Something I'm suprised hasn't been added: Diet restrictions as well as traits

Started by Ronar1, August 05, 2018, 02:05:07 AM

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Ronar1

We have a tab where we can control chemical usage and clothing, why isn't there a tab for a diet? Makes it much easier than making a separate zone for human meat on your cannibals. Furthermore it allows the introduction of simple negative traits like vegan and carnivore. The game could stand to have a few more negative traits so all the high roller pawns don't all come with the same traits like pyromaniac. (Let's be honest, pyromaniacs aren't this common irl XD)

bobucles

Pawns are reasonably good about not eating things they don't like and it's been getting better over the patches. But you still have to be careful. If they go for 3 hours without a full course meal, they'll dig into the long pork like it's the end of the world.

Ronar1

Quote from: bobucles on August 05, 2018, 09:00:30 AM
Pawns are reasonably good about not eating things they don't like and it's been getting better over the patches. But you still have to be careful. If they go for 3 hours without a full course meal, they'll dig into the long pork like it's the end of the world.

It is true that they have gotten a lot better at eating the foods they like, but sometimes I want only a few guys feeling more depressed to eat lavish meals for a few weeks etc. I feel like this is a level of control the player should not have to micromanage. Perhaps now we are in love with this game so we don't let stuff like this bother us too much, but I still remember when I started rimworld I was really put off by how little control I had over my pawns (especially with getting them to finish mining a block without having to redo their work schedule just to get a component). Perhaps this isn't a necessity because we can force it to work with micro, but its a very good quality of life aspect that shouldn't be too hard to implement that will be another small step in making new players feel like they have control over their pawns which is very important. So many of the people I knew were almost convinced not to play this game just because of little details like this. In fact I'm surprised there isn't a way to really take full control of a pawn without having to draft/updraft them. Plus this will allow implementation of specific diet traits without any further pointless micro when you're still in the middle of cooking meals and they run straight for human meat like you mentioned.

Third_Of_Five

Quote from: Ronar1 on August 05, 2018, 02:05:07 AM
We have a tab where we can control chemical usage and clothing, why isn't there a tab for a diet? Makes it much easier than making a separate zone for human meat on your cannibals. Furthermore it allows the introduction of simple negative traits like vegan and carnivore. The game could stand to have a few more negative traits so all the high roller pawns don't all come with the same traits like pyromaniac. (Let's be honest, pyromaniacs aren't this common irl XD)

You can just restrict what ingredients can be used when cooking a meal at a stove, or just mark food items in storage as forbidden. That's what I do to prevent my colonists from becoming cannibals.

5thHorseman

Quote from: Third_Of_Five on August 05, 2018, 06:26:11 PM
You can just restrict what ingredients can be used when cooking a meal at a stove, or just mark food items in storage as forbidden. That's what I do to prevent my colonists from becoming cannibals.

The problem though is that there's no easy way to separate cannibals from non-cannibals. The best I've found is to make fine meals for the normies and lavish meals out of human meat for the cannibals, and make the normies never eat lavish meals. Then the cannibals are super happy and the normies (which there are more of) don't eat more than they actually need.

But really I just tend to not eat people.

The things you talk about in Rimworld that you'd never soberly discuss in real life.
Toolboxifier - Soil Clarifier
I never got how pawns in the game could have such insanely bad reactions to such mundane things.
Then I came to the forums.

Third_Of_Five

Quote from: 5thHorseman on August 05, 2018, 08:28:45 PM
The things you talk about in Rimworld that you'd never soberly discuss in real life.

"F***ING NORMIES!! REEEEEEEEEEEE!!!!" *Eats human flesh*

Ronar1


AileTheAlien

Couldn't you just set the cannibal cooking bills to dump to a specific stockpile in your freezer, and the non-cannibal meals to a different stockpile? Then restrict cannibal and non-cannibals to zones that allow them to eat or not eat those foods. It's at least less micro-management than forbidding certain meals.

Ronar1

Quote from: AileTheAlien on August 06, 2018, 03:16:47 AM
Couldn't you just set the cannibal cooking bills to dump to a specific stockpile in your freezer, and the non-cannibal meals to a different stockpile? Then restrict cannibal and non-cannibals to zones that allow them to eat or not eat those foods. It's at least less micro-management than forbidding certain meals.

I can do a lot of things to achieve the things I want, but should a player really be forced to make an entire spearate fridge just to make management easier when a dev can easily add in the options to have the colonists sort themselves out? Imagine this scenario: You want ONE fridge. The fridge is to be filled with simple, fine, lavish, and human meat foods. You want all cannibals to eat the regular meals and NOT eat human meat while it is being prepared into a meal to prevent poisoning, and everyone else to eat simple meals. When specific people are feeling bad you want to allow them to take fine or lavish meals. CURRENTLY, the cannibals will always go for the human meat which is nice, but sometimes you want them to not take that. The only way to get certain colonists to eat specific meals is to forbid the fine and lavish meals and monitor the sad colonists and force feed them the special meals when they get hungry. Literally the only thing that the dev needs to do is add a diet tab along with the clothing and drugs. If there's something technical stopping that from happening I can understand, but from what I see it should be a simple add.