Spoiling food.

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catpurr
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Postby catpurr » Tue Sep 01, 2009 9:56 am

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)

---

How does that sound?
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Piscator
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Postby Piscator » Tue Sep 01, 2009 10:07 am

Interesting. I see a problem with how cooking projects work at the moment though. Without additional programming, we would have to add recipes explicitly asking for greasy stuff. But I'm not ProgD so I have no idea how big an obstacle this would be.
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BZR
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Postby BZR » Tue Sep 01, 2009 10:32 am

We would just have to add two additional resource types for each one.

Then, on a daily tick food would go greasy/smelling/disappear.

Task simple, but time-consuming.
catpurr
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Postby catpurr » Tue Sep 01, 2009 10:46 am

BZR wrote:We would just have to add two additional resource types for each one.

Then, on a daily tick food would go greasy/smelling/disappear.

Task simple, but time-consuming.


I think its unfortunally more complicated than this, since a recipie can be out of several ingredients, and every could be fresh or greasy. (Or actually should also take a combination of both). Sounds like a bigger hack then :-(
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Postby Piscator » Tue Sep 01, 2009 11:15 am

We would have to have food classes first, so that every item of the class "carrot" (regardless of fresh or rotten) could be used in a carrot stew. I think we should have something like this anyway though, since it could simplify cooking immensely. (You wouldn't have to have thousands of of recipes if a stew would just require "vegetable".)
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Elros
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Postby Elros » Tue Sep 01, 2009 12:04 pm

catpurr wrote:
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?


Ummm... Yes. ...


That is just plain retarded. Not only would that clutter everything up, it would also put a lot more strain on the server.
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catpurr
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Postby catpurr » Tue Sep 01, 2009 12:20 pm

Elros wrote:
catpurr wrote:
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?


Ummm... Yes. ...


That is just plain retarded. Not only would that clutter everything up, it would also put a lot more strain on the server.


Please read the topic on, we discovered that already.
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Elros
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Postby Elros » Tue Sep 01, 2009 12:40 pm

catpurr wrote:
Elros wrote:
catpurr wrote:
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?


Ummm... Yes. ...


That is just plain retarded. Not only would that clutter everything up, it would also put a lot more strain on the server.


Please read the topic on, we discovered that already.


I have read it, including your suggested solution. The fact is, this would not only clutter a persons inventory and object page with multiple piles of every single resource, but it would also have the database changing the values of thousands of grams of resources all over Cantr at every tick. This will clutter the database tremendously, and make things very complicated.
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Postby Piscator » Tue Sep 01, 2009 12:53 pm

The tick wouldn't have to be at every Cantr hour, but only once a day. Resource rot works the same way at the moment. All we would have to change is that the resource wouldn't disappear, but is transformed into the spoiled version instead.
I'm not sure though yet if the possible gain would justify the complications. We should ask the FTOers, I believe they have spoling resources.
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catpurr
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Postby catpurr » Tue Sep 01, 2009 1:37 pm

As piscator said, yes the db place food takes up would tripple. The ticks for rotting are there already, so no additional strain on that.

For the inventory one could do it aggregated.

You are carring 2340 grams of meat (1730 grams fresh, 310 grams greasy, 300 grams rotten)

Also e.g. the drop dialogue could look like this:

Carrying: 2340 grams (1730 fresh, 310 greasy, 300 rotten)
Amount of fresh to drop: [_____]
Amount of greasy to drop: [_____]
Amount of rotton to drop: [_____]
[OK]
Lord_Igor
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Postby Lord_Igor » Tue Sep 01, 2009 6:01 pm

Another possiblity would be to give every kind of food a half-life and, in general, have that prepared foods have longer half-times. Although that would mean food would start rotting immideatly and people could put food in piles small enough that the rotting is rounded down to nothing unless fractions of grams are kept tracked of.

Instead of disappearing, food could be turned into a general "rotten food". I don't know what practical use that might have and would perhaps just be thrown out, but it would look better.
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SekoETC
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Postby SekoETC » Tue Sep 01, 2009 6:23 pm

In FTO food rots fairly fast, or gets stale, but I haven't actually noticed it vanishing, it just looks more and more nasty. There are also no health risks involved in eating it but I wouldn't make a big show out of eating it as it's kinda like eating someone else's leftovers, in other words kinda embarrassing. But in Cantr people can't choose what to eat, it's all defined by a preset eating order.
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Marian
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Postby Marian » Tue Sep 01, 2009 7:04 pm

I agree with Elros here, this all seems really complicated and annoying. Different stages of rot is just not necessary.

If anything why not just use the decay system that's already in place, but make it apply to food no matter where it is. Just make it so that things like salted stuff and jerky lasts dramatically longer then it does now.
catpurr
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Postby catpurr » Tue Sep 01, 2009 7:29 pm

Marian wrote:I agree with Elros here, this all seems really complicated and annoying. Different stages of rot is just not necessary.

If anything why not just use the decay system that's already in place, but make it apply to food no matter where it is. Just make it so that things like salted stuff and jerky lasts dramatically longer then it does now.


Yes it does get complicated... The whole thing spawned from the observation that raw fish should be actually eatable. As long its really really fresh. Like in RL sushi, or herrings that are eaten raw.

Therefore the effort to make really fresh fish that can be eaten raw, and fish a few days old that cannot be eaten raw, but is perfectly fine to be cooked.
Last edited by catpurr on Tue Sep 01, 2009 7:30 pm, edited 1 time in total.
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€e$y
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Postby €e$y » Tue Sep 01, 2009 7:30 pm

I'm for it, but:

1) the decay rate should be very, very, very slow

2) chars should have an option to build the refigerator, which will preserve food as long as fuel will be inside the fridge. After that "the decay rate should be very, very, very slow"

3) various amount of buildings should have different speed for preservation, for example - If you keep sth in stone building, it will last longer than in wooden ones.

4) I'm a little bit worry about impact of this suggestion to people who goes on vacation and leave charries themselves. That's why I said that "the decay rate should be very, very, very slow"
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