Roland
Moderator
I’ll just assume you kept reading and saw where I said spoilage would be better than passive depletion of fullness.So....if I set the slider to 25%, I will have 250 Meat in my chest instead of 1000.
How exactly did that help??
I’ll just assume you kept reading and saw where I said spoilage would be better than passive depletion of fullness.So....if I set the slider to 25%, I will have 250 Meat in my chest instead of 1000.
How exactly did that help??
First of all food is no longer an issue because players are playing the game smart and working hard to get to that point. What's the goal here? Work hard, play smart and still be starving on day 15? Nope, that sounds awful.I agree that food isn’t hard but I think I’d rather see food spoilage than having a mechanic that’s only result is in us having to eat more often.
Let me crash that idea of yours right here and now. If this ever happens it will work for like 1 build max. After that they will introduce greenhouses with heating and whatever and it will all be back to farm whenever and wherever you want. Zero impact overall.Also I would love to see seasons. Summer hot, food grows. Winter cold, no food growth. I like the idea of maintaining a farm through the summer and stockpiling for winter.
Why do you say this? They dont have to add in those things. But even of they did maintaining a greenhouse would still be more work than you have now. Heat, electricity, more work put into the building. Plus they could make the glass costs a lot.Let me crash that idea of yours right here and now. If this ever happens it will work for like 1 build max. After that they will introduce greenhouses with heating and whatever and it will all be back to farm whenever and wherever you want. Zero impact overall.
I was responding to Hek.I’ll just assume you kept reading and saw where I said spoilage would be better than passive depletion of fullness.
EXACTLY. I agree here and would love to see this added.Why do you say this? They dont have to add in those things. But even of they did maintaining a greenhouse would still be more work than you have now. Heat, electricity, more work put into the building. Plus they could make the glass costs a lot.
Either way this would still be more work than it takes now to run a farm.
So true. Now that I can make bacon and eggs, I have zero desire to put any further effort into cuisine, and I def. won't bother farming.1) The wellness mechanic meant the player would strive to make the best food to get the best wellness boost. So you'd go out your way to make Meat Stew. In A17, all food is created equal. It really doesn't matter what you eat, so why bother making anything but the simplest foods?
In your thread you had two points. One was dealing with the point at which hunger starts to impact the stamina max. The other one was having to micromanage hunger. If this idea in this thread gets implemented you will be managing your hunger more often than you are now and it truly will reach the point of micromanaging.Roland, I assume this is the thread you were talking about? If so, I don't think it is the opposite of what I was suggesting in my thread at all.
I would have no problem if this were implemented so long as the drainage is very slow. I always assumed that this was how it was anyway. I'm quite surprised to find out that hunger only depletes if your character moves.
Which day are you (1000 meats at day 7, yes, there is an issue), what are your settings (have a look at some other threads where newbies explain they don't find food), how many meat would you hope to have in your safes if the game was set as you would like ?So....if I set the slider to 25%, I will have 250 Meat in my chest instead of 1000.How exactly did that help??
It's also kinda weird that you would try this tactic again after I already explained to you that spoilage has been an off and on topic in these forums since the beginning. It has nothing to do with A17 and is not some mechanic barely brought up to fix anything. Nice try though.So it kind of smarts when food has been implemented so poorly in A17 that we are at the stage of discussing spoilage (ugh) as a mechanic to fix it, when it worked perfectly well in A16.
0.017 HP/Second * 60 Seconds/Minute = 1.02 HP/Minute, this seems simple enough.<passive_effect name="HealthChangeOT" operation="base_set" value="0.017" /> <!-- heal 1 point of (red) health / minute -->
If this works on the same scale as health then:<passive_effect name="StaminaChangeOT" operation="base_set" value="10" />
36,000 Stamina/Hour * 0.0068 Max Stamina lost/Stamina regenerated = 244.8 Max stamina lost/Hour.<passive_effect name="StaminaLossMaxMult" operation="base_set" value="0.0068"/> <!-- regening stamina costs food, blacks out the stamina bar -->
I had to check the date of that article. With most people in the western world obese or at least overweight, the statement in that article that "most" people can survive a few weeks without food is ridiculous. The average person today could survive months without food quite easily.Food is fine the way it is right now, it is not unrealistic.
https://www.sciencealert.com/the-true-story-of-a-man-who-survived-without-any-food-for-382-days
If you chose to 'Never move' you can last a long long time. Thing is...most people dont have the mentality to do nothing for such a long time.
Yep, same thing as with the seasons. Refrigerators would become a thing, especially when electricity exists, and again the game would be much harder for newbies, while endgamers will still get the same results.I don't get why people would want spoilage, because I don't see it changing anything in the end.
You're still going to have more food, at end game, than you'll ever need. Spoilage would just either force you to refrigerate it, or leave it in its raw form as grown plants in the ground (unless they're also going to spoil).