I don't think that putting a time limit on food items would have much of an effect later in the game, as by then you will have enough food sources to only kill them when necessary.
As mastercaver said (surprisingly in less than 5000 words and 30 detailed graphs), this would have a very negative impact on his gameplay without adding much to it, and I think that if a change is small, it should affect small things, since of course adding a completely new combat system means that old combat techniques would be irrelevant for a good reason, but if you only added a shield, it shouldn't completely invalidate other player's methods completely.
I actually made a thread on hunger recently, although it died because people on this forum only seem to reply to threads about cars and nukes in order to religiously attack it by stating "dis dos nut fit meinkraft! NO SUPPORT!!!", leaving other suggestions to die. The way that the new system I'm suggesting works would somewhat nerf people with huge stocks of food unless it contains lots of different items, and I believe it is a much more open ended system compared to this which just puts down a 3 day limit to all food items.
I don't think that putting a time limit on food items would have much of an effect later in the game, as by then you will have enough food sources to only kill them when necessary.
As mastercaver said (surprisingly in less than 5000 words and 30 detailed graphs), this would have a very negative impact on his gameplay without adding much to it, and I think that if a change is small, it should affect small things, since of course adding a completely new combat system means that old combat techniques would be irrelevant for a good reason, but if you only added a shield, it shouldn't completely invalidate other player's methods completely.
I actually made a thread on hunger recently, although it died because people on this forum only seem to reply to threads about cars and nukes in order to religiously attack it by stating "dis dos nut fit meinkraft! NO SUPPORT!!!", leaving other suggestions to die. The way that the new system I'm suggesting works would somewhat nerf people with huge stocks of food unless it contains lots of different items, and I believe it is a much more open ended system compared to this which just puts down a 3 day limit to all food items.
It would still make a different effect in early game and especially in hardcore since you only have on life
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..............__............ Put this
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........___[--]___...... Page if
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Agree with Spartan2107: this would be a good idea in hardcore but not in normal survival.
Question: what if there was a way to store food (kind of like in Rubbermaid containers) that would enable the food to last several times as long? Or, as was mentioned earlier, cook meat longer and make jerky, which would last perhaps up to 30 gaming days? The latter seems reasonable to me, and is even kind of comparable to RL (far more than the current system, where meat can be stored in chests indefinitely, which isn't like RL at all).
...Or perhaps salt could be mineable, and if you combine salt and cooked meat, you get salted meat, which could last up to 150 gaming days... I don't know, I'm just thinking aloud.
I really like this idea, since food, to me, is just a time waster to go into my basement to grab some chicken. It actually gives some depth to the hunger system. I do think this should be an optional thing in your map creator.
The way I play is much like TheMasterCaver's, I branch mine, explore caves and whatnot for prolonged periods of time, sometimes up to 5 hours straight if it's on a weekend, so this would be nothing but a burden. Having to go back to my house every hour just seems pointless when I can already bring a stack of food with me and not have to worry about it spoiling.
No support.
If it were for hard/hardcore only then I may reconsider my decision, but for now it seems too unbalanced and overpowered for vanilla Minecraft and really limits the extent of adventures available.
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
There should be perishable and nonperishable food items. Meat is obviously perishable, but beans or dried fruit is not.
This solves the very legitimate concern some have expressed regarding their food storages being lost simply due to time. It would reinvigorate the food collecting and preparation game experience in a positive way and be another great strategy exercise.
Another related suggestion: Refrigerator chests. A Chest for storage that utilizes a separate slot for ice blocks. Keeps perishable food items fresh as long as there are ice blocks. Ice blocks would melt off slowly enough to make the Refrigerator chest worth it. Would be a great inclusion for kitchens.
I don't think that putting a time limit on food items would have much of an effect later in the game, as by then you will have enough food sources to only kill them when necessary.
As mastercaver said (surprisingly in less than 5000 words and 30 detailed graphs), this would have a very negative impact on his gameplay without adding much to it, and I think that if a change is small, it should affect small things, since of course adding a completely new combat system means that old combat techniques would be irrelevant for a good reason, but if you only added a shield, it shouldn't completely invalidate other player's methods completely.
I actually made a thread on hunger recently, although it died because people on this forum only seem to reply to threads about cars and nukes in order to religiously attack it by stating "dis dos nut fit meinkraft! NO SUPPORT!!!", leaving other suggestions to die. The way that the new system I'm suggesting works would somewhat nerf people with huge stocks of food unless it contains lots of different items, and I believe it is a much more open ended system compared to this which just puts down a 3 day limit to all food items.
It would still make a different effect in early game and especially in hardcore since you only have on life
96% of teens won't stand up for God. Put this on your page if you're part of the 4% who will.
..............__............ Put this
..............[--]........... On your
........___[--]___...... Page if
.......[___ -- ___]..... You're
..............[--]............ not Ashamed
..............[--]............ To tell
..............[--]............ Others that
..............[--]............ You are
..............[--]............ A Christian
.
here are my banners
Agree with Spartan2107: this would be a good idea in hardcore but not in normal survival.
Question: what if there was a way to store food (kind of like in Rubbermaid containers) that would enable the food to last several times as long? Or, as was mentioned earlier, cook meat longer and make jerky, which would last perhaps up to 30 gaming days? The latter seems reasonable to me, and is even kind of comparable to RL (far more than the current system, where meat can be stored in chests indefinitely, which isn't like RL at all).
...Or perhaps salt could be mineable, and if you combine salt and cooked meat, you get salted meat, which could last up to 150 gaming days... I don't know, I'm just thinking aloud.
I really like this idea, since food, to me, is just a time waster to go into my basement to grab some chicken. It actually gives some depth to the hunger system. I do think this should be an optional thing in your map creator.
The way I play is much like TheMasterCaver's, I branch mine, explore caves and whatnot for prolonged periods of time, sometimes up to 5 hours straight if it's on a weekend, so this would be nothing but a burden. Having to go back to my house every hour just seems pointless when I can already bring a stack of food with me and not have to worry about it spoiling.
No support.
If it were for hard/hardcore only then I may reconsider my decision, but for now it seems too unbalanced and overpowered for vanilla Minecraft and really limits the extent of adventures available.
Support. But for Hardcore.
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
Support, but with some added suggestions.
There should be perishable and nonperishable food items. Meat is obviously perishable, but beans or dried fruit is not.
This solves the very legitimate concern some have expressed regarding their food storages being lost simply due to time. It would reinvigorate the food collecting and preparation game experience in a positive way and be another great strategy exercise.
Another related suggestion: Refrigerator chests. A Chest for storage that utilizes a separate slot for ice blocks. Keeps perishable food items fresh as long as there are ice blocks. Ice blocks would melt off slowly enough to make the Refrigerator chest worth it. Would be a great inclusion for kitchens.
Watcha think?
Bladow