This section is inevitably going to be a controversial one since even in the year of 2025 there are still people who get inexplicably upset at the simple suggestion that Warly isn’t some meta-defining S tier character, and I’m not expecting to convince everyone, but at least I can try to explain why I think that almost all of Warly’s dishes do not reward the player enough for the time and resource cost necessary to make them. To keep things simple, I’ll start with the non-buff dishes, then the buff dishes, then end with the spices.
Non-buff dishes (these are not really that relevant):
Puffed Potato Soufflé: Ok, we’re starting on a bit of a tangent here but I just have to rant about this dish. Back in shipwrecked when this dish was called sweet potato souffle the point of it was that sweet potatoes could be picked up like carrots in certain islands and eggs would literally fall from jungle trees, thereby not requiring any sort of setup to make it. Was it a good dish? Not really, since as far as I know it just competed with pierogi which was made with arguably fewer ingredients and restored twice as much HP, however I think in DST it somehow has even less of a niche. Not only does it still compete with pierogi, it now also competes with creamy potato puree and fancy spiralled tubers, both pretty much better options, and it recovers less health and hunger than just eating the cooked potatoes (if you’re thinking about giving it to your teammates). This dish is a little fish in a big pond, and I don’t think I’ve ever seen anyone make it. I think a simple stat buff might be good enough to give it a niche, it just wouldn’t be all that interesting. 40 health and 62.5 hunger would be more in line with the cost of the ingredients, although it wouldn’t feel like a proper exclusive dish either way.
Moqueca: This dish is whatever at the moment since it’s basically just a late game luxury, but it would be indirectly buffed by the suggestions described in the third section of this post.
Monster Tartare: Simply a punishment dish at the moment, but if my suggestion of extra stats on the first consumption got implemented this dish would receive an interesting niche, as if I’m not mistaken the first consumption of dishes in shipwrecked actually reduces negative stats as well (please correct me if I’m wrong here). This would make it reduce less health and sanity while buffing its already fairly high hunger, making it an actually decent option for Warly players to complete a food cycle when they only have monster meat around.
Fresh Fruit Crepes: Rant time again; this dish requires 1.5 fruit value, which wasn’t a problem in shipwrecked since both coconuts and bananas (obtainable in the starting island) had a fruit value of 1, but this is a problem in DST because fruits with a value of 1 aren’t easily accessible in the early game (you need bananas, big glow berries, or farm fruits). This was clearly meant to be an early game dish in shipwrecked that rewarded Warly extra for luckying out with butter, so it'd be nice to reduce its fruit value requirement to 1 to make it more in line with its original niche.
Bone Bouillon: Actually fine for what it does (cleaning up other player’s skeletons, and mass produceable by letting fish rot iirc), and it’d be indirectly buffed for the early game with the suggestions described in the third section of this post.
Buff dishes:
Grim Galette: This was a dish that sounded interesting when Warly first got added, but unfortunately its upsides simply never come into effect at the stage of the game where you have the dish. Its intended use case is to allow players to either heal from sanity restoration sources or to recover sanity from healing items, but unfortunately the fact that it requires both onion and potato, two crops that you won’t have a lot of until the mid-game, severely restricts the situations in which you’d make this dish. Potatoes and onions don’t grow naturally, so the only way to use this dish at the right time would be to carry it with you in preparation rather than to make it on the spot, but the problem with this is that at that point there’s no reason not to just carry more healing or health items, such as creamy potato puree.
I understand that some people would like to imagine there are interesting clutch uses of this item, such as giving it to a Wormwood buddy when his health is low for him to recover sanity from planting stuff or whatever, but I’ve never seen these types of situations expressed as anything other than hypotheticals. However, I might have a controversial suggestion that could make this dish much more interesting: Ditch the veggie requirements altogether and make this dish able to be made with just 2 nightmare fuel and 2 twigs. Since nightmare fuel can be obtained anywhere, this means you could obtain this dish anywhere and cook it on the spot on demand, thereby significantly increasing the chances you might encounter a situation where it’s genuinely useful. It’s raining in the ruins and your sanity is extremely low, but you have a bunch of healing salves on you? Kill those 2 crawling horrors, make a grim galette real quick and you’re suddenly at full sanity and can heal back up from the damage. I still wouldn’t consider this dish to be all that useful but at least it’d be fun to come up with use cases for it when you need it the most.
Glow Berry Mousse: Hands-free lighting sounds cool, but if you actually try to use this dish you’ll quickly notice its light radius quickly diminishes to the point where it’s less than a magiluminescence, and that makes you have to constantly reapply it to get the bigger light radius. Don’t get me wrong, this dish can be really convenient when you make it in bulk (which is possible thanks to the forest stalker), but the way this dish is designed would lead you to believe that Warly would be encouraged to grab a few glow berries on his way to the ruins and do the whole ruins clear only using the buff from this dish, and unfortunately that just isn’t a thing with how quickly it runs out. Some people wrongly believe this dish makes Warly an excellent scienceless ruins rusher, but unfortunately it’s not really any better than just using torches and eating the raw glow berries until you get a magiluminescence.
Is this a bad dish in concept? No, and if Warly could make better use of it with fewer ingredients it’d be much easier to integrate it into a wider variety of playstyles, and that’s going to be the recurring theme with the buff dishes other than grim galette, which is that simply having a longer duration would make them much more flexible and fun to use, and that leads me to my main suggestion which so many others here on the forums have suggested as well: Make Warly get twice as much duration from his own buffs.
For the record, I don’t think this should be locked behind the skill tree, I think it should be part of his base kit just like the improvements Walter got to his base kit during the beta. This wouldn’t break the game, this wouldn’t be unbalanced, it’d just straight up make him much more fun to play and encourage players to actually play Warly rather than just swapping to him to make his buffs, since getting twice as much value out of each of each buff would be a very good incentive to actively stay as him. In this case, 4 days of hands-free lighting, even if you have to reapply it every 2 days or so to keep the light radius big, would be a really interesting incentive for Warly to either rush the shadow pieces for the shadow atrium or to spend long stretches of time in the caves.
Fish Cordon Bleu: This is the only dish among the buff dishes that I think is genuinely fine, as it is not hard to obtain in small quantities and can be mass-farmed if you really want to, and the double buff duration for Warly suggested in the previous paragraph would make it an interesting alternative for hands-free wetness throughout spring without having to grind as much as you currently have to (in its current state most people don’t really bother mass-producing it and basically only use it alongside volt goat jelly for fighting in the rain).
Asparagazpacho and Hot Dragon Chili Salad: I understand that some people swear by these dishes, and the idea of never having to heat up during winter or cool down during summer sounds awesome, but these dishes could really use some buffs for multiple reasons. Both of these dishes are objectively useless from a time-efficiency standpoint, as they never save more time than it takes to make them. Some time ago I calculated that if you swapped to Wormwood and planted all the seeds in bulk, you would have to make enough hot dragon chili salad to last you for 14 years just to break even on the time spent planting the seeds and cooking the dishes with the time saved by not having to heat up, and that’s not including the time needed to obtain the seeds or the wax paper needed to bundle that many of them. Essentially, there is never really a situation where making this dish will save you more time than it takes to make it, and asparagazpacho is even worse, as ice is much harder to obtain in mass quantities.
But I understand that these dishes aren’t meant to be efficient, they’re just meant to be convenient, but unfortunately they don’t really offer a lot in that department either. Yes, standing around burning trees to heat up sucks, but I think myself and most other players would rather do that than mass-produce the ingredients needed to make these dishes unless they’re just doing it for the sake of it, and even then there are multiple other options that are just as convenient as these dishes: Building furnace stations or ice boxes around the map to swap out thermal stones immediately, carrying ice chester with 2 thermal stones to never have to cool down, or simply carrying a watering can and a thermal stone are all extremely convenient methods with very little downtime that are vastly more time-efficient and cheaper than these dishes. You could even bundle thermal stones, which does require some micromanagement, but these dishes have to be bundled as well after mass-producing since they spoil (and unwrapped constantly if you don’t carry a polar bearger bin) so they aren’t better in that aspect either. You only really make these dishes because of the reward of working towards a luxury item, but that doesn’t make them useful.
IMO these dishes need twice as much buff duration alongside Warly’s double buff duration. This would make characters able to have the effect active for an entire summer or winter with 12 of these instead of 24 and Warly himself would only need 6, a much more reasonable amount that would actually make them an attractive alternative to insulation or thermal stones while making them significantly more convenient.
Volt Goat Jelly: This dish is pretty much non-existent in the early game and arguably even the mid game due to the insane RNG factor of volt goat horns and scarcity of volt goat herds, as well as its max potential being locked behind rain that isn’t consistent until spring. That said, the double duration suggestion for Warly would make this dish much more flexible, especially towards the early to mid-game, as you’d no longer need 2 volt goat horns just to solo one boss, since a 10 minute duration would give you plenty of time even if the world isn’t wet. This dish will be further discussed in the next section of this post.
Spices:
I would first like to suggest increasing the base buff duration of spices from 4 minutes to 5, to make them consistent with the buff duration of Warly’s buff dishes. I’m not sure why this discrepancy exists as it makes it awkward to have to apply pepper to another dish just to refresh 1 minute of the buff or just give up on it for that entire minute.
Pepper spice: This spice suffers from being an absolute hell to obtain in the first autumn, with a roughly 2% chance from either catcoons or random seeds, meaning you’re not obtaining any significant amount of this spice for potentially many hours. However, with a 10 minute buff duration for Warly himself, plus indirect buffs that will be discussed in the next section, this spice would become much more useful and flexible and I think it’d be in a good spot without further changes.
Honey spice: This spice is fine as is, but it does have some flexibility issues since you’re really only encouraged to pop it before an extended chopping or mining session, such as during a ruins clear. This makes me think that I would really like it if spices could be crafted and applied to dishes without the need of the grinding mill or seasoning station. There’s a fear that this might make those structures redundant, but I think this could be implemented in many ways and still significantly improve the character without resulting in that issue. For example, the grinding mill could craft spices in bulk at a discounted price, and the seasoning station could be changed to be able to apply spices to entire stacks of crock pot dishes. Another alternative would be to make the craftable spices smaller versions of sorts that last for a minute and are cheaper to make, thereby making them much more useful in scenarios where you don’t need several minutes of the buff to get value out of it. These suggestions would be perfect for Warly’s skill tree to add IMO, sort of like Wendy’s ectoherbology tree but with spices.
Garlic spice: This is going to be the most controversial suggestion in this post, since some people absolutely swear that this spice is powerful, but I just don’t see it that way. Garlic spice is essentially a safety net; if you’re not confident you can survive getting hit a lot this spice will help you, but unfortunately it cannot be used as anything other than a safety net. Yes, damage reduction is essentially reverse healing in a way, but the problem is that garlic is a farm crop, and farm crops are notorious for being mass-producible healing sources, which means garlic is only providing the same benefit all other characters can already get in a roundabout way. Add to that that this spice does not reduce damage taken by your armor, and you essentially get a spice that is useful for very inexperienced players but that doesn’t really provide a resource saving benefit otherwise.
However, @grm9suggested something that I find extremely interesting and could make garlic spice one of the most uniquely useful items in the game. The suggestion is that while active, garlic spice acts as a permanent, invisible 70% damage reduction armor piece, and then it applies the 33% damage reduction on top of that. This does not increase damage reduction any further than what garlic already does when wearing any armor piece better than a grass suit, as damage reduction does not stack, but it does split the durability loss like a 70% armor piece would with your other armor. For example, if you tank a fuelweaver attack (100 damage):
Wearing nothing but a marble suit: 95 damage to marble suit, 5 to health
Wearing a marble suit + football helmet: 51.57 to marble suit, 43.42 to football helm, 5 to health
Wearing a marble suit + football helmet + this hypothetical garlic spice: 36.83 to marble suit, 31 to football helm, 27.14 armor damage gets absorbed by garlic, player takes 3.333 damage
This would give garlic an actual niche as an armor-saving defensive spice without increasing its damage reduction further than it currently does. However, it would have a completely new use alongside that, as the invisible 70% armor combined with the 33% damage reduction would mean that the player would have permanent 80% damage reduction at all times while the spice is active, effectively turning the player that eats it into a diet weremoose for 5 minutes. Some might see this as being too strong, but I think it would be an incredibly unique perk, allowing players to comfortably use combinations of gear during fights that might be too risky to use otherwise, most notably the enlightened crown and magiluminescence, which would leave you without equipment slots for armor (besides the shield of terror). Wigfrid can already give players 80% damage reduction for dirt cheap, so I honestly think an alternative like this could be incredibly refreshing to see and give Warly an unexpected new upside for servers with lots of players and no pig skin around.
Salt crystals: These would become redundant if my food buff idea got implemented, and frankly they’re kind of not used by anyone either way since all they provide is a tiny buff to healing, so I propose something completely unique instead to give to this spice: Allow any dishes seasoned with this spice to never spoil, effectively giving Warly an interesting alternative to bundle wraps that doesn’t require micromanagement, and which frankly fits the theme of salt much more than the odd healing buff they currently give.
Other buffs I would like to see: I think the skill tree would be an incredible opportunity to allow Warly to select dishes made with boss drops for unique effects. Stuff like using the shadow atrium to create a dish that grants immunity to shadow creatures like the bone helm, a dish with royal jelly to grant the bee queen crown effect without having to wear it, etc. However, one buff in particular I think would be really cool to see on Warly would be a speed-increasing spice that can also be fed to beefalo, making Warly unique as the only character that can get a speed boost while riding one. I think this dish would fit him more than anything else because of his jack-of-all-trades nature, giving him a unique tool to explore the world faster. These are just random suggestions though.