I know there are threads on this already, but they're all very old and focused on some solution which isn't quite what I want to suggest, so I'm starting a new one just to stay fresh. Anyhow...
My suggestion is simple... make food stackable, but make healing after eating take time, rather than being instant. Have eating apply a script by which you regen n hearts per second for x seconds, based on the food you consume. This prevents people healing instantly by stacking food in their quick bar, while eliminating the extreme annoyance of managing chests and inventories filled with individual pork chops or other food items.
The inability to stack food in your inventory or chests is probably one of the greatest annoyances in the game to me, it ranks right up there with getting creeper'd 5 times in a row while repairing creeper damage to whatever you were dumb enough to try building in the open. I find that when exploring, I very frequently need to stop, open my inventory, and unload all the pork chops I've inadvertently picked up along the way over the side of a cliff, so I have room in my inventory to carry things again. My pantry has a double chest that's completely full of porkchops I've unloaded there, and I really wish I could use that space to store something else... it also makes cooking them an enormous pain, and I usually end up swapping back and forth between two furnances at the same time to churn them out faster, and still needing to spend a fair amount of time and effort doing it.
So please, for the love of all things that kill creepers, make food stackable.
Where the concern is ease of healing, just strike a balance with how slow the food heals you, and make it so eating multiple items does not speed up the healing process, and may just waste items if it's possible at all (I mean honestly, the game could USE some wasteful method by which to dispose of all that food...)
*snip* make food stackable, but make healing after eating take time, rather than being instant. Have eating apply a script by which you regen one heart per second for x seconds, based on the food you consume. This prevents people healing instantly by stacking food in their quick bar, while eliminating the extreme annoyance of managing chests and inventories filled with individual pork chops or other food items.
One of the primary reasons food is not stackable is so the player doesn't run around with obscene amounts of health at a time. Even healing over time, this would get really broken really fast. As an example: You have 36 spaces of storage. If you stacked cooked porkchops x64 in just one of those squares, you have enough healing for 256 hearts. You fill the entire inventory with stacks of cooked porkchops? 9216 hearts regenned. You wouldn't have to fight. Just run around munching on the food, you'll regen faster than they can hurt you anyway.
it ranks right up there with getting creeper'd 5 times in a row while repairing creeper damage to whatever you were dumb enough to try building in the open.
Kill the creepers THEN repair. If you was dumb enough to build in the open, you deserve it.
One of the primary reasons food is not stackable is so the player doesn't run around with obscene amounts of health at a time. Even healing over time, this would get really broken really fast. As an example: You have 36 spaces of storage. If you stacked cooked porkchops x64 in just one of those squares, you have enough healing for 256 hearts. You fill the entire inventory with stacks of cooked porkchops? 9216 hearts regenned. You wouldn't have to fight. Just run around munching on the food, you'll regen faster than they can hurt you anyway.
You already don't have to fight. You can outrun anything in the game except spiders, and those are easily killed or avoided by the use of narrow passageways, so if you're dying while running away, you're clearly doing something wrong. Furthermore, let's not forget that iron armor gives you a ridiculous amount of staying power if you DO choose to fight, to such an extent that the only reason to EVER go home and heal is that you're running out of inventory space to scavenge stuff and you need to unload... scavenging, which, incidentally, was interrupted multiple times for you to throw away all the pork chops you weren't using in the first place. If this doesn't sound at all familiar, you're probably playing the game wrong.
Let's not forget that currently, if you fill up your bottom bar with a sword, bow, and a row of porkchops, you really have no excuse to die. It makes the game entirely too easy, because that healing is always available to you instantly, and you only need to sacrifice a portion of inventory space to have it (and you can always eat them to clear up inventory space, also instantly). The current non-stackability of food really only hurts the people who DON'T abuse it by intentionally stocking up and storing all of it in their quick bar. Then you need to stop and go through your inventory to throw it away (because let's face it, it's not even worth the time and effort of transferring a pork chop to the quick bar and eating it to gain back that half heart you lost in fall damage some time ago)
Conversely, if you force healing to be slow, then you can't abuse food as an absorb-damage-for-free card. When you do die in Minecraft, it's usually quickly... falling off a ledge, getting pushed into lava, catching fire, or getting greeted by a small army of creepers. A non-instant healing script would prevent you from averting any of these deaths by eating. Additionally, the rate at which you heal width eating is a perfectly balanceable number. If you think a heart a second is for whatever reason too fast, you can make it a heart every five seconds, or ten seconds, I don't care. The point is that inventory management for items that don't stack, f***ing sucks, and anything that helps alleviate this is a good thing, so we need to find a more constructive way of balancing healing.
Quote from yoshi9048 »
Kill the creepers THEN repair. If you was dumb enough to build in the open, you deserve it.
So you missed the concept of my post AND you have no concept of humor. Bravo!
This isn't Counterstrike, this is Minecraft. Mine + Craft. non-stackable food items hurts both the mining part and the crafting part. And since it's called Survival Mode, and not Counterstrike Mode, I'm going to assume that the intent is not to prevent people from avoiding griefing or force them to brawl to the death, but rather to provide fun and interesting challenges to crafting things in a functional and intelligent manner. If you actually care more about the brawling than about the fun and crafting, you're playing the wrong game, and should probably go back to counterstrike.
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I know there are threads on this already, but they're all very old and focused on some solution which isn't quite what I want to suggest, so I'm starting a new one just to stay fresh. Anyhow...
My suggestion is simple... make food stackable, but make healing after eating take time, rather than being instant. Have eating apply a script by which you regen n hearts per second for x seconds, based on the food you consume. This prevents people healing instantly by stacking food in their quick bar, while eliminating the extreme annoyance of managing chests and inventories filled with individual pork chops or other food items.
The inability to stack food in your inventory or chests is probably one of the greatest annoyances in the game to me, it ranks right up there with getting creeper'd 5 times in a row while repairing creeper damage to whatever you were dumb enough to try building in the open. I find that when exploring, I very frequently need to stop, open my inventory, and unload all the pork chops I've inadvertently picked up along the way over the side of a cliff, so I have room in my inventory to carry things again. My pantry has a double chest that's completely full of porkchops I've unloaded there, and I really wish I could use that space to store something else... it also makes cooking them an enormous pain, and I usually end up swapping back and forth between two furnances at the same time to churn them out faster, and still needing to spend a fair amount of time and effort doing it.
So please, for the love of all things that kill creepers, make food stackable.
Where the concern is ease of healing, just strike a balance with how slow the food heals you, and make it so eating multiple items does not speed up the healing process, and may just waste items if it's possible at all (I mean honestly, the game could USE some wasteful method by which to dispose of all that food...)
One of the primary reasons food is not stackable is so the player doesn't run around with obscene amounts of health at a time. Even healing over time, this would get really broken really fast. As an example: You have 36 spaces of storage. If you stacked cooked porkchops x64 in just one of those squares, you have enough healing for 256 hearts. You fill the entire inventory with stacks of cooked porkchops? 9216 hearts regenned. You wouldn't have to fight. Just run around munching on the food, you'll regen faster than they can hurt you anyway.
Kill the creepers THEN repair. If you was dumb enough to build in the open, you deserve it.
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You already don't have to fight. You can outrun anything in the game except spiders, and those are easily killed or avoided by the use of narrow passageways, so if you're dying while running away, you're clearly doing something wrong. Furthermore, let's not forget that iron armor gives you a ridiculous amount of staying power if you DO choose to fight, to such an extent that the only reason to EVER go home and heal is that you're running out of inventory space to scavenge stuff and you need to unload... scavenging, which, incidentally, was interrupted multiple times for you to throw away all the pork chops you weren't using in the first place. If this doesn't sound at all familiar, you're probably playing the game wrong.
Let's not forget that currently, if you fill up your bottom bar with a sword, bow, and a row of porkchops, you really have no excuse to die. It makes the game entirely too easy, because that healing is always available to you instantly, and you only need to sacrifice a portion of inventory space to have it (and you can always eat them to clear up inventory space, also instantly). The current non-stackability of food really only hurts the people who DON'T abuse it by intentionally stocking up and storing all of it in their quick bar. Then you need to stop and go through your inventory to throw it away (because let's face it, it's not even worth the time and effort of transferring a pork chop to the quick bar and eating it to gain back that half heart you lost in fall damage some time ago)
Conversely, if you force healing to be slow, then you can't abuse food as an absorb-damage-for-free card. When you do die in Minecraft, it's usually quickly... falling off a ledge, getting pushed into lava, catching fire, or getting greeted by a small army of creepers. A non-instant healing script would prevent you from averting any of these deaths by eating. Additionally, the rate at which you heal width eating is a perfectly balanceable number. If you think a heart a second is for whatever reason too fast, you can make it a heart every five seconds, or ten seconds, I don't care. The point is that inventory management for items that don't stack, f***ing sucks, and anything that helps alleviate this is a good thing, so we need to find a more constructive way of balancing healing.
So you missed the concept of my post AND you have no concept of humor. Bravo!
This isn't Counterstrike, this is Minecraft. Mine + Craft. non-stackable food items hurts both the mining part and the crafting part. And since it's called Survival Mode, and not Counterstrike Mode, I'm going to assume that the intent is not to prevent people from avoiding griefing or force them to brawl to the death, but rather to provide fun and interesting challenges to crafting things in a functional and intelligent manner. If you actually care more about the brawling than about the fun and crafting, you're playing the wrong game, and should probably go back to counterstrike.