Food System mentioned in 1.207 needs to be more than "eat/drink or die".
As the title says, the food system mentioned for 1.207 needs to have more meat to the feature than the classic survival food systems of "eat/drink this or die". I expect death from starvation/thirst to be a consequence of not eating/drinking enough. However there also needs to be some upsides and benefits to the system aside from not dying. Because if the only benefit from eating/drinking is you don't die, it's just a carbon copy/paste of every other survival food system out there and is all downsides with no benefits and something to manage purely to have something to manage. Personally I don't find that fun at all and I know alot of other people don't either.
So what would some upsides be to the system that could be used? Easy, temporary buffs to your engineer that could effect various stats. And of course the more obvious one is different foods potentially healing you over time at different rates.
Buffs:
The idea for buffs comes from food systems like minecraft that grant certain benefits to using the system aside from just not dying. Some examples of SE equivalent buffs that could be done are below.
-temporary 5% increase to the weight an engineer can carry on their person.
-temporary 5% increase to ability to see in the dark
-temporary increase to run speed
-temporary 5% increase to an engineer's weld/grind speed
-temporary 5% increase to engineer weapon reload speeds due to increased dexterity from a food item.
-temporary decrease in rate of hunger/thirst decay.
-temporary 5% increased resistance to certain hazard effects (could be expanded to all for specific foods)
If spoiled/poisoned food becomes a thing, one could take it in the opposite direction too. The list of possible benefits above is by no means exhaustive and are just some examples of stuff that could be done. I use 5% as my baseline for this stuff because it's enough to give a small benefit and give people some further incentive to want to interact with the food system without it being absurdly overpowered. Obviously keen could adjust numbers up/down from my proposed 5% if they wished, as I assume modders would be allowed to do as well. I'm also assuming we will be able to adjust the rate of hunger/thirst decay for our respective worlds baseline to further customize for our worlds.
This would also be a perfect time to add some functionality to kitchen type blocks to prepare food. New vanilla versions could be added for folks who don't have DLCs with functional kitchens as a whole adding value to previous DLC blocks.
I've always been leery of food systems because I despise when they're purely "eat/drink this or die" as I don't find that fun at all. However since one is coming I wanted to propose some potential upsides so it doesn't become something to manage purely to have something to manage. Or worse yet it becomes Farmville SE Edition and it becomes too much about the farming and not the engineering.
I would argue that we already have eat/drink or die with O2 and Energy. Expanding this to 4 factors would only be an irritation, not a real value to the game. I agree that these need to (exclusively) give buffs, not use-or-die.
I would argue that we already have eat/drink or die with O2 and Energy. Expanding this to 4 factors would only be an irritation, not a real value to the game. I agree that these need to (exclusively) give buffs, not use-or-die.
I'd prefer for the player to lose functionality as they lose hunger and thirst. Slower running speed when hungry, starvation point will remove sprinting and eventually only allow walking. I think combining thirst and hunger would be the way to go, having rations be the only nutritional source. Energy will then only kill you if the temperature are too low or there's no oxygen.
I'd prefer for the player to lose functionality as they lose hunger and thirst. Slower running speed when hungry, starvation point will remove sprinting and eventually only allow walking. I think combining thirst and hunger would be the way to go, having rations be the only nutritional source. Energy will then only kill you if the temperature are too low or there's no oxygen.
Ah yes. Don’t forget to go to the toilet every 5 minutes it you die 😀.
I would like some additional production chains and mechanics for some hi end blocks / weapon / buffs. Bioengineering thing where you can produce something new and important.
Having just eat and drink every 10 minutes or so will just annoy me. We just have finally fixed energy/gasses problem with new recharging block. Don’t add another annoying “needs”. At least make it optional so I can turn this thing off .
Ah yes. Don’t forget to go to the toilet every 5 minutes it you die 😀.
I would like some additional production chains and mechanics for some hi end blocks / weapon / buffs. Bioengineering thing where you can produce something new and important.
Having just eat and drink every 10 minutes or so will just annoy me. We just have finally fixed energy/gasses problem with new recharging block. Don’t add another annoying “needs”. At least make it optional so I can turn this thing off .
Three meals, five drinks(more if in high temp zone), 1 solid toilet and three liquid toilet(unless you are older) per day.
Which type of day though player or character?
Should there be a being in space pill as well?
SE farm simulator 2025 coming soon.
Break out the tractors.
Three meals, five drinks(more if in high temp zone), 1 solid toilet and three liquid toilet(unless you are older) per day.
Which type of day though player or character?
Should there be a being in space pill as well?
SE farm simulator 2025 coming soon.
Break out the tractors.
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