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Recipe autolearn should be able to take traits into account #27717

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Barhandar opened this issue Jan 19, 2019 · 5 comments
Open

Recipe autolearn should be able to take traits into account #27717

Barhandar opened this issue Jan 19, 2019 · 5 comments
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Crafting / Construction / Recipes Includes: Uncrafting / Disassembling Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. (P5 - Long-term) Long-term WIP, may stay on the list for a while. <Suggestion / Discussion> Talk it out before implementing

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@Barhandar
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Is your feature request related to a problem? Please describe.
Hiding recipes is a great feature. However, there are some recipes (e.g. entirety of cannibal ones) that I need to hide every single time I start a new character due to not ever going to utilize them; as far as I know there isn't an option to transfer the hide list.

Describe the solution you'd like
Recipes that make no sense to have without some specific trait (in the most prominent case, human flesh-using recipes and Psychopath/Cannibal) should not be autolearnt if the character does not have said trait. The idea is that non-cannibals refuse to even consider cooking human flesh.

Describe alternatives you've considered
Revisiting the idea of removing autolearn from these entirely - pretty sure cannibals start with To Serve Man already anyway. But that wouldn't permit extra features described below.

Additional context
This would also allow additions like Gourmet-only autolearn of fancier recipes, or X Intolerance/Hates X characters autolearning recipes that avoid their issue (e.g. gluten-free recipes for Wheat Intolerance).

@Night-Pryanik
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The idea is that non-cannibals refuse to even consider cooking human flesh.

Harsh situations (like starving to death) may require harsh actions (like eating human flesh) is no other food is available.

@Barhandar
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Barhandar commented Jan 19, 2019

Harsh situations (like starving to death) may require harsh actions (like eating human flesh) is no other food is available.

That was part of the previous discussion two years ago, which resulted in no actions, but decision that harsh actions in question only require one recipe - cooked human flesh - and none of the fancy ones.

@Night-Pryanik Night-Pryanik added <Suggestion / Discussion> Talk it out before implementing Crafting / Construction / Recipes Includes: Uncrafting / Disassembling Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. labels Jan 19, 2019
@kevingranade
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I prefer the auto-hide approach, particularly for the cannibal recipes.

@Barhandar
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Auto-hide that can be written by the user and can distinguish between recipes would work too, though it doesn't allow for "fancy autolearn" as per additional context part.

@stale
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stale bot commented Aug 11, 2019

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

@stale stale bot added the stale Closed for lack of activity, but still valid. label Aug 11, 2019
@kevingranade kevingranade added the (P5 - Long-term) Long-term WIP, may stay on the list for a while. label Aug 11, 2019
@stale stale bot removed the stale Closed for lack of activity, but still valid. label Aug 11, 2019
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Labels
Crafting / Construction / Recipes Includes: Uncrafting / Disassembling Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. (P5 - Long-term) Long-term WIP, may stay on the list for a while. <Suggestion / Discussion> Talk it out before implementing
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