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Ability to Eat a Corpse without Butchering #45143

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Giagantic opened this issue Oct 29, 2020 · 6 comments
Open

Ability to Eat a Corpse without Butchering #45143

Giagantic opened this issue Oct 29, 2020 · 6 comments
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<Enhancement / Feature> New features, or enhancements on existing (P5 - Long-term) Long-term WIP, may stay on the list for a while.

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@Giagantic
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Giagantic commented Oct 29, 2020

The Issue

It is quite annoying that despite the potentially bestial nature of many mutations that we are forced to first butcher a corpse before we can eat. This seems quite strange considering many of the mutations explicitly state a regression in mindset to that of a predator and the very act of butchery is a characteristic that is quite contrary to this. If anything I think the very way in which you eat should change based on the mutations line you eventually pass.

Greater Variability in terms of Eating

Below I am going to suggest some different ways to eat based on the mutation:

  1. Chimera, Ursine, Lupine, Feline, Lizard, Raptor and potentially a few others (fish with Shark Teeth for example) should all be able to eat a corpse immediately and the time it would take would be dependent on a combination of how far you've mutated and ultimately the type of mutation. Chimera's would be able to eat extremely fast, Ursine following after in terms of speed and with the rest being somewhat similar in terms of eating speed. A corpse would take significantly more time to eat and would be both impractical and disgusting for any of the humanoid mutations (and unsanitary),

  2. Insect and Arachnid, would differ depending on the mutation, for example as a spider you wouldn't eat your prey whole but rather wrap the corpse in a web and inject them with a agent that would dissolve the target with your meal being essentially a milkshake of all that made your prey what they were. This could easy be expanded on based on the path you are taking (not all spiders and insects eat the same way + we already have a proboscis mutation). Cepalopods could work similarly (Octopus can both paralyze and dissolve the innards of it's pray crabs.

  3. Rats and mice could also work similarly to the the larger beasts but on a smaller scale being rapid eaters with high metabolisms.

  4. Humanoid Mutations and Plant would remain unchanged unless someone wanted to do something creative with Troglodytes.

  5. The only exception for the above is if someone wanted to really embrace the idea of being an amorphous blob like human with Slime mutation gaining the ability to engulf and digest their prey whole.

Beyond the Above Suggestion

As I-am-Erk suggested I think this suggestion should shift from merely being about how we can eat a corpse to being about changing food so that it operates off of percentages. This would enable both my suggestion and a more realistic way of eating food on a case by case situation. Examples include eating half a hamburger, eating a quarter of your pie and allowing the user to actively avoid engorging themselves.

@I-am-Erk
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What we need prior to this is to replace food 'charges' with 'percent eaten', same as we have for crafts. Until then, the current food code would only really work for eating a corpse whole. Our system doesn't have room for nibbling at a large thing. It could be done poorly by having some kind of "prepare to eat" option that converted a corpse into a food item with a ton of charges, but that would be too janky for mainline.

If you want, you could update your issue to include the issue of making "partially eaten" things, I don't think we have an issue for that yet.

@Giagantic
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Giagantic commented Oct 29, 2020

What we need prior to this is to replace food 'charges' with 'percent eaten', same as we have for crafts. Until then, the current food code would only really work for eating a corpse whole. Our system doesn't have room for nibbling at a large thing. It could be done poorly by having some kind of "prepare to eat" option that converted a corpse into a food item with a ton of charges, but that would be too janky for mainline.

If you want, you could update your issue to include the issue of making "partially eaten" things, I don't think we have an issue for that yet.

Was gonna suggest a shift to percentage but wasn't sure of feasibility as I ain't a coder by any means. It would benefit the entire game though if it was shifted to percent, even beyond my suggestion here as it would allow you to partially eat something and avoid engorging yourself in the process. It enables a proper representation of various foods and their sizes through percent rather then a serving (you ate 50% of the Humble Pie instead of eating 1 of 4 Humble Pie).

@I-am-Erk
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it also allows you to eat half your hamburger or bag of chips, drop it to deal with a fight, and return to continue it. It's an important change, I meant to write up an issue for it ages ago and forgot.

In this case, it's not so much a matter of if it's tough to code or not, ultimately I think it's something we have to have.

@Xpyder
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Xpyder commented Oct 30, 2020

What we need prior to this is to replace food 'charges' with 'percent eaten', same as we have for crafts.

This is an interesting idea, I like it

@wapcaplet wapcaplet added the <Enhancement / Feature> New features, or enhancements on existing label Oct 31, 2020
@hjk321
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hjk321 commented Nov 28, 2020

While I generally agree with this suggestion, I think there would be a far easier way to implement this. "Butchering" here really just means tearing your kill apart into smaller pieces. As long as you don't actually pick up the meat into your inventory, quick butcher doesn't run afoul of mutations like predator, etc, as far as immersion goes. While the whole "percentage eaten" feature may be useful in its own right, I don't think it's necessary in this case.

The easier method to achieve the same effect is to simply make traits such as Sharp Talons and Claws give the character a natural (if crude) butcher ability. The quality of such butchering would be about on par with a stone axe.

@stale
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stale bot commented Dec 29, 2020

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 Dec 29, 2020
@kevingranade kevingranade added the (P5 - Long-term) Long-term WIP, may stay on the list for a while. label Dec 30, 2020
@stale stale bot removed the stale Closed for lack of activity, but still valid. label Dec 30, 2020
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