As the hunger system functions now, you eat a few items, it recovers your hunger, and you get healed.
Although this new system will overhaul almost everything that has to do with hunger, it would mostly be on the technical side, so players wouldn't be able to notice most of them.
To start off, hunger has always been quite a tedious and problematic system. Making items give you less hunger just means you're going to eat more food at once, and making your hunger decrease faster just means you'll have to eat more often. I suggest that instead of these lazy and uninspired methods, that diminishing returns are added.
Here is where the biggest mechanical change would be. Hunger would no longer be a stat, and instead items that you consume will be added to a hidden inventory for players (like enderchests), and the hunger bar would show you the total hunger that you have based upon these items. Because of these changes, the way hunger is consumed would also change. When you eat food, the item is placed into your stomach inventory, and the game will add NBT data to it in order to track the hunger and saturation values, for one reason...
Each item would be digested individually, meaning that the first item you eat gets digested, then the next item you ate gets digested. Digestion would decrease the amount of saturation and hunger that an item adds to your hunger bar, until both values reach 0 and the next item in your stomach begins being digested.
The saturation value of an item would always be consumed first, and once the saturation value of an item is gone it will begin decreasing the hunger value. Because of that, eating items with more saturation would keep you going for longer amounts of time until your hunger begins decreasing. A small change to balance because of this is that stews would now give less hunger but more saturation.
Another change to make high saturation items important, is that you cannot eat items that would put you above 20 hunger points, meaning that snack items must be eaten in order to keep your hunger bar filled, which makes saturation once again more important than the hunger value on an item.
Health will now also regenerate as long as you're digesting food, although it gets slower the lower you are under 18 hunger. Basically, eat snack items to keep your hunger high to get full speed regeneration. Regenerating health would still consume hunger like normal.
Finally, the thing that would truly make each food choice more important!
If you eat an item you already have it in your stomach, the hunger and saturation gains would be decreased.
To help explain this, I have made a small "graph". The first number is the amount of the item you're consuming that you have in your stomach, and the two numbers are the % of hunger and saturation you would get from it respectively.
0 = 120/120
1 = 100/100
2+ = 50/0
This means that a varied diet, although not necessary, would be greatly encouraged if you want to reap the benefits of the first-item bonus. In addition to this, hunger will be halved from items, as well as receiving no saturation from them. First-item bonus rounds up, while the diminishing returns effect will round down (making 1 hunger items inedible).
I believe that with all of these changes put together and a bit of saturation and hunger changes here and there (Changes too general to really be specified, as it would mostly just be done as afterthoughts to balance out items), the hunger system would make varied diets much better than stale ones, as well as allowing players who wish so to min-max their hunger performance by only eating the best items.
Support!
Very confusing, but I think that it'd be great to finally have a use for ALL the foods!
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This should be added... But why not add ways that the food looks like it had a bite... Like cake.... but in your hotbar!... So that when you eat the food, the food doesn't go to waste (It looks like eating food whole... in one bite). It looks weird. But I support your idea (◕‿◕)
As the hunger system functions now, you eat a few items, it recovers your hunger, and you get healed. works for me
Although this new system will overhaul almost everything that has to do with hunger, it would mostly be on the technical side, so players wouldn't be able to notice most of them.
To start off, hunger has always been quite a tedious and problematic system. Making items give you less hunger just means you're going to eat more food at once, and making your hunger decrease faster just means you'll have to eat more often. I suggest that instead of these lazy and uninspired methods, that diminishing returns are added.
Here is where the biggest mechanical change would be. Hunger would no longer be a stat, this means that saturation would be usless and instead items that you consume will be added to a hidden inventory for players (like enderchests), and the hunger bar would show you the total hunger that you have based upon these items. Because of these changes, the way hunger is consumed would also change. When you eat food, the item is placed into your stomach inventory, and the game will add NBT data to it in order to track the hunger and saturation values, for one reason...
Each item would be digested individually, meaning that the first item you eat gets digested, then the next item you ate gets digested. Digestion would decrease the amount of saturation and hunger that an item adds to your hunger bar, until both values reach 0 and the next item in your stomach begins being digested. the problem come later
The saturation value of an item would always be consumed first, and once the saturation value of an item is gone it will begin decreasing the hunger value. Because of that, eating items with more saturation would keep you going for longer amounts of time until your hunger begins decreasing. A small change to balance because of this is that stews would now give less hunger but more saturation. well, they are useless right now
Another change to make high saturation items important, is that you cannot eat items that would put you above 20 hunger points, meaning that snack items must be eaten in order to keep your hunger bar filled, which makes saturation once again more important than the hunger value on an item. so, wasted inventory space? with how good I am at keeping my inventory managed,
Health will now also regenerate as long as you're digesting food, although it gets slower the lower you are under 18 hunger. Basically, eat snack items to keep your hunger high to get full speed regeneration. Regenerating health would still consume hunger like normal. one of the few pros
Finally, the thing that would truly make each food choice more important!
If you eat an item you already have it in your stomach, the hunger and saturation gains would be decreased. and this is were the problems start
To help explain this, I have made a small "graph". The first number is the amount of the item you're consuming that you have in your stomach, and the two numbers are the % of hunger and saturation you would get from it respectively.
0 = 120/120
1 = 100/100
2+ = 50/0 considering that one of the most useful thing in minecraft are huge, auto-foodfarms in my opinion, and that those things only produce 1 kind of food, no, just, no
This means that a varied diet, although not necessary, would be greatly encouraged if you want to reap the benefits of the first-item bonus. In addition to this, hunger will be halved from items, as well as receiving no saturation from them. First-item bonus rounds up, while the diminishing returns effect will round down (making 1 hunger items inedible). a varied diet also decreases inventory space
I believe that with all of these changes put together and a bit of saturation and hunger changes here and there (Changes too general to really be specified, as it would mostly just be done as afterthoughts to balance out items), the hunger system would make varied diets much better than stale ones, as well as allowing players who wish so to min-max their hunger performance by only eating the best items. wut?
responses in bold,
this system will only make minecrafts food predicament more tedious, as you can't just keep a stack of steak or chicken on you, and for the best effect, you have to practically keep a whole hotbar of food.
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May as well attempt to level up my Debate skill.
I'll just quote a few things from the above post...
this means that saturation would be usless
Saturation is still far from useless with this suggestion. Saturation provides a buffer that'll stop your hunger from decreasing for a short time, making foods like Steak and Golden Carrots still very helpful. (Items with high saturation values.)
so, wasted inventory space? with how good I am at keeping my inventory managed,
Then just manage your inventory better. Maybe carry an Ender Chest or something, or throw out those stacks of cobble people always seem to carry around. If you want a proper diet, you can still very well just have three stacks of food. It's not that much, really. Steak, Bread and a snack (melon?) could easily keep you fully fed.
and this is were the problem starts
What problem? A strategic problem? High-Hunger / Saturation foods like Steak and Porkchops are still amazing, and other foods, like Bread are still powerful; maybe a little better even. You can still eat two pieces of bread for a total of 11 Hunger points, (because the first of an item you eat grants +20%) and be fine for awhile! And if you want to keep eating bread, that's fine; assuming we round up, you'll only need to eat 5 pieces of Bread to hit max hunger. That's one more than the current hunger system provides.
considering that one of the most useful thing in minecraft are huge, auto-foodfarms in my opinion, and that those things only produce 1 kind of food, no, just, no
By the time you get a huge, auto-food farm, odds are you'll have found alternate food sources, or bred animals for their resources / meat. And spam-eating foods is still a viable tactic, as shown above. Just not nearly as good.
a varied diet also decreases inventory space
This is true, but at the most, you're decreasing it by 3, as opposed to a single stack of bread. I'd like to actually have inventory space have more weight. Carrying around a diamond shovel/pick/everything, shears, a bucket, a fishing rod, three stacks of food and a crafting table and say a stack of wood would leave you with 23 remaining slots for whatever else you need. That's not too big a loss of space.
as well as allowing players who wish so to min-max their hunger performance by only eating the best items. wut?
It's not really that "wut". This kinda applies to real-life; healthy people tend to balance or vary their diets so they get all the nutrients / other things they need.
As for the suggestion itself, it's very well-thought out. Just one question. How would the Hunger status effect attack your food? Would it go straight for the hunger values, or eat your saturation first?
How would the Hunger status effect attack your food? Would it go straight for the hunger values, or eat your saturation first?
It'd eat through your saturation first like usual. Although having it completely ignore saturation does seem a bit interesting, the outcry about "nerfing zombie flesh" that would come from it might be too much trouble for what it's worth though.
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The "stomach inventory" and "digestion rates" seems overcomplicated and largely unnecessary. There are two mods: Hunger Overhaul and Spice of Life (AKA Diminishing Returns) that both do and explain a better procedure than what's suggested here.
I support the mod's version of hunger. Yours is unnecessarily complicated.
The more of the same food you eat, the less hunger it will provide, which encourages players to get different foods.
The hidden inventory "digests" the food that you eat in order.
This improves the current hunger system IMO, as you can just have a cow farm and eat all the steak instead of having to eat multiple foods and actually think on what food would be a waste to eat or not. It isn't that hard to understand.
Oh no, it's not that hard to understand. It's not understanding that's the problem. It's the way the system itself has been set out that's unnecessarily complicated.
That being the Ender Chest-like inaccessible imaginary stomach inventory. It's completely unnecessary to have any means of invisibly storing the food items you consume. It might as well not exist as an inventory and simply be a point-based system with every food item assigned a point value that decreases with repetitive consumption. It doesn't require any sort of inventory. The items themselves once eaten don't matter, putting them in a stomach inventory and running digestion on the items as timers would just be one more thing that a server needs to maintain, instead of converting them into simple numerical data attached to the player.
The "stomach inventory" and "digestion rates" seems overcomplicated and largely unnecessary. There are two mods: Hunger Overhaul and Spice of Life (AKA Diminishing Returns) that both do and explain a better procedure than what's suggested here.
I support the mod's version of hunger. Yours is unnecessarily complicated.
Please explain how this system is so drastically different from Spice of Life that it's
Oh my god. I wanted to suggest the same thing, but this is just so much better explained. Full support! It would be cool if there were like food combos according to your hunger, to give you more saturation, like, a slice of cake plus one cooked chicken and 1 bucket of milk, or 1 piece of steak, 1 carrot and 1 water bottle, you get what I mean. But this, as it is, is also really cool.
No it doesn't, although it woukd function in basically the same way. You make a list that contains 3 values, Item, Hunger, and Saturation. Eating a food item checks the list, then adds the item to that list. The Hunger and Saturation values for new items would be based on if there was an identical item in the list when it was added. As you play, your actions reduce the Saturation of item 1, and then the Hunger for it, and the the item is removed and the next is moved up.
Functionally an inventory is just a list, so it would be both either way. But calling it an inventory is a bit of a misnomer, because not all lists are inventories but all inventories (in games anyways) are a type of list. And because the familiarity of the concept of a game inventory can throw people off, as it did to them as well as myself when I first read it. Calling it a list would be less confusing and more descriptive than "invisible inventory".
I'm not sold on the idea yet, I think more detail should be put into the additional changes needed to see how it comes together as a whole, plus some more examples wouldn't hurt.
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The more of the same food you eat, the less hunger it will provide, which encourages players to get different foods.
The hidden inventory "digests" the food that you eat in order.
This improves the current hunger system IMO, as you can just have a cow farm and eat all the steak instead of having to eat multiple foods and actually think on what food would be a waste to eat or not. It isn't that hard to understand.
that is exactly my problem with this idea
minecraft is a game, and more often then not, real life "physics(I am unaware of a better term)" do not apply in games, while in real life a varied food system is recommended(but not required) having it in minecraft would only make the food system more tedious than it already is. besides, to me, this thread is based on the idea that once you get a steady supply of steak or chicken, all other food is useless, but that is quite far from the truth.
carrots can be made into golden carrots, which have the best saturation in the game, AND can be made into night vision potions, and rabbit stew,
bread is useless, but the wheat can be used to breed cows, and seeds can be used to breed chickens
fish and salmon are decent food, and are relatively easy to obtain
puffer fish can be used to make water breathing potions
clownfish are rare, and innefishent, but fishing can yield some decent loot, such as nametags, saddles, and level 30- enchanted bows, fishingrods, and books
red mushrooms can be made into mushroom stew, and also rabbit stew,
brown mushrooms can be made into mushroom stew, rabbit stew, and fermented spider eyes for brewing
melon can be made into glistening melon for instant health potions
cookies are VERY cheep, at only 1 coco bean and 2 wheat for 16
chorus is a good escape plan
apples can be made into holy notch apples
so yes, no food is wasted in minecraft, so there is no need to give them a new use that will only increase a already problem
not to mention food is already a problem early game, how can I be expected to get 3 different foods before I start starving?
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As the hunger system functions now, you eat a few items, it recovers your hunger, and you get healed.
Although this new system will overhaul almost everything that has to do with hunger, it would mostly be on the technical side, so players wouldn't be able to notice most of them.
To start off, hunger has always been quite a tedious and problematic system. Making items give you less hunger just means you're going to eat more food at once, and making your hunger decrease faster just means you'll have to eat more often. I suggest that instead of these lazy and uninspired methods, that diminishing returns are added.
Here is where the biggest mechanical change would be. Hunger would no longer be a stat, and instead items that you consume will be added to a hidden inventory for players (like enderchests), and the hunger bar would show you the total hunger that you have based upon these items. Because of these changes, the way hunger is consumed would also change. When you eat food, the item is placed into your stomach inventory, and the game will add NBT data to it in order to track the hunger and saturation values, for one reason...
Each item would be digested individually, meaning that the first item you eat gets digested, then the next item you ate gets digested. Digestion would decrease the amount of saturation and hunger that an item adds to your hunger bar, until both values reach 0 and the next item in your stomach begins being digested.
The saturation value of an item would always be consumed first, and once the saturation value of an item is gone it will begin decreasing the hunger value. Because of that, eating items with more saturation would keep you going for longer amounts of time until your hunger begins decreasing. A small change to balance because of this is that stews would now give less hunger but more saturation.
Another change to make high saturation items important, is that you cannot eat items that would put you above 20 hunger points, meaning that snack items must be eaten in order to keep your hunger bar filled, which makes saturation once again more important than the hunger value on an item.
Health will now also regenerate as long as you're digesting food, although it gets slower the lower you are under 18 hunger. Basically, eat snack items to keep your hunger high to get full speed regeneration. Regenerating health would still consume hunger like normal.
Finally, the thing that would truly make each food choice more important!
If you eat an item you already have it in your stomach, the hunger and saturation gains would be decreased.
To help explain this, I have made a small "graph". The first number is the amount of the item you're consuming that you have in your stomach, and the two numbers are the % of hunger and saturation you would get from it respectively.
0 = 120/120
1 = 100/100
2+ = 50/0
This means that a varied diet, although not necessary, would be greatly encouraged if you want to reap the benefits of the first-item bonus. In addition to this, hunger will be halved from items, as well as receiving no saturation from them. First-item bonus rounds up, while the diminishing returns effect will round down (making 1 hunger items inedible).
I believe that with all of these changes put together and a bit of saturation and hunger changes here and there (Changes too general to really be specified, as it would mostly just be done as afterthoughts to balance out items), the hunger system would make varied diets much better than stale ones, as well as allowing players who wish so to min-max their hunger performance by only eating the best items.
Support!
Very confusing, but I think that it'd be great to finally have a use for ALL the foods!
It takes you 6 seconds to read all of this, 0.3 seconds to look at the egg, 0.2 seconds to click it, 3 seconds to read it's description, 1 second to exit out the page, and 10 seconds to forget it ever happened. :3
Please someone needs to give this guy a medal! This needs to go to r/minecraftsuggestions right freaking now!
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Full Support!
This should be added... But why not add ways that the food looks like it had a bite... Like cake.... but in your hotbar!... So that when you eat the food, the food doesn't go to waste (It looks like eating food whole... in one bite). It looks weird. But I support your idea (◕‿◕)
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responses in bold,
this system will only make minecrafts food predicament more tedious, as you can't just keep a stack of steak or chicken on you, and for the best effect, you have to practically keep a whole hotbar of food.
NO SUPPORT.
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May as well attempt to level up my Debate skill.
I'll just quote a few things from the above post...
Saturation is still far from useless with this suggestion. Saturation provides a buffer that'll stop your hunger from decreasing for a short time, making foods like Steak and Golden Carrots still very helpful. (Items with high saturation values.)
Then just manage your inventory better. Maybe carry an Ender Chest or something, or throw out those stacks of cobble people always seem to carry around. If you want a proper diet, you can still very well just have three stacks of food. It's not that much, really. Steak, Bread and a snack (melon?) could easily keep you fully fed.
What problem? A strategic problem? High-Hunger / Saturation foods like Steak and Porkchops are still amazing, and other foods, like Bread are still powerful; maybe a little better even. You can still eat two pieces of bread for a total of 11 Hunger points, (because the first of an item you eat grants +20%) and be fine for awhile! And if you want to keep eating bread, that's fine; assuming we round up, you'll only need to eat 5 pieces of Bread to hit max hunger. That's one more than the current hunger system provides.
By the time you get a huge, auto-food farm, odds are you'll have found alternate food sources, or bred animals for their resources / meat. And spam-eating foods is still a viable tactic, as shown above. Just not nearly as good.
This is true, but at the most, you're decreasing it by 3, as opposed to a single stack of bread. I'd like to actually have inventory space have more weight. Carrying around a diamond shovel/pick/everything, shears, a bucket, a fishing rod, three stacks of food and a crafting table and say a stack of wood would leave you with 23 remaining slots for whatever else you need. That's not too big a loss of space.
It's not really that "wut". This kinda applies to real-life; healthy people tend to balance or vary their diets so they get all the nutrients / other things they need.
As for the suggestion itself, it's very well-thought out. Just one question. How would the Hunger status effect attack your food? Would it go straight for the hunger values, or eat your saturation first?
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It'd eat through your saturation first like usual. Although having it completely ignore saturation does seem a bit interesting, the outcry about "nerfing zombie flesh" that would come from it might be too much trouble for what it's worth though.
The "stomach inventory" and "digestion rates" seems overcomplicated and largely unnecessary. There are two mods: Hunger Overhaul and Spice of Life (AKA Diminishing Returns) that both do and explain a better procedure than what's suggested here.
I support the mod's version of hunger. Yours is unnecessarily complicated.
Oh no, it's not that hard to understand. It's not understanding that's the problem. It's the way the system itself has been set out that's unnecessarily complicated.
That being the Ender Chest-like inaccessible imaginary stomach inventory. It's completely unnecessary to have any means of invisibly storing the food items you consume. It might as well not exist as an inventory and simply be a point-based system with every food item assigned a point value that decreases with repetitive consumption. It doesn't require any sort of inventory. The items themselves once eaten don't matter, putting them in a stomach inventory and running digestion on the items as timers would just be one more thing that a server needs to maintain, instead of converting them into simple numerical data attached to the player.
Please explain how this system is so drastically different from Spice of Life that it's
Kill two stones with one bird whenever possible
Oh my god. I wanted to suggest the same thing, but this is just so much better explained. Full support! It would be cool if there were like food combos according to your hunger, to give you more saturation, like, a slice of cake plus one cooked chicken and 1 bucket of milk, or 1 piece of steak, 1 carrot and 1 water bottle, you get what I mean. But this, as it is, is also really cool.
No it doesn't, although it woukd function in basically the same way. You make a list that contains 3 values, Item, Hunger, and Saturation. Eating a food item checks the list, then adds the item to that list. The Hunger and Saturation values for new items would be based on if there was an identical item in the list when it was added. As you play, your actions reduce the Saturation of item 1, and then the Hunger for it, and the the item is removed and the next is moved up.
Functionally an inventory is just a list, so it would be both either way. But calling it an inventory is a bit of a misnomer, because not all lists are inventories but all inventories (in games anyways) are a type of list. And because the familiarity of the concept of a game inventory can throw people off, as it did to them as well as myself when I first read it. Calling it a list would be less confusing and more descriptive than "invisible inventory".
I'm not sold on the idea yet, I think more detail should be put into the additional changes needed to see how it comes together as a whole, plus some more examples wouldn't hurt.
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that is exactly my problem with this idea
minecraft is a game, and more often then not, real life "physics(I am unaware of a better term)" do not apply in games, while in real life a varied food system is recommended(but not required) having it in minecraft would only make the food system more tedious than it already is. besides, to me, this thread is based on the idea that once you get a steady supply of steak or chicken, all other food is useless, but that is quite far from the truth.
carrots can be made into golden carrots, which have the best saturation in the game, AND can be made into night vision potions, and rabbit stew,
bread is useless, but the wheat can be used to breed cows, and seeds can be used to breed chickens
fish and salmon are decent food, and are relatively easy to obtain
puffer fish can be used to make water breathing potions
clownfish are rare, and innefishent, but fishing can yield some decent loot, such as nametags, saddles, and level 30- enchanted bows, fishingrods, and books
red mushrooms can be made into mushroom stew, and also rabbit stew,
brown mushrooms can be made into mushroom stew, rabbit stew, and fermented spider eyes for brewing
melon can be made into glistening melon for instant health potions
cookies are VERY cheep, at only 1 coco bean and 2 wheat for 16
chorus is a good escape plan
apples can be made into holy notch apples
so yes, no food is wasted in minecraft, so there is no need to give them a new use that will only increase a already problem
not to mention food is already a problem early game, how can I be expected to get 3 different foods before I start starving?
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise