You know what are underpowered? Soups and stews. Let's fix that.
The Issues
1. Soups/stews have no advantage that makes them practical despite their unstackabless.
2. The wooden bowls left behind don't auto-stack, which makes for a minor inconvenience.
3. Because of issue #1, there isn't much reason to craft soups and stews.
The Fixes
It's about time these issues are fixed.
1. "Well Fed" Buff
I know I'm not the first person to suggest this, but it's still a good idea.
The player will now get a "Well Fed" buff after completely eating cake, mushroom stew, rabbit stew, or beetroot soup.
This buff would do two things:
a. Increase the rate at which you regenerate health
b. Provide extremely long-lasting saturation
Something else that could be done with this concept is encourage the player to eat a variety of foods. For example, a loaf of bread, a piece of steak, and a carrot could count as a "meal." If eaten consecutively, the "Well Fed" buff could be given. This is just food for thought (pun intended), though, and not a part of what I am suggesting.
2. Bowls Should Auto-Stack
This is pretty simple. After you consume a soup or stew, the bowl that is left behind would now automatically stack with any bowls that are already in your inventory.
Additions
These are things that aren't necessarily direct fixes to the issues mentioned, but would still make as great features in the game.
1. Cauldron Crafting
Though the original recipes would still work, there would be a new way of making soups and stews: with cauldrons. When a cauldron has water in it, you could now right-click to place in the ingredients. Once all of the ingredients are in the water, it will no longer be water, but rather the soup or stew. At this point you can right-click on the cauldron with a bowl to fill it with the soup or stew. A full cauldron would produce three bowls full, making it more efficient to use a cauldron.
If not all of the ingredients are in the cauldron, right-clicking it with an empty bowl or bucket will just give a bucket of water or a bowl of water, and the ingredients used so far would drop as items. Yes, there would be a new item: the bowl of water. They would be behave just like water bottles.
2. Placeable Bowls
Bowls, soups, stews, and bowls of water could now be placed like cakes. Holding right-click on a soup or stew would make you eat it. You would also be able to place items on empty bowls, just like you can put items in item frames. If the item in the bowl is a food item, you would also be able to hold right-click to eat it. Otherwise right-clicking would give you the item.
Believe it or not, bowls of water and bowls of food would have a use. When placed down, pets (dogs, cats, and parrots) would eat or drink from it at random or when on low health. When they do this, they would get a short regeneration buff. Dogs would only eat from bowls that have meat on them, parrots would only eat from bowls that have seeds in them, and cats would only eat from bowls that have fish or chicken in them.
Thanks for reading!
If anyone was curious, I used textcraft.net for the title and some of the support banner text, and I used the Minecraft Achievement Generator for the "Well Fed" status effect picture.
Special thanks to C1ff for the (accidental) idea of pets eating from bowls instead just drinking from them.
Well Fed Buff: I like the idea that both soups and cake get more practical uses. I do think it's a bit odd that a cake, which is pretty unhealthy, would give you this very filling buff, but hey, it's a video game and Gameplay > Realism.
Auto Stacking Bowls: Yes. Not much else to say but yes.
Cauldron Crafting: A use for the cauldron is a yes all the way. Sure, it might require a tile entity, but only as long as the player is cooking, which might only take a few minutes at most. So I'm fine with this as long as the original non-tile entity cauldron block is still kept in the game.
Placeable Bowls: I'm not sure about this one. I don't really feel like it's necessary to allow the player to put their solid food in bowls and then eat it, although on the other hand it might make a good decoration. I do like the idea of using bowls to feed animals, though.
Support.
Rollback Post to RevisionRollBack
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I actually just suggested that pets would drink from bowls of water, but pets eating from bowls would be good too. I'll add it to the post.
Huh, I actually just used the word "feed" because I couldn't really think of an alternative word for liquids, but I'm okay with feeding animals solid foods too.
Rollback Post to RevisionRollBack
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Yes, yes, yes, yes. Being that stews have the most involved crafting recipes, they should have a noticeable advantage over easy to obtain meats. Pets eating from bowls would also be great.
1) The soups/stews are under untilized for the reasons you state [Mushroom Stew as an in base Nether foodstuff is the only one I use with any frequency.]
This part (which I realize is not formally included in your suggestion):
"Something else that could be done with this concept is encourage the player to eat a variety of foods. For example, a loaf of bread, a piece of steak, and a carrot could count as a "meal." If eaten consecutively, the "Well Fed" buff could be given."
I think should be.
If a "Well-Fed" condition is to be introduced, eating the components of a stew seperately ought to provide the same benefit (or nearly so).
As a possible encouragement to eat the stews rather than the ingrediants, perhaps stews could be eaten preemptively whithout needing to be hungry…
WRT how "Well-Fed" works; I think adding some amount of "Bonus Saturation" only accessible by stews [& possibly a new potion??] that would increase regeneration rate until those points were exhausted rather than lasting a set time.
2) This shouldn't need to be a suggestion; it's a bug that ought have been fixed.
Additions
1) This would improve the utility of cauldrons :>: [Other than being handy when setting up a blaze farm, I haven't found much use for them… and most uses I've seen have been decorative.]
Given how infrequently cauldrons seem to be used, the effect of adding a GUI for cooking seems acceptable.
2) Per this video: h^^p://www.y*outube.com/watch?v=2k0_v325QLo (Minecraft 1.13 Snapshot 17w50a- Item Frames on Ceilings & Floors, Local Coordinates!) the first part seems to be already slated for addition…
(Technical note, per the wiki chicken, raw & cooked, is dog food – not that that changes your proposal much….)
The pet feeder functionality is interesting and could prove useful.
[As an expansion, how do you feel about providing some minor additional benefit (such as teleporting back to the bowl if at 1 health) where the bowl and animal have the same name? ]
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
1. Soups and stews should indeed have advantages for thier cost. However, I believe instead of making a new status effect called well fed, the player would receive the saturation I status effect which would last 1:30 seconds. (Would this be too OP? You can decide.) You probably know what I am talking about. In case you don't, the saturation status effect is basically regeneration for hunger bars. Map makers use this so players won't have to eat. To prevent over powered healing, soups and stews don't actually replenish any hunger bars. The saturation effect would most likely get the player back up to full hunger bars. Thye would also regen faster because that's what happens when a player is at full hunger bars. This would also represent the soup slowly filling your stomach which would be a cool effect. As far as I know, the saturation status effect isn't implemented into vanilla survival yet.
2. Yes
Additions
1. I think cauldrons should be required to make soups and stews. It'd be fun to cook rather than craft food. Good Idea.
2. This would be cool to feed your pets, but I think the player should be able to eat stews in their inventory. Placing them down would look really close to pots. Maybe the player just feeds their pet by right clicking it. (Just like feeding rotten flesh and steak to dogs).
1. Soups and stews should indeed have advantages for thier cost. However, I believe instead of making a new status effect called well fed, the player would receive the saturation I status effect which would last 1:30 seconds. (Would this be too OP? You can decide.) You probably know what I am talking about. In case you don't, the saturation status effect is basically regeneration for hunger bars. Map makers use this so players won't have to eat. To prevent over powered healing, soups and stews don't actually replenish any hunger bars. The saturation effect would most likely get the player back up to full hunger bars. Thye would also regen faster because that's what happens when a player is at full hunger bars. This would also represent the soup slowly filling your stomach which would be a cool effect. As far as I know, the saturation status effect isn't implemented into vanilla survival yet. The "Well Fed" Buff already provides long-lasting saturation (as said in the post). In addition to this, it provides another advantage: faster regeneration. I think having it as a buff is better than just having extra saturation because it directly tells the player that the food they just ate gave them a positive effect.
2. Yes
Additions
1. I think cauldrons should be required to make soups and stews. It'd be fun to cook rather than craft food. Good Idea. In the suggestion, it says that you don't have to use cauldrons to make stews, but that it is more efficient that way. I don't see why we need to confuse old players by removing crafting recipes. We can just make it better to use something else. Plus, you can then make the soups/stews before you make a cauldron, just at a higher cost per bowl.
2. This would be cool to feed your pets, but I think the player should be able to eat stews in their inventory. Placing them down would look really close to pots. Maybe the player just feeds their pet by right clicking it. (Just like feeding rotten flesh and steak to dogs). You don't have to place down the soups and stews to eat them; that's just an option. Also, i don't think they'd look too close to pots, because it would be a different shape, different color, and possibly have food or water in it.
If a "Well-Fed" condition is to be introduced, eating the components of a stew seperately ought to provide the same benefit (or nearly so).I don't see why this ought to be. This would just take away the power from the soups/stews and ask for another benefit for them, which is kind of redundant.
WRT how "Well-Fed" works; I think adding some amount of "Bonus Saturation" only accessible by stews [& possibly a new potion??] that would increase regeneration rate until those points were exhausted rather than lasting a set time. This is already the case; I mentioned the "Well Fed" buff providing long-lasting regeneration.
Given how infrequently cauldrons seem to be used, the effect of adding a GUI for cooking seems acceptable. I'm not sure what you mean here. Are you suggesting that cauldrons have a special GUI for cooking? I think having more "world crafting" (crafting not done in a GUI) would add more variety to the game and increase immersion. (Technical note, per the wiki chicken, raw & cooked, is dog food – not that that changes your proposal much….) I meant meat as a category, including chicken, beef, porkchops, etc.
[As an expansion, how do you feel about providing some minor additional benefit (such as teleporting back to the bowl if at 1 health) where the bowl and animal have the same name? ] This seems like it would be a little complicated and make little in-game sense, so I don't know.
About the well fed buff, you don't understand. The saturation effect actually says saturation just like other potion effects (strength, regeneration, poison). This buff is not to be confused with the saturation of foods. It basically does the same thing as the well fed buff your suggesting. It is like regeneration for hunger bars. It is considered even better which is why I lowered the time to just 1;30 seconds. The time can vary per stew. This would make sense because saturation cannot be acquired in survival mode yet.
About the well fed buff, you don't understand. The saturation effect actually says saturation just like other potion effects (strength, regeneration, poison). This buff is not to be confused with the saturation of foods. It basically does the same thing as the well fed buff your suggesting. It is like regeneration for hunger bars. It is considered even better which is why I lowered the time to just 1;30 seconds. The time can vary per stew. This would make sense because saturation cannot be acquired in survival mode yet.
1) The soups/stews are under untilized for the reasons you state [Mushroom Stew as an in base Nether foodstuff is the only one I use with any frequency.]
This part (which I realize is not formally included in your suggestion):
"Something else that could be done with this concept is encourage the player to eat a variety of foods. For example, a loaf of bread, a piece of steak, and a carrot could count as a "meal." If eaten consecutively, the "Well Fed" buff could be given."
I think should be.
If a "Well-Fed" condition is to be introduced, eating the components of a stew seperately ought to provide the same benefit (or nearly so).
I don't see why this ought to be. This would just take away the power from the soups/stews and ask for another benefit for them, which is kind of redundant.
Partly a realism attack and partly support of your idea to use the well fed buff to "encourage the player to eat a variety of foods".
If one eats a carrot, a baked potato, and a haunch of rabbit as seperate dishes at the same meal the effect should be similar to eating those same things as one dish. [Yes, I prefer to skip the mushrooms ]
From a game balence standpoint, one would need to carry four inventory slots (including the mushrooms) of foodstuffs rather than non-stackable bowls of stew so the "cost" seems not too different.
As a possible encouragement to eat the stews rather than the ingrediants, perhaps stews could be eaten preemptively whithout needing to be hungry…
WRT how "Well-Fed" works; I think adding some amount of "Bonus Saturation" only accessible by stews [& possibly a new potion??] that would increase regeneration rate until those points were exhausted rather than lasting a set time.
This is already the case; I mentioned the "Well Fed" buff providing long-lasting regeneration.
From the 7:59 in the achievement graphic in your OP I inferred your suggestion was that this would last a set amount of time (eight minutes).
My suggestion was that the duration be dependant on activity so that much sprinting, jumping and healing would shorten the time and doing nothing more strenuous than walking would lengthen the time.
2) This shouldn't need to be a suggestion; it's a bug that ought have been fixed.
Additions
1) This would improve the utility of cauldrons :>: [Other than being handy when setting up a blaze farm, I haven't found much use for them… and most uses I've seen have been decorative.]
Given how infrequently cauldrons seem to be used, the effect of adding a GUI for cooking seems acceptable.
I'm not sure what you mean here. Are you suggesting that cauldrons have a special GUI for cooking? I think having more "world crafting" (crafting not done in a GUI) would add more variety to the game and increase immersion.
The new functionality for the cauldron would appear IMO to require either a GUI or changing cauldrons to some form of tile entity (probably more similar to the armor stand than the item frame) to allow ingredients to be added.
Only Mushroom stew has an orientation free recipe; both Rabbit stew and Beetroot soup can only be crafted with the ingredients in the right geometric relationship.
In order to:
preserve the orientation dependant recipes
be consistent with other item combining (eg crafting table and anvil), and
make any future further extension of cauldron functionality easier
I believe a GUI the superior option despite the desirability of increasing immersion. (I would hope the right click funcntionality for filling / emptying cauldrons and washing dyes could be preserved.)
(The remark about frequency of use was based on prempting any argument based on both GUI-blocks and tile entities being "lag creators".)
2) Per this video: h^^p://www.y*outube.com/watch?v=2k0_v325QLo (Minecraft 1.13 Snapshot 17w50a- Item Frames on Ceilings & Floors, Local Coordinates!) the first part seems to be already slated for addition…
(Technical note, per the wiki chicken, raw & cooked, is dog food – not that that changes your proposal much….)
I meant meat as a category, including chicken, beef, porkchops, etc.
This was in reply to your OP "…cats would only eat from bowls that have fish or chicken in them."
While ocelots will kill chickens, only uncooked fish works for breeding.
The pet feeder functionality is interesting and could prove useful.
[As an expansion, how do you feel about providing some minor additional benefit (such as teleporting back to the bowl if at 1 health) where the bowl and animal have the same name? ]
This seems like it would be a little complicated and make little in-game sense, so I don't know.
Since dogs and cats will (under certain conditions) teleport to the player, I thought it might be good to have a mechanic by which they had some tendency to teleport back to some sort of kennel area…
I agree about the complexity issue; this looks like bowl/pet pairs would need to be identified by something like the OwnerUUID tag for this to work… still, I thought the idea interesting enough to be worth discussion.
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I agree with what scotsmiser says about the pet idea. Anyways, regenration speed is increased at full hunger. I never said the stew would give regeneration. It would give saturation which increases the speed of hunger regeneration.
The Bedrock and Console versions already have it where you can dye the water in the cauldrons, so this would just be a step further. We don’t need a GUI for the cauldrons; we barely have any crafting that’s done outside of a GUI. While I see your point with the ingredients, I still don’t think it should give the exact same effect as when the soup/stew is eaten. The logic behind this is that the ingredients are smashed, chopped, grinded, and mixed when you craft a soup or stew. The animal and pet bowl thing would be weird and not really be similar to anything else that’s already in the game. Plus, would you really want your dog to magically disappear to your friend’s house you were just at? And what in-game sense would that make?
More or less in reverse order…
The whole telelport 'thing' always seemed odd to me… (sometimes quite useful, but always odd).
The closest parallel of which I am aware to my pet/bowl linkage is ythe player/bed association (i.e. not a very close one). While I still like the idea of pets having a statistical likelyhood of returning to a fixable 'home' point (represented by their named bowl) this does go rather far afield from the core of your original suggestion (and may involve technical difficulties WRT implementation).
I have no issue with there being [i]some[/i] difference between eating stew & stew ingredients (the latter would also likely require more code to track properly), but prefer an alternative to the binary eat_stew→effect/eat_ingredients↛effect.
My thought is "the effect should be similar" (say 75 or 80% of stew).
RE: GUIs
It appears we differ in how disruptive to our immersion we find these; other than the vulnerable while one has a GUI open – I barely notice them whereas you seem to find them more interuptive…. Presuming you would accept (or at least tolerate) a GUI [i]where it to provide enough desirable functionality[/i], no real issue here beyond different person / different tastes.
Cauldrons & dying was only brought up as this would be one of several cauldron uses that would need to be accomidated by whatever interface is implemented. [I do not favor adding cauldron dying as it is redundent to craft table dying, but there is currnetly no other way to un-dye (AFAIK).
Dye washing (but not dying) is currently implemented in OriginalPlatform (i.e. java) but I had to test this while writing as I'd not previously had occansion to use that feature.]
Returning to your original suggestion (still in reverse order of parts)…
Pet bowls are an interesting area to explore (and on which we have differing but not wholly incompatible ideas)…
Placable bowls are (sort of) slated for 1.13. :>:
Cauldron crafting: agree with the basic idea, but would optimize to a different implementation.
Auto stacking: time & past.
Well Fed: like the basic idea, some differences in how best to implement.
[pretty good scorecard, especially given my meddlesome nature ]
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
You know what are underpowered? Soups and stews. Let's fix that.
The Issues
1. Soups/stews have no advantage that makes them practical despite their unstackabless.
2. The wooden bowls left behind don't auto-stack, which makes for a minor inconvenience.
3. Because of issue #1, there isn't much reason to craft soups and stews.
The Fixes
It's about time these issues are fixed.
1. "Well Fed" Buff
I know I'm not the first person to suggest this, but it's still a good idea.
The player will now get a "Well Fed" buff after completely eating cake, mushroom stew, rabbit stew, or beetroot soup.
This buff would do two things:
a. Increase the rate at which you regenerate health
b. Provide extremely long-lasting saturation
Something else that could be done with this concept is encourage the player to eat a variety of foods. For example, a loaf of bread, a piece of steak, and a carrot could count as a "meal." If eaten consecutively, the "Well Fed" buff could be given. This is just food for thought (pun intended), though, and not a part of what I am suggesting.
2. Bowls Should Auto-Stack
This is pretty simple. After you consume a soup or stew, the bowl that is left behind would now automatically stack with any bowls that are already in your inventory.
Additions
These are things that aren't necessarily direct fixes to the issues mentioned, but would still make as great features in the game.
1. Cauldron Crafting
Though the original recipes would still work, there would be a new way of making soups and stews: with cauldrons. When a cauldron has water in it, you could now right-click to place in the ingredients. Once all of the ingredients are in the water, it will no longer be water, but rather the soup or stew. At this point you can right-click on the cauldron with a bowl to fill it with the soup or stew. A full cauldron would produce three bowls full, making it more efficient to use a cauldron.
If not all of the ingredients are in the cauldron, right-clicking it with an empty bowl or bucket will just give a bucket of water or a bowl of water, and the ingredients used so far would drop as items. Yes, there would be a new item: the bowl of water. They would be behave just like water bottles.
2. Placeable Bowls
Bowls, soups, stews, and bowls of water could now be placed like cakes. Holding right-click on a soup or stew would make you eat it. You would also be able to place items on empty bowls, just like you can put items in item frames. If the item in the bowl is a food item, you would also be able to hold right-click to eat it. Otherwise right-clicking would give you the item.
Believe it or not, bowls of water and bowls of food would have a use. When placed down, pets (dogs, cats, and parrots) would eat or drink from it at random or when on low health. When they do this, they would get a short regeneration buff. Dogs would only eat from bowls that have meat on them, parrots would only eat from bowls that have seeds in them, and cats would only eat from bowls that have fish or chicken in them.
Thanks for reading!
If anyone was curious, I used textcraft.net for the title and some of the support banner text, and I used the Minecraft Achievement Generator for the "Well Fed" status effect picture.
Special thanks to C1ff for the (accidental) idea of pets eating from bowls instead just drinking from them.
Check out my suggestions! Here is one of them:
This sounds like a great idea! Especially the place-able bowls.
Full Support
Well Fed Buff: I like the idea that both soups and cake get more practical uses. I do think it's a bit odd that a cake, which is pretty unhealthy, would give you this very filling buff, but hey, it's a video game and Gameplay > Realism.
Auto Stacking Bowls: Yes. Not much else to say but yes.
Cauldron Crafting: A use for the cauldron is a yes all the way. Sure, it might require a tile entity, but only as long as the player is cooking, which might only take a few minutes at most. So I'm fine with this as long as the original non-tile entity cauldron block is still kept in the game.
Placeable Bowls: I'm not sure about this one. I don't really feel like it's necessary to allow the player to put their solid food in bowls and then eat it, although on the other hand it might make a good decoration. I do like the idea of using bowls to feed animals, though.
Support.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I actually just suggested that pets would drink from bowls of water, but pets eating from bowls would be good too. I'll add it to the post.
Check out my suggestions! Here is one of them:
Huh, I actually just used the word "feed" because I couldn't really think of an alternative word for liquids, but I'm okay with feeding animals solid foods too.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Yes, yes, yes, yes. Being that stews have the most involved crafting recipes, they should have a noticeable advantage over easy to obtain meats. Pets eating from bowls would also be great.
Support.
1) The soups/stews are under untilized for the reasons you state [Mushroom Stew as an in base Nether foodstuff is the only one I use with any frequency.]
This part (which I realize is not formally included in your suggestion):
I think should be.
If a "Well-Fed" condition is to be introduced, eating the components of a stew seperately ought to provide the same benefit (or nearly so).
As a possible encouragement to eat the stews rather than the ingrediants, perhaps stews could be eaten preemptively whithout needing to be hungry…
WRT how "Well-Fed" works; I think adding some amount of "Bonus Saturation" only accessible by stews [& possibly a new potion??] that would increase regeneration rate until those points were exhausted rather than lasting a set time.
2) This shouldn't need to be a suggestion; it's a bug that ought have been fixed.
Additions
1) This would improve the utility of cauldrons :>: [Other than being handy when setting up a blaze farm, I haven't found much use for them… and most uses I've seen have been decorative.]
Given how infrequently cauldrons seem to be used, the effect of adding a GUI for cooking seems acceptable.
2) Per this video: h^^p://www.y*outube.com/watch?v=2k0_v325QLo (Minecraft 1.13 Snapshot 17w50a- Item Frames on Ceilings & Floors, Local Coordinates!) the first part seems to be already slated for addition…
(Technical note, per the wiki chicken, raw & cooked, is dog food – not that that changes your proposal much….)
The pet feeder functionality is interesting and could prove useful.
[As an expansion, how do you feel about providing some minor additional benefit (such as teleporting back to the bowl if at 1 health) where the bowl and animal have the same name? ]
Fixes
1. Soups and stews should indeed have advantages for thier cost. However, I believe instead of making a new status effect called well fed, the player would receive the saturation I status effect which would last 1:30 seconds. (Would this be too OP? You can decide.) You probably know what I am talking about. In case you don't, the saturation status effect is basically regeneration for hunger bars. Map makers use this so players won't have to eat. To prevent over powered healing, soups and stews don't actually replenish any hunger bars. The saturation effect would most likely get the player back up to full hunger bars. Thye would also regen faster because that's what happens when a player is at full hunger bars. This would also represent the soup slowly filling your stomach which would be a cool effect. As far as I know, the saturation status effect isn't implemented into vanilla survival yet.
2. Yes
Additions
1. I think cauldrons should be required to make soups and stews. It'd be fun to cook rather than craft food. Good Idea.
2. This would be cool to feed your pets, but I think the player should be able to eat stews in their inventory. Placing them down would look really close to pots. Maybe the player just feeds their pet by right clicking it. (Just like feeding rotten flesh and steak to dogs).
Responses in bold.
Check out my suggestions! Here is one of them:
Check out my suggestions! Here is one of them:
About the well fed buff, you don't understand. The saturation effect actually says saturation just like other potion effects (strength, regeneration, poison). This buff is not to be confused with the saturation of foods. It basically does the same thing as the well fed buff your suggesting. It is like regeneration for hunger bars. It is considered even better which is why I lowered the time to just 1;30 seconds. The time can vary per stew. This would make sense because saturation cannot be acquired in survival mode yet.
Read WIki
The "Well Fed" buff would increase regeneration speed, not just give regeneration.
Check out my suggestions! Here is one of them:
Quoting
[I've removed the discussion from quote tags as material therein does not appear to be re-quotable. Speaker is marked as:]
ScotsMiser#1
Wolftopia#1
ScotsMiser#2
1) The soups/stews are under untilized for the reasons you state [Mushroom Stew as an in base Nether foodstuff is the only one I use with any frequency.]
This part (which I realize is not formally included in your suggestion):
"Something else that could be done with this concept is encourage the player to eat a variety of foods. For example, a loaf of bread, a piece of steak, and a carrot could count as a "meal." If eaten consecutively, the "Well Fed" buff could be given."
I think should be.
If a "Well-Fed" condition is to be introduced, eating the components of a stew seperately ought to provide the same benefit (or nearly so).
I don't see why this ought to be. This would just take away the power from the soups/stews and ask for another benefit for them, which is kind of redundant.
Partly a realism attack and partly support of your idea to use the well fed buff to "encourage the player to eat a variety of foods".
If one eats a carrot, a baked potato, and a haunch of rabbit as seperate dishes at the same meal the effect should be similar to eating those same things as one dish. [Yes, I prefer to skip the mushrooms ]
From a game balence standpoint, one would need to carry four inventory slots (including the mushrooms) of foodstuffs rather than non-stackable bowls of stew so the "cost" seems not too different.
As a possible encouragement to eat the stews rather than the ingrediants, perhaps stews could be eaten preemptively whithout needing to be hungry…
WRT how "Well-Fed" works; I think adding some amount of "Bonus Saturation" only accessible by stews [& possibly a new potion??] that would increase regeneration rate until those points were exhausted rather than lasting a set time.
This is already the case; I mentioned the "Well Fed" buff providing long-lasting regeneration.
From the 7:59 in the achievement graphic in your OP I inferred your suggestion was that this would last a set amount of time (eight minutes).
My suggestion was that the duration be dependant on activity so that much sprinting, jumping and healing would shorten the time and doing nothing more strenuous than walking would lengthen the time.
2) This shouldn't need to be a suggestion; it's a bug that ought have been fixed.
Additions
1) This would improve the utility of cauldrons :>: [Other than being handy when setting up a blaze farm, I haven't found much use for them… and most uses I've seen have been decorative.]
Given how infrequently cauldrons seem to be used, the effect of adding a GUI for cooking seems acceptable.
I'm not sure what you mean here. Are you suggesting that cauldrons have a special GUI for cooking? I think having more "world crafting" (crafting not done in a GUI) would add more variety to the game and increase immersion.
The new functionality for the cauldron would appear IMO to require either a GUI or changing cauldrons to some form of tile entity (probably more similar to the armor stand than the item frame) to allow ingredients to be added.
Only Mushroom stew has an orientation free recipe; both Rabbit stew and Beetroot soup can only be crafted with the ingredients in the right geometric relationship.
In order to:
preserve the orientation dependant recipes
be consistent with other item combining (eg crafting table and anvil), and
make any future further extension of cauldron functionality easier
I believe a GUI the superior option despite the desirability of increasing immersion. (I would hope the right click funcntionality for filling / emptying cauldrons and washing dyes could be preserved.)
(The remark about frequency of use was based on prempting any argument based on both GUI-blocks and tile entities being "lag creators".)
2) Per this video: h^^p://www.y*outube.com/watch?v=2k0_v325QLo (Minecraft 1.13 Snapshot 17w50a- Item Frames on Ceilings & Floors, Local Coordinates!) the first part seems to be already slated for addition…
(Technical note, per the wiki chicken, raw & cooked, is dog food – not that that changes your proposal much….)
I meant meat as a category, including chicken, beef, porkchops, etc.
This was in reply to your OP "…cats would only eat from bowls that have fish or chicken in them."
While ocelots will kill chickens, only uncooked fish works for breeding.
The pet feeder functionality is interesting and could prove useful.
[As an expansion, how do you feel about providing some minor additional benefit (such as teleporting back to the bowl if at 1 health) where the bowl and animal have the same name? ]
This seems like it would be a little complicated and make little in-game sense, so I don't know.
Since dogs and cats will (under certain conditions) teleport to the player, I thought it might be good to have a mechanic by which they had some tendency to teleport back to some sort of kennel area…
I agree about the complexity issue; this looks like bowl/pet pairs would need to be identified by something like the OwnerUUID tag for this to work… still, I thought the idea interesting enough to be worth discussion.
I agree with what scotsmiser says about the pet idea. Anyways, regenration speed is increased at full hunger. I never said the stew would give regeneration. It would give saturation which increases the speed of hunger regeneration.
The Bedrock and Console versions already have it where you can dye the water in the cauldrons, so this would just be a step further. We don’t need a GUI for the cauldrons; we barely have any crafting that’s done outside of a GUI. While I see your point with the ingredients, I still don’t think it should give the exact same effect as when the soup/stew is eaten. The logic behind this is that the ingredients are smashed, chopped, grinded, and mixed when you craft a soup or stew. The animal and pet bowl thing would be weird and not really be similar to anything else that’s already in the game. Plus, would you really want your dog to magically disappear to your friend’s house you were just at? And what in-game sense would that make?
Check out my suggestions! Here is one of them:
Scotmisers ideas are pretty good and you should take note of them. They would improve your suggestion by a lot.
More or less in reverse order…
The whole telelport 'thing' always seemed odd to me… (sometimes quite useful, but always odd).
The closest parallel of which I am aware to my pet/bowl linkage is ythe player/bed association (i.e. not a very close one). While I still like the idea of pets having a statistical likelyhood of returning to a fixable 'home' point (represented by their named bowl) this does go rather far afield from the core of your original suggestion (and may involve technical difficulties WRT implementation).
I have no issue with there being [i]some[/i] difference between eating stew & stew ingredients (the latter would also likely require more code to track properly), but prefer an alternative to the binary eat_stew→effect/eat_ingredients↛effect.
My thought is "the effect should be similar" (say 75 or 80% of stew).
RE: GUIs
It appears we differ in how disruptive to our immersion we find these; other than the vulnerable while one has a GUI open – I barely notice them whereas you seem to find them more interuptive…. Presuming you would accept (or at least tolerate) a GUI [i]where it to provide enough desirable functionality[/i], no real issue here beyond different person / different tastes.
Cauldrons & dying was only brought up as this would be one of several cauldron uses that would need to be accomidated by whatever interface is implemented. [I do not favor adding cauldron dying as it is redundent to craft table dying, but there is currnetly no other way to un-dye (AFAIK).
Dye washing (but not dying) is currently implemented in OriginalPlatform (i.e. java) but I had to test this while writing as I'd not previously had occansion to use that feature.]
Returning to your original suggestion (still in reverse order of parts)…
Pet bowls are an interesting area to explore (and on which we have differing but not wholly incompatible ideas)…
Placable bowls are (sort of) slated for 1.13. :>:
Cauldron crafting: agree with the basic idea, but would optimize to a different implementation.
Auto stacking: time & past.
Well Fed: like the basic idea, some differences in how best to implement.
You can stack bread unless you keep playing beta 1.7 or older.
Stacking full bowls would be a great addition.
Full support.
My videos: https://www.youtube.com/user/robingravel
My cartoons: http://www.dailymotion.com/robin-gravel
Flash Animation (if your computer supports flash):
http://robingravel.byethost15.com/eflash.htm
Few flash movies have easter egg/extras