Piscator wrote:Wait a minute... wouldn't that imply that you could have multiple piles of carrots in your inventory in various degrees of decay?
Another suggestion to save database place (I see how the one of above could like drastically increase the db space, even if displayed amounts would be aggregated).
* There are 3 possible conditions of food: Fresh (no adjective), greasy and smelling. (So you have e.g. at most 3 piles of carrots in your bag and in the database)
* Every tick x% (a few percent) of fresh stuff becomes greasy
* x is a property of the food (fresh fish for example 10%, while jerky and salted stuff 0.1%. Dry rice has 0%).
* Every tick y% of greasy stuff becomes smelly. y is again different to x and generally less.
* Every tick z% of smelly stuff disappears (just like currently happening with fresh food)
* Cooking with greasy ingredients makes fresh meals again (cooking destroys bacteria)
* Smelling food is useless and just an obstacle until it fades (its is the counterpart to reallife junk). Smelling ingredients do not make good or greasy meals.
* Eating greasy stuff has a %-chance to immediatly reduce ones health. (but still nourishes)
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How does that sound?
