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FredHats

Survivalist
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Posts: 309 Member Since:18 January, 2016

#21 [url]

9 February, 2016 01:52:27

I had a similar idea to that in the Farming ODT, but that one just made cattle attracted to the haybale and want to stay within a certain number of blocks (like when you throw tall grass). The idea for animal food would be a big one, because then you would have the issue of starving if they aren't fed enough. Animal populations would plummet- not good.

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Raccoon

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Posts: 801 Member Since:30 December, 2015

#22 [url]

9 February, 2016 03:09:49

They already do, it takes about a week but eventually they flash red and die. I've seen it myself I.thought up hay to prevent this problem.

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FredHats

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Posts: 309 Member Since:18 January, 2016

#23 [url]

10 February, 2016 02:22:35

Then how come I have living next to my house (in Harmless) over 30(I have counted) wolves, 8 bears, and 16 lions? Natural spawning, never seen the likes of it before. They have been there much longer than a week, and I prey on the occasional straggler for leather or fur. While on the other side of the mountain my house sits on,, I have a huge herd of gathered cattle I need to count yet, but it exceeds twenty. How is there starvation if both of these huge groups can survive in a tiny area without any prey/ grass? Maybe what you saw was something separate from starvation, a despawning or glitch.

As for adding a new food, how about bacon grease? It comes in the dotted area next to the finish spot in the furnace, and is required for cooking certain foods.

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Raccoon

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Posts: 801 Member Since:30 December, 2015

#24 [url]

10 February, 2016 04:03:34

I don't know if predators automatically die, but I have watched saddled horses do it. It is also possible that animal deaths are slowed down or stopped in harmless mode.

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FredHats

Survivalist
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Posts: 309 Member Since:18 January, 2016

#25 [url]

5 March, 2016 22:04:10

We gotta add caviar/roe. We have a big talk about it in the fishing ODT, but it would be really awesome to be *fine dining* in Survivalcraft. Have some roast duck and caviar for a fancy restaurant. I would love it so much. Maybe add octopi and calamari, that would be cool too, but octopi belong in the animal ODT.
Fancy dining is the way to go!!

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FredHats

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Posts: 309 Member Since:18 January, 2016

#26 [url]

7 March, 2016 03:26:16

Also: can we make cacti edible? Most cactuses are actually, and they would be very easy to steadily farm.

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FredHats

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Posts: 309 Member Since:18 January, 2016

#28 [url]

7 March, 2016 22:50:01

Exactly!

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MsJackson

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Posts: 27 Member Since: 3 June, 2015

#29 [url]

8 June, 2016 07:49:56

I just had another idea.. why don't we add pasta? We could make it out of dough, and craft it like sticks. Each lump of dough equals a whole serving of pasta noodles, or 30 pasta "sticks" we could make it by boiling it in the furnace. It would give you a health value of at least two hearts, and a hunger satisfaction of four. Also, I don't really care if the name is survivalcraft. In real life, even in the wilderness, you would have more food options than we do now. Especially since we lack fruits and vegetables, which happen to occur naturally in specific environments. So stop whining about it being a survival game, when you have less options in game then what would be presented to you if you really were to try to survive out in the wild.

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MsJackson

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Posts: 27 Member Since: 3 June, 2015

#30 [url]

8 June, 2016 07:56:36

Oh my gosh.. thank you!!! I have been trying to get people to look at the possibility of having fancy things in this game, but everyone complains so far and enjoys living rugged with the bare minimum, without realizing that these "fancy" foods are found in the wild. It would be marvelous to have these! Also, what about crabs, or lobsters, or oysters as well? Now we're talking!

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Raccoon

Farmer
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Posts: 801 Member Since:30 December, 2015

#31 [url]

8 June, 2016 22:45:32

My problem with said "fancy" foods is: what's the point? In real life, we eat a wide variety of foods so we can get a wide variety of vitamins. In sc, you can thrive on a diet of nothing but boiled ostrich eggs, and transport a lot of nutrition efficiently with them. With no mechanic to reward eating a wide variety, there is just no need to eat pasta rather than baguettes.

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Iloverealism

Survivor
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Posts: 32 Member Since:11 June, 2016

#32 [url]

16 June, 2016 17:42:35

All of you adding so much variety of foods makes the game too easy in terms of hunger. So, I propose a game mechanic that counters it and at the same time give a reason to make the foods all of you propose valid and have a reason to exist in the game. That way, Kaalus might reconsider eliminating your ideas for food.

That new mechanic will be called "Diminishing level". It will be applied to anything edible in the game.

How it works :
I will set each existing food to be able to be eaten 30 times before diminising starts. A player cannot eat the same food all the time. The nutrition level will start to drop so the ability for that particular food to fill your hunger will drop. For example, You have to eat 10 apples just to fill one square.

Basically, it means the more you eat the same type of food, the more you have to eat that same type of food just to fill yourself which is a waste of resources and time.

That FORCES the player to explore more types of food to consume which gives a reason for what all of you proposed to exist.

After passing the 30 time mark, the amount of the same type of food you have to eat to fill yourself will increase by 10% each time you eat it after the mark. The food will only return to its normal level if you do not eat it again.
For 15 days in SC you do not eat the same food, the amount of food needed will only decrease by 5%

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symbiote

Apprentice

Posts: 8 Member Since:17 December, 2016

#34 [url]

1 June, 2017 12:57:06

Expanding animal products

Currently, the only food items we get from hunting animals are "meat" "bird" or "fish", when in reality an animal corpse has more to offer. Also, the only way these foods can be prepared is cooking them directly in the furnace which just makes them "cooked [insert meat type]". In order to add diversity and realism to the food system, some of the following features could be added: 

- when killed, all animals drop some or all of the following:

  • meat
  • bone
  • fat
  • possibly sinew for animals that currently don't drop food
- as the total number of food items dropped by an animal would increase, the nutritional value of each food would have to decrease proportionally to keep the same total nutrition form an animal.

- an item called a "pot" or something similar could be added. You would be able to edit this like a bow, and there would be four slots which you can put food items in. The pot would then be put in the furnace, heat would be applied, and it would output a meal depending on the ingredients you used, as well as the empty pot. 

- depending on the combination of ingredients used in the above process, the resulting meal will be different. For example:
  • water + meat -> "boiled meat"
  • water + meat + 1 other ingredient (fat/bone/rye/pumpkin/milk/dough/egg) -> "stew"
  • water + meat + 2 ingredients -> "hearty stew"
  • water + 1,2, or 3 non-animal ingredients -> "soup"
  • water + bone -> "broth"
  • water + dough -> "dumplings"
  • fat + meat -> "fried meat"
  • fat + meat + 1 or 2 ingredients -> "stir fry"
- meat/bird/fish cooked directly in the furnace would be called "roast" or "baked".

- "bone" could also be used for tools, "fat" could be used for torches, "sinew" could be used for string.

What are you opinions?

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tinkerer14

Moderator
Farmer
Old Timer

Posts: 871 Member Since:21 April, 2014

#35 [url]

1 June, 2017 13:53:26

One potentially (slick) idea

More animal products? Ok...how about animal fat can be used to make oil for lanterns and for Making animal scents for attracting prey.

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symbiote

Apprentice

Posts: 8 Member Since:17 December, 2016

#36 [url]

2 June, 2017 17:40:04

Good thinking..
Also, following on from Iloverealism’s ideas, which I agree with, maybe we could have a rudimentary system to keep track of specific nutrients within food, which would adversely affect the player if they don’t eat a balanced diet. Foods would still fill the on-screen hunger bar in the same way as they do now, and the player’s health would still only start going down if that bar got to zero, but at the same time there would be hidden “bars” for specific nutrients, which would deplete over time and only be filled if foods containing the relevant nutrients are consumed. When these go down, health doesn't drop but the player is affected in different ways.

For example, if the player had been living off pumpkins and hadn’t consumed any protein in a while, their mining and melee attack strength would slowly decrease and a message would come on screen saying something like “you feel weak…you crave meat/eggs/etc”. If they hadn't consumed any sugars/carbs in a while it their stamina would deplete more quickly and their movements would be slower and it would say something like "you feel lazy...eat something sugary/starchy".

To keep it relatively simple, there could be only 3 food groups:

  • carbs/sugars - found in grain products, fruits, tubers
  • proteins - found in meat, eggs, dairy
  • general minerals & vitamins - found mainly in fruit & veg
This would do the job of forcing the player to vary their diet, but I feel that it would be more realistic.
Any thoughts?

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