have more on other psychic weirdness that I might post if people are interested in these.
(A reminder: Psykers are canon. There were psykers in fallout 1.)
Psykers - who often refer to themselves as Gifted - are individuals with strange powers and abilities – gifts* – that defy rational scientific explanation. Although they existed in small numbers before the war, psykers have become much more common since the bombs fell.
Psykers are fairly rare. Generally there's only a handful of psykers in any given geographic area, and they tend to stay on the move for their own safety. Many hide their nature for fear of being captured for study by high-tech groups such as the BOS or the Institute. 
Gifts broadly fall into two categories: Projective and Receptive. Projective gifts include things that have external effects, like telekinesis, telepathy, pyrokinesis, etcetera. Receptive gifts are more internal, like precognition, psi-empathy, etc. Some gifts, like dream-walking and bio-pk, straddle the line.
Psykers typically have a mix of projective and receptive gifts, but usually with a stronger affinity for one than the other. Really powerful projectives tend to have minor receptive gifts, and visa-versa. Being a psyker does come with free ESP, though.
Most psykers acknowledge that the sources and natures of their gifts are extremely varied: prenatal exposure to FEV and/or radiation, extended parental contact with psi-phenomena, genetics, and simple random mutation are all common explanations of a psyker’s origin.
Many psyker’s gifts are latent/dormant, and the individual doesn’t consciously experience anything unusual. Latent gifts can awaken any number of ways, with physical or mental trauma and exposure to psychic phenomena being common triggers. For some, it seems truly random.
Overusing a gift causes “Burnout”. Symptoms vary widely; sudden change in blood pressure,  heart rate, and body temperature are common, with purely neurological symptoms being rare but not unknown. Burnout can be deadly if a gift is pushed too far, especially for very strong psykers.
Receptive psykers are notably more common than projective psykers. Pykers with powerful projective gifts are rarer, and tend to be significantly more vulnerable to fatal burnout, but are not so rare as to be surprising. (I.E. How many serious athletes do you know?)
Receptive psykers are also more prone to advertise their gift (usually in return for caps) due to their intangible and thus easily dismissable nature. Projective types tend to be quiet about their Gifts for their own peace and safety, though some revel in the fear and awe they invoke.
Psykers tend to have really intense eyes, regardless of color. A psyker making eye contact tends to feel noticeably more… direct than normal. Especially if said psyker has psi-empathy or telepathy, in which case it can feel downright intrusive, like they’re inside your head.
Non-psykers can usually sense the use of a psyker’s gift indirectly. Someone standing near a telekinetic might feel their hair stand on end, while someone near a precognitive might feel watched. Regardless, strong gifts create a strong sensation of power and tension when in use. 
Psykers stand out to other psykers. When they get close enough they can just feel them on the edge of their perception: more there than everyone else, almost like they’re backlit. Distance varies with sensitivity, but two psykers would usually sense one other across a crowded street.
Psykers have an aura, influenced by their powers and personalities, visible to other psykers when they use their abilities, as well as in dreams. Psykers can also literally sense what other psykers are doing with their powers, especially projective gifts.
Extended contact (physical or mental) with a Psyker (especially one with poor control) or any class of psychic presence can result in… weirdness. This effect is typically non-physical, involving things like accidental dreamwalking and development of low-level esp. Often called “Uncanny” by true psykers, these individuals occupy a strange place between the mundane and the preternatural.
There are only two instances of Psyker powers being successfully suppressed, neither of which has proven replicable: Jack Cabot’s Abramelin-Field and the Master’s Psychic Nullifier. These methods were either developed by a psyker (the Master) or by an individual directly influenced by one (Cabot).
Only one Nullifier still exists, currently in possession of a psyker known as “the Forecaster” in the Mojave wasteland. Its development was possible only due to the Master’s inhuman intellect and innate Gifts; all attempts by the Vault dweller to even comprehend the mechanisms underlying the device’s operation ultimately failed, and the Brotherhood couldn’t find empirical evidence that it did anything at all.
Jack Cabot’s Abramelin-Field is only applicable to one entity: his father Lorenzo Cabot… or the entity inhabiting his body, at least. Although the field causes distress in other psykers (feelings of being smothered/blinded) it doesn’t stop them from using their powers. Jack’s studies have suggested it only suppresses his father’s connection to the crown rather than impacting its powers directly.
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helios-two · 1 year
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i’ve been thinking about this a lot but yknow. the main themes from dead money, the letting go and the beginning again, rather effectively set the scene for not only the rest of the fnv DLCs, but for new vegas itself and for fallout as a whole.
you can see aspect illustrated in old world blues, partially through the think tank being unable to let go of their prewar mindsets and methodologies, and by consequence being unable to begin again through being mentally stuck in the past.
it is also seen in lonesome road through ulysses having to let go of his anger towards not only the courier, who he uses mostly as a scapegoat, but all his past as a whole. he then has the choice to either be killed or to begin again in a new chapter of his life.
finally, those themes are applied in new vegas itself. the ncr, legion, and mr house are all unable to let go of the past while also actively trying to recreate it, always causing more destruction and displacement in their wake, they are unable to ever truly begin again. by extension, the entire fallout series can be captured through that one phrase. the struggle of beginning again in a new world requires letting go of the past that ended it.
that being said, i think fallout 4 has the “beginning again” part mostly down, but not so much the whole “letting go” aspect.
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