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Oldman Robustin wrote:It's an established meme that coders don't play this game.
Violaceus wrote:lol there is already identical thread
paprika wrote:3 hours of not eating food won't make you die
youngbuckliontiger wrote:I mean if you just take away the speed reduction when you are hungry. Eating a certain food can have different buffs. Like eating more meat makes your punch do more damage. Something like that.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
Violaceus wrote:Buffing food with healing and super effects is stupid.
Do you get special advantage while you breathe? No? That's because breathing is vital and obligatory. Same should be with food.
And this is just repeating previous thread.
Scott wrote:There is no such thing. The air either has enough oxygen or too much oxygen. Or plasma.
Alex Crimson wrote:paprika wrote:3 hours of not eating food won't make you die
Hell if we are going for realism, why does it take so many hits to the head with a toolbox to kill someone? One would be enough. The game doesnt need complete realism. Rounds on /tg/ are pretty short. The game doesnt seem very optimized for such short rounds. Making people get hungry a little faster isnt a bad idea.
Violaceus wrote:kosmos wrote:Scott wrote:There is no such thing. The air either has enough oxygen or too much oxygen. Or plasma.
It was a hypothetical situation, thus "what if". I'll try to be more clear:
Burgers, very quick and easy to make --> satiates hunger, no buff, nothing else.
Some high tier recipe made out of diamonds, doctor's delight & whatnot, difficult to make --> satiates hunger, has a buff to heal you slowly for a very long time.
>eating diamonds
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
Jalleo wrote:Just dropping this here so everyone is aware there I made this issue report recently for chemistry and food is a part of chemistry mechanics wise. Apart from some edge case scenarios.
https://github.com/tgstation/-tg-station/issues/5547
Most foods that heal have chemicals in them. So to make food better it may require a rework of the whole of chemistry and if so that suggests a partial rework of medical.
Now onto another bit:
With this case it is complex there have been discussions about it recently. Even before these threads by a couple of days. This thread I like how the talk is about creating a focus on how to differentiate between quick food and complex food. But there are more than one reason:
1. would you as a chef be willing to use up more items to only make 1 item?
2. How are the botanists this shift are they helpful or bad? If their bad you will be crutched on public garden and cargo.
3. Do you know about the upgrades you can get for the microwave? Will science help you?
Jalleo wrote:It will most likely be done by someone else with a chemistry system rework. And yes coders are against adding new chems at the moment because the system is well bad.
Edit: anyhow this change to food seems like the best thing to occur at the moment. https://github.com/tgstation/-tg-station/pull/5584
Alex Crimson wrote:How would that help exactly? That just changes the way you make food, it doesnt address the issue of a chefs job being rather pointless. Its an ok change, but you will still just be making random food that people will not eat.
cedarbridge wrote:Not gonna lie. You alcoholics drink some weird shit for a buzz.
fleure wrote:cedarbridge wrote:Not gonna lie. You alcoholics drink some weird shit for a buzz.
Alcoholics don't drink that, they get the cheapest booze they can find.
cedarbridge wrote:You're all the same to me :^)
flazeo25 wrote:could we have food tied to running, so running speed now would be nerfed a little but would become walking, and new running would be much faster but works on stamina which food replenish, so if your complety hungery you can only walk slowly at current walk speed, so junk food from vendors would fill hunger but disapper quickly while chef food may make you run longer or give other neat effects if their high class food.
Konork wrote:People don't want to move slow, even though it's one of those things that may be better for the game in the long run.
Rolan7 wrote:Konork wrote:People don't want to move slow, even though it's one of those things that may be better for the game in the long run.
Yeah, people need to move full speed forever for no effort. Anything else is "OH NO REALISMS".
Somejerk wrote:All this food we consume and we don't even need to use the toilets. We should have to poop once in a while. If you don't go to the toilet your jumpsuit gets shit all over it and you have to use a washer or get a new suit.
Edit: Oh yes, and if you don't clean it people around you start to vomit and receive a small amount of toxin damage over time
Violaceus wrote:I knew someone will try to disregard this thread by making such sugesstion.
youngbuckliontiger wrote:Somejerk wrote:All this food we consume and we don't even need to use the toilets. We should have to poop once in a while. If you don't go to the toilet your jumpsuit gets shit all over it and you have to use a washer or get a new suit.
Edit: Oh yes, and if you don't clean it people around you start to vomit and receive a small amount of toxin damage over time
This actually could work...
flazeo25 wrote:could we have food tied to running, so running speed now would be nerfed a little but would become walking, and new running would be much faster but works on stamina which food replenish, so if your complety hungery you can only walk slowly at current walk speed, so junk food from vendors would fill hunger but disapper quickly while chef food may make you run longer or give other neat effects if their high class food.
dezzmont wrote:Food makes a lot of sense as a limit to how long you can be in private, secure areas with no interaction with other people. To make it work in this capacity would just require that all vending machines enter a public space, and perhaps installing an upper limit on fed status if you eat out of one.
Hunger was originally a much larger part of the game, but it was removed because it forced people to stop 'doing their jobs' to leave their work area every so often at a rate that caused food production jobs to be important, which was the freaking point. People claimed it was unfun and not important because it was a simulationist aspect, but it played a major part in circulating players around and 3 entire jobs were dedicated around the system, the bartender, chef, and botanist, with the quartermaster and cargo techs playing a minor role. There is a somewhat complicated production chain for filling high end foods that doesn't do what it is supposed to when food is insignificant. You don't get famine events either which were always a blast.
Not everything in a game is designed to maximize an individual's ability to have complete freedom to do what they thing is fun uninterrupted and without distraction.
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