Change to manual eating

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Read the points below and rate here

Good idea
25
71%
Bad idea
3
9%
I feel ambivalent about this
4
11%
NOOoo it ruins the game!
3
9%
 
Total votes: 35
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SekoETC
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Change to manual eating

Postby SekoETC » Mon Jun 20, 2011 2:38 pm

1. People will be able to eat any healing or daily food, intoxicant (resources that give drunkenness, although most if not all of these will also be healing and/or energy foods) and possibly energy food if they're reintroduced, regardless of the character's current damage or tiredness.

2. The amount you can eat in a day will be limited to 8 kilos. This means you can heal 120% using onions and even more using more potent healing foods, but in the other hand it will prevent people from eating say, 20 kilos of grass or sugar.

3. 100 % drunkenness means a person has passed out and will be unable to do most things. Drunkenness will decrease with time.

4. Healing will still happen directly after the healing food was consumed. The ability to eat more than necessary will be due to point 6 and to allow eating for rp reasons (now you can finally have that ice cream and cookies without having to hit yourself).

5. Food that has been eaten will go into a "stomach" and will be purged at the eating tick. If a person has eaten a sufficient amount of daily foods manually, they won't eat automatically nor get hungry because their hunger has already been satiated. People who haven't eaten enough manually will still eat automatically.

6. The amount of grams needed to get to full health or to zero tiredness will be hidden. Instead it will show how much of your stomach capacity is available. This is mainly because enabling resources that serve multiple functions (healing/energy/drunkenness) and also enabling eating when you don't technically need it would be a coding/display nightmare. You can still access the healing values in the wiki, but you won't be able to see the exact grams needed, so it will put an end to the
X gives you 1 gram of healing food.
X says: "Eat this and let me know how many grams you need exactly."
If you don't want to use the wiki, you can find out ingame through experimentation. The event won't say how much your health/tiredness/drunkenness changed, but you can check the meters on the character description page. If you want to be a cheapskate, you can eat 1 gram at a time and check after each eating, but I assume most people will learn to approximate.
Last edited by SekoETC on Mon Jun 27, 2011 10:29 am, edited 1 time in total.
Reason: Noting auto eating will stay possible
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EchoMan
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Re: Change to manual eating

Postby EchoMan » Mon Jun 20, 2011 2:59 pm

I like the idea in general. Of course RD's number crunchers should be figuring out the exact numbers, but as a general guideline the values seem okay with me.
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Re: Change to manual eating

Postby SekoETC » Mon Jun 20, 2011 3:02 pm

Here's a list of how much damage one would be able to heal with 8 kilos of each healing food. As you can see, most numbers are over 100%. I would be okay with a limit lower than 8k but since there has been no limit so far, I assume people will be less likely to panic with a loose limit than something tighter.

Code: Select all

Name / % health recovered per 8k
---------------------------------
onions ..................... 120
spinage ..................... 48
honey ...................... 240
tomatos ..................... 61
popcorn .................... 144
nuts ....................... 149
bananas .................... 144
grass ....................... 16
papayas .................... 227
mushrooms ................... 91
sugar ....................... 13
grapes ..................... 179
apples ...................... 91
raisins .................... 200
pineapples ................. 211
mead ....................... 560
seaweed ..................... 48
croissants ................. 192
cookies .................... 192
coconuts ................... 240
boiled eggs ................ 600
healing liquid (k) ......... 320
dried mushrooms ............ 192
healing liquid (c) ......... 328
blueberries ................. 72
wine ....................... 499
salad ...................... 122
raspberries ................. 64
scrambled eggs ............. 640
blackberries ................ 88
clarified honey ............ 360
cornbread ................... 96
ice cream .................. 240
grape juice ................ 301
sake ....................... 176
healing liquid (e) ......... 352
beer ....................... 104
cider ...................... 411
apple pie .................. 182
lemon juice ................ 320
potato omelette ............ 176
healing liquid (f) ......... 400
healing liquid (m) ......... 336
stewed tomatoes ............ 120
cheese sandwich ............ 160
healing liquid (h) ......... 432
apple juice ................ 182
ginseng .................... 104
fruit salad ................ 224
rice pudding ............... 144
kisiel ..................... 160
grits ....................... 64
healing liquid (d) ......... 360
pickles .................... 240
spinach soup with garlic ... 122
couscous ................... 144
mulled wine ................ 320
healing liquid (a) ......... 352
strawberries ............... 120
tepache .................... 285
healing liquid (l) ......... 528
gingerbread ................ 240
granola .................... 157
piernik .................... 640
raspberry jam .............. 280
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Re: Change to manual eating

Postby RedQueen.exe » Mon Jun 20, 2011 4:08 pm

Pretty much the only issue I have is having to rely on the display to figure out how much we healed for, as it means experimentation in game will produce incorrect results due to rounding errors. I also don't like not being able to tell if I am at 0.4% damage or 0.0%. Can we at the very least extend the display of damage to the tenth's decimal place?

Maybe I'm just being a min-max'ing jerk, but I don't like finding out that I had a tiny bit of damage after the first tick of a lockpick project and having to spend an extra hour on it because I didn't realize I was damaged.
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Re: Change to manual eating

Postby SekoETC » Mon Jun 20, 2011 4:27 pm

Somebody pointed out earlier that lockpicking always takes one hour more due to tiredness, I'm not sure if it's true but if it is, maybe it could be changed to something like 7 and a half hours since it would be silly that somebody had to spend an extra hour due to something smaller than 1 %. The bars do show amounts smaller than 1 % but I'm not sure of the level of accuracy. I'd rather have a game where it wasn't necessary to know healing rates that precisely.
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Re: Change to manual eating

Postby RedQueen.exe » Mon Jun 20, 2011 4:31 pm

I'd agree with that, and am voting my conditional support. I realize you can kind of see something on the bar for those low percentages, but I want to actually see it reflected in the number that is displayed.
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Re: Change to manual eating

Postby masterekat » Mon Jun 20, 2011 6:32 pm

SekoETC wrote:I would be okay with a limit lower than 8k


Me too, since having a limit that high kind of defeats the purpose of having a limit at all. But beyond that, its a great idea!
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Re: Change to manual eating

Postby Indigo » Mon Jun 20, 2011 9:12 pm

*Waiting expectantly for drunkenness to be finally implemented* :D

Just a question. Will there be something to deal with drunkenness? Maybe drinking coffee, or even tea, would reduce the effects of drunkenness?
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SekoETC
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Re: Change to manual eating

Postby SekoETC » Mon Jun 20, 2011 9:45 pm

Sure, good idea. I just tested it and it's possible to give something a negative drunkenness value, this makes it reduce drunkenness without any need for additional coding changes. But if you have 100% drunkenness, it counts as being passed out, so you won't be able to consume anything. And it's possible to drink oneself to that state without any warning so when/if it actually goes live, I recommend experimenting with small amounts first. Also I assume that in the new version, it would also be possible to create foods that are poisonous or cause hunger, as long as the unsigned value was removed from related fields in the database. This has been tested in the past but then I didn't know how to deal with templates, so it was saying you need negative grams to heal, but now I figured out how to make it use a new translation tag so it doesn't say anything about needs.

I just had a cool idea, what if it was possible to eat coal like medical coal, it would reduce drunkenness but maybe it should also reduce health if you eat too much.
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masterekat
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Re: Change to manual eating

Postby masterekat » Mon Jun 20, 2011 10:07 pm

SekoETC wrote:I just had a cool idea, what if it was possible to eat coal like medical coal, it would reduce drunkenness but maybe it should also reduce health if you eat too much.


I like this.

Also I assume that in the new version, it would also be possible to create foods that are poisonous or cause hunger


If you can eat coal, you should also be able to make and eat hemp cookies, which make you more hungry and more tired. :mrgreen:
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Re: Change to manual eating

Postby RedQueen.exe » Mon Jun 20, 2011 11:52 pm

Indigo wrote:
Just a question. Will there be something to deal with drunkenness? Maybe drinking coffee, or even tea, would reduce the effects of drunkenness?


Well, that wouldn't be particularly realistic.
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Re: Change to manual eating

Postby SekoETC » Tue Jun 21, 2011 12:02 am

I think it would make sense, as long as it was inefficient and expensive enough that people couldn't use it all the time.
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Re: Change to manual eating

Postby Indigo » Tue Jun 21, 2011 12:11 am

RedQueen.exe wrote:
Indigo wrote:
Just a question. Will there be something to deal with drunkenness? Maybe drinking coffee, or even tea, would reduce the effects of drunkenness?


Well, that wouldn't be particularly realistic.


Why not? I'm not saying it should take the drunkenness away, just -reduce- the -effects-. In my experience, and I doubt I'm the only one, a coffee helps to clear -a little- your mind when you're drunk.
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Re: Change to manual eating

Postby EchoMan » Tue Jun 21, 2011 11:21 am

Cantr is not about realism. If we decide tea and/or coffee speeds up your sobering process so be it. As long as things fit into the theme of Cantr. Also, we need more use of tea et. al. since we removed that they cure tiredness instantly (even more non-realistic?) they have no use.
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Re: Change to manual eating

Postby SekoETC » Tue Jun 21, 2011 1:41 pm

The tiredness reducing aspect for coffee is 200, when the instructions say even 150 is a lot. Maybe it's just too big. And maybe there could be a separate limit for energy restoratives, then people could only recover a limited amount a day instead of unlimited, or even several kilos limited by stomach capacity. I'd like to see energy foods making a comeback since it was very useful if you had to initiate several dragging attempts and it gave you a little bit of tiredness to prevent success when you finally found someone to help you, then you could drink tea and make it successful, and it was only about a few percent.
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