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RimWorld => Ideas => Topic started by: Untrustedlife on January 07, 2014, 05:47:46 PM

Title: Butchering animals for meat/food? And rotting.
Post by: Untrustedlife on January 07, 2014, 05:47:46 PM
I think we should be able to butcher animals for food.
Or is that planned?

also
if they lay out too long they rot (and the food is poisonous if it is rotten)
Title: Re: Butchering animals for meat/food? And rotting.
Post by: Galileus on January 07, 2014, 06:03:10 PM
Planned.
Title: Re: Butchering animals for meat/food? And rotting.
Post by: Untrustedlife on January 07, 2014, 06:19:15 PM
It is?
I figured it was but wasn't sure, searched up butchering only one topic came up. was really old and Tynan never replied to it.


Thats good. Hope he adds rotting as-well.

Thanks.
Title: Re: Butchering animals for meat/food? And rotting.
Post by: Workload on January 08, 2014, 05:17:47 PM
K I know animal butchering is planed but is rotting bodies planed also. Because it can have cons and pros to your people. Cons making people ill/sick if or when that's put it/ Making them more unhappy while near it. Pros they would slowly melt away so you don't have to clear dead bodies far away. Cant really think of any other pros of rotting meat haha.
Title: Re: Butchering animals for meat/food? And rotting.
Post by: Untrustedlife on January 08, 2014, 08:13:25 PM
Rotting meat really shouldn't be a pro, it should encourage you to pick it up quickly (since stockpiles are being implemented properly now)
Maybe, your peopel could use the "crafting skill" to make containers as-well. That would be a neat mechanic.
Title: Re: Butchering animals for meat/food? And rotting.
Post by: Galileus on January 09, 2014, 02:17:31 AM
Quote from: Untrustedlife on January 08, 2014, 08:13:25 PM
Rotting meat really shouldn't be a pro, it should encourage you to pick it up quickly (since stockpiles are being implemented properly now)

I really, really don't like it with the current state of AI. Baby-sitting colonists so they don't leave meat at butcher's floor every day for the whole game is not my kind of fun.

With hydro tables, they usually drop food on floor and leave it there until they need to eat. Having that AND degradation of stuff would be just painful.
Title: Re: Butchering animals for meat/food? And rotting.
Post by: Untrustedlife on January 09, 2014, 02:29:08 AM
Good point

Note that the AI most likely needs to be fixed up before they do this.

The farmer should instantly bring food to the nearest stockpile. <- bam
Same with butchers.

Containers could be crafted to keep food from rotting (and it would take like a week for food to rot if it isn't in a  container)  or more. Also containers should be able to hold relatively large amounts of food.

That or simply being in a stockpile keeps the food from rotting, until Tynan has the crafting skill all worked out.
Title: Re: Butchering animals for meat/food? And rotting.
Post by: Semmy on January 09, 2014, 02:55:44 AM
Quote from: Untrustedlife on January 07, 2014, 06:19:15 PM
It is?
I figured it was but wasn't sure, searched up butchering only one topic came up. was really old and Tynan never replied to it.


Thats good. Hope he adds rotting as-well.

Thanks.

Keep in mind that tynan doesn't have time to reply to everything d-;

There where some roadmaps and plans posted and i think he stated it somewhere in kickstart and/or his blog.
I
Title: Re: Butchering animals for meat/food? And rotting.
Post by: palandus on January 09, 2014, 10:37:39 AM
On update #7 for Kickstarter, it states he wants to allow cooking and butchering of animals. Due to time constraints he probably didn't have enough time to get it into the build for 254b build.

Link = http://www.kickstarter.com/projects/tynansylvester/rimworld/posts
Title: Re: Butchering animals for meat/food? And rotting.
Post by: Untrustedlife on January 09, 2014, 11:47:23 AM
Quote from: palandus on January 09, 2014, 10:37:39 AM
On update #7 for Kickstarter, it states he wants to allow cooking and butchering of animals. Due to time constraints he probably didn't have enough time to get it into the build for 254b build.

Link = http://www.kickstarter.com/projects/tynansylvester/rimworld/posts
Thank You!
Title: Re: Butchering animals for meat/food? And rotting.
Post by: Workload on January 09, 2014, 04:22:00 PM
Oh I was taking just about bodies of people and animals only. I agree atm it would be a huge pain looking out for the food rot. But now you said something that wouldn't be all that bad of idea.
Just keep it simple. Make the rate really slow when stored in the food zone. This more work be could add a cooler item that acts like a light but makes the area cooler. So power goes out food can start to go bad. For the start you don't need to store a lot and later on you'll need a lot to make it pass some events with high pop.
Title: Re: Butchering animals for meat/food? And rotting.
Post by: Darker on January 09, 2014, 04:42:07 PM
I think that if humans rot for too long, the wandering spirits of they origins (that are still alive in the save file by the way) should arise and scare your colonists to death.
Title: Re: Butchering animals for meat/food? And rotting.
Post by: Galileus on January 09, 2014, 06:37:28 PM
Actually, I have no idea either why I though about rotting food instead of bodies nor why I thought for sure it has to be in a timescale where this day or two of food lying on ground would be enough to start it...

With good timescale rotting food would actually be a nice addition. It would be a natural limiter, could be used to introduce a (partial) soft cap to population (with diminishing returns from harvesting more food) and add some nice diversity to food types.
Title: Re: Butchering animals for meat/food? And rotting.
Post by: Darker on January 09, 2014, 06:59:03 PM
I agree. As of implementation, I think it should just turn in filth or debris, without any dangerous mezostate (user will never be able to control that anyway).

More complicated implementation would require the doctor to check foods and heal the people that got sick from rotten food. That would be more fun maybe, but it's just a dream.
Title: Re: Butchering animals for meat/food? And rotting.
Post by: TechnicPyro on January 09, 2014, 07:43:03 PM
All of you keep talking about food and bodies rotting.

What about metal?

It would possibly take longer to disappear completely but the metal could rust.  This would add another side to gameplay seeing as how food is potentially infinite and easy to come by, but metal has its limit on the map and traders only come every so often.  By creating a time limit to how long the metal can be kept out in the open, it pushes the player to haul the material.
Title: Re: Butchering animals for meat/food? And rotting.
Post by: Galileus on January 09, 2014, 07:58:06 PM
And that's exactly why this ain't such a great idea.

You can set up a farm and people will work it. With metal not only you must mine everything manually, it's also a finite resource. It's also counter-intuitive. It also forces you to spend your building materials actively, which is simply not a great way to set up your base builder. It's not starcraft, there's a lot of people who simply like to sit on a hoard of metal, and not worry afterwards when they need to build something.
Title: Re: Butchering animals for meat/food? And rotting.
Post by: Untrustedlife on January 09, 2014, 10:09:02 PM
Quote from: Galileus on January 09, 2014, 06:37:28 PM
Actually, I have no idea either why I though about rotting food instead of bodies nor why I thought for sure it has to be in a timescale where this day or two of food lying on ground would be enough to start it...

With good timescale rotting food would actually be a nice addition. It would be a natural limiter, could be used to introduce a (partial) soft cap to population (with diminishing returns from harvesting more food) and add some nice diversity to food types.
I agree 100%
Title: Re: Butchering animals for meat/food? And rotting.
Post by: Untrustedlife on January 09, 2014, 10:11:06 PM
Quote from: Darker on January 09, 2014, 06:59:03 PM
I agree. As of implementation, I think it should just turn in filth or debris, without any dangerous mezostate (user will never be able to control that anyway).

More complicated implementation would require the doctor to check foods and heal the people that got sick from rotten food. That would be more fun maybe, but it's just a dream.

I got an idea.. maybe when food rots it creates a sort of "rotten fog"
It would give colonists a bad thought and encourage you to clean it up? (Until it disappears on its own)
Maybe?
Title: Re: Butchering animals for meat/food? And rotting.
Post by: Darker on January 10, 2014, 06:55:32 AM
Any filth gives them bad thoughts. And I even believe that different types give differently bad thoughts.