I was generally inspired from how astonished I was that I could carry raw chicken, and not having it moldy or become unusable/more prone to poisoning after a time. So I came up with this as a means of not just adding poisoned foods, but also ways to preserve them.
Food expiration
First, let's discuss the meats on hand. We have raw beef, raw chicken and raw porkchops. We also have eggs from chickens, and other items like soups, golden apples and the infamous cake. All of these items should be on a timer, and when spoiled, change their graphic. Say, one game week to get home and store your acquired livestock goods.
Tones should be played when there is food in the inventory, to tell the player how much longer the food has left before becoming toxic and prone to poisoning. When consumed, chance of poisoning goes up to 100%, simulating real-life consequences when eating poisoned items.
Wolves can still eat the poisoned goods without consequence, and, of course, can be burned in lava.
Cooked foods will have double longevity, but must still be eaten before it gets moldy for full benefit. Fruits and baked goods before a time will mold, and become poisonous to consume. Eggs will become rotten, and only good as a prank weapon, which would yellow the screen of a player who is targeted.
Cold preservation
To preserve foods, one should make a freezer chest out of redstone, snow (potentially) and a chest. This freezer chest can be crafted, then used on it's own, or it can be joined with either another freezer chest or regular chest to keep more items cool.
Items in the freezer chest will then last, well, indefinitely. The timer on cold items would be stopped. In a snow biome, the timers on all foods will multiply tenfold, giving a player more time to head home, and in a pinch, a chest with snow in a snow biome will act exactly as the redstone-powered freezer chest that works everywhere else.
Salt use and preservation
A new block should be salt, and it should be found in desert biomes, where salt and borax are typically found in the real world. Salt should have a dirt-like texture on it, except it's white. When collected, it's icon would be a white lump of salt.
Salt will have multiple purposes. As an additive, it will make all items give between a half-heart and an extra heart of health. When taken by itself, your mouth will dry, which will make you unable to eat anything for a time, but will restore a heart in a pinch.
When used on zombies and other living beings (and potentially creepers), they will move in a circle and be unable to see you for a time, stunned because of salt in their eyes impeding their vision. If used on wolves, they will become hostile and run randomly, but soon the effect wears off, and they will target you. When used on other animals, they will move around in a circle, but become hostile when stunned, forcing the player to melee from a distance.
When used on you, all the saturation will be removed, and you would be nearly blinded. But wearing a pumpkin will prevent salt blindness. (Makes sense, doesn't it?)
Preserving meats indefinitely with salt is a good way to have meats on-the-go. A salt chest should be made, and, using the same screen as the furnace, types of meat can be in the chest to "Cure". Cured meats become jerkies; Raw beef becomes beef jerky, raw chicken becomes chicken jerky, and raw porkchop can become pork jerky.
Salt can also be added to cakes as a required ingredient, adding yet another item to get before making this delicious and sweet delicacy.
Too long, didn't read? Here's the summary.
All foods should expire after a time and become poisonous. A block called salt should be in the desert biome. Chests powered by redstone should keep raw foods frozen. Cooked foods should have double life. Frozen foods should last forever. Salt chests should be an item, to cure meats and make them last forever. Salt should be used as a weapon to stun and blind players and organic enemies. Salt should give more health to foods seasoned with it.
Really nice mod idea. I would have this in my minecraft, as I like food mods and about died when notch added melons
Notch for you, as well as some diamonds :3
I don't like this idea, I'd end up spending all of my time focusing on my hunger instead of building my town.
Why not give the player a time limit, since people "expire" as well? Or have player-placed wood blocks rot? Iron doors and blocks could rust in the rain. Hey, why not add excrement to Steve's schedule.
My point is that if one thing expires, all things should. And having something crucial to survival have an expiry date? Just sounds like an unfun idea.
I don't like this idea, I'd end up spending all of my time focusing on my hunger instead of building my town.
Why not give the player a time limit, since people "expire" as well? Or have player-placed wood blocks rot? Iron doors and blocks could rust in the rain. Hey, why not add excrement to Steve's schedule.
My point is that if one thing expires, all things should. And having something crucial to survival have an expiry date? Just sounds like an unfun idea.
No need to be a smartass about it. I more-or-less suggested the idea because of rotten flesh able to poison your food meter. If you don't want to worry about food, then set it on peaceful and the timers will be suspended.
Though I must admit, it seems overkill to have it in the other difficulties. This might make more sense in Hard, or for an entirely different and nonexistent difficulty altogether.
If you don't like it, I apologize, but there was no need to go aggro on me.
No need to be a smartass about it. I more-or-less suggested the idea because of rotten flesh able to poison your food meter. If you don't want to worry about food, then set it on peaceful and the timers will be suspended.
Though I must admit, it seems overkill to have it in the other difficulties. This might make more sense in Hard, or for an entirely different and nonexistent difficulty altogether.
If you don't like it, I apologize, but there was no need to go aggro on me.
I was just comparing this to other similar situations which would be counterproductive to the game's flow, not "going aggro on you" -.-' My criticism is a lot more constructive than most, you'll find.
Hunger is one of my favorite additions to the game. My first priority has shifted away from establishing a mine and building a house, and toward finding and stockpiling food, and establishing a steady source of nutrition. I especially like how my tactic for nourishment changes with each biome. Swamp: Mushroom soup. Plains: Hunting animals. Forest: Wheat farm. Ocean: Fishing.
Also, the solution to set the game to peaceful is hardly fair. Currently, peaceful mode doesn't even have hunger, which I think is a shame. It's not fair to expect people who dislike one (potential) aspect of the game to forego so many others. I know lots of people who would love to play with hunger and have the ability to take damage, but who don't like the hostile mobs.
Lastly, I suggest that you take your own advice and try not to get so confrontational so quickly.
"WHAT THE HELL, YOSHI?!" you may think/type/say/mumble/drool/whatever-the-hell-it-is-you-13-year-old-savants-do.
Here's what I mean:
Let's assume that you get 1 piece of raw porkchop.
6 days later, let's assume that you get another piece of raw porkchop.
2 days later, how would you determine if the raw porkchop would be destroyed and replaced? Would it destroy both? Would the second acquisition reset the timer? How would the stack behave?
The answer is, each piece of food would need a durability that drops with the passage of days. Each food has durability (3,5,7,14), and the durability drops by 1 every sunrise(just so that sleeping doesn't bypass the spoilage). This means that food is no longer stackable, and the player now has a great deal to worry about.
I was just comparing this to other similar situations which would be counterproductive to the game's flow, not "going aggro on you" -.-' My criticism is a lot more constructive than most, you'll find.
Hunger is one of my favorite additions to the game. My first priority has shifted away from establishing a mine and building a house, and toward finding and stockpiling food, and establishing a steady source of nutrition. I especially like how my tactic for nourishment changes with each biome. Swamp: Mushroom soup. Plains: Hunting animals. Forest: Wheat farm. Ocean: Fishing.
Also, the solution to set the game to peaceful is hardly fair. Currently, peaceful mode doesn't even have hunger, which I think is a shame. It's not fair to expect people who dislike one (potential) aspect of the game to forego so many others. I know lots of people who would love to play with hunger and have the ability to take damage, but who don't like the hostile mobs.
Lastly, I suggest that you take your own advice and try not to get so confrontational so quickly.
Then if they don't like the hostile mobs, they should either delete META-INF and modify the game to take them out, or quit being babies and choose to play the game with the mobs.
And you can avoid the mobs altogether (Well, almost) if you just make a bed in a well-lit area under the ground. Or, you can also build a place and sleep there, like most skilled Minecraft players attempt to do.
But we're deviating from the point. My idea was to make the game more realistic, and potentially more harder. Some people find this added difficulty fun, while you don't, which is why I made the suggestion to add this feature in either "Hard" or something a step up from it.
I agree with the suggestion it may prove a distraction. if the majority like that kind of difficulty, then that is what Notch will give to his people. Otherwise, this will be ignored and not implemented.
"WHAT THE HELL, YOSHI?!" you may think/type/say/mumble/drool/whatever-the-hell-it-is-you-13-year-old-savants-do.
Here's what I mean:
Let's assume that you get 1 piece of raw porkchop.
6 days later, let's assume that you get another piece of raw porkchop.
2 days later, how would you determine if the raw porkchop would be destroyed and replaced? Would it destroy both? Would the second acquisition reset the timer? How would the stack behave?
The answer is, each piece of food would need a durability that drops with the passage of days. Each food has durability (3,5,7,14), and the durability drops by 1 every sunrise(just so that sleeping doesn't bypass the spoilage). This means that food is no longer stackable, and the player now has a great deal to worry about.
This is an excellent point, one I hadn't even thought of.
"WHAT THE HELL, YOSHI?!" you may think/type/say/mumble/drool/whatever-the-hell-it-is-you-13-year-old-savants-do.
Here's what I mean:
Let's assume that you get 1 piece of raw porkchop.
6 days later, let's assume that you get another piece of raw porkchop.
2 days later, how would you determine if the raw porkchop would be destroyed and replaced? Would it destroy both? Would the second acquisition reset the timer? How would the stack behave?
The answer is, each piece of food would need a durability that drops with the passage of days. Each food has durability (3,5,7,14), and the durability drops by 1 every sunrise(just so that sleeping doesn't bypass the spoilage).
Oooh... you're right about that.
Nevermind then. I had an idea how to bypass that, but you're right. And rotten food needs it's own inventory slot, which means that piece of gold? You wouldn't be getting it if a porkchop all of a sudden becomes no good.
If anyone who likes this idea has a fesible workaround, then feel free to post 'em. Otherwise I'm off it.
Then if they don't like the hostile mobs, they should either delete META-INF and modify the game to take them out, or quit being babies and choose to play the game with the mobs.
And you can avoid the mobs altogether (Well, almost) if you just make a bed in a well-lit area under the ground. Or, you can also build a place and sleep there, like most skilled Minecraft players attempt to do.
But we're deviating from the point. My idea was to make the game more realistic, and potentially more harder. Some people find this added difficulty fun, while you don't, which is why I made the suggestion to add this feature in either "Hard" or something a step up from it.
I agree with the suggestion it may prove a distraction. if the majority like that kind of difficulty, then that is what Notch will give to his people. Otherwise, this will be ignored and not implemented.
There are plenty of ways to play Minecraft, which I'm sure you realize. That's why Creative mode was recently brought back. And this player isn't "a baby", she just doesn't like to be interrupted when building. We play with mobs on together all the time, she just likes to collect resources herself while not feeling rushed to do everything before nightfall. Judging someone's "skill" according to how they choose to play the game isn't the most open-minded statement, to say the least.
I, personally, enjoy difficulty. I frequently play on hard mode, and try not to do things like make mob traps, which make it too easy for me to collect resources and survive. The thing right now is that most aspects of the game that could be considered difficult become easier according to the player's skill, just like you so helpfully pointed out when referring to the tactics of shelters and beds. I feel like this would not be based on my skill though, and just on how much salt I could find, or how often I have to go back to my wheat field for fresh bread. Any "skill" involved would be more like finding loopholes, or ways to work around the food's degradation. That's why I think it'd be more of a drawback and less of a perk.
That pretty much sums up everything I have to say.
Rollback Post to RevisionRollBack
Minecraft is best craft.
To post a comment, please login or register a new account.
Food expiration
First, let's discuss the meats on hand. We have raw beef, raw chicken and raw porkchops. We also have eggs from chickens, and other items like soups, golden apples and the infamous cake. All of these items should be on a timer, and when spoiled, change their graphic. Say, one game week to get home and store your acquired livestock goods.
Tones should be played when there is food in the inventory, to tell the player how much longer the food has left before becoming toxic and prone to poisoning. When consumed, chance of poisoning goes up to 100%, simulating real-life consequences when eating poisoned items.
Wolves can still eat the poisoned goods without consequence, and, of course, can be burned in lava.
Cooked foods will have double longevity, but must still be eaten before it gets moldy for full benefit. Fruits and baked goods before a time will mold, and become poisonous to consume. Eggs will become rotten, and only good as a prank weapon, which would yellow the screen of a player who is targeted.
Cold preservation
To preserve foods, one should make a freezer chest out of redstone, snow (potentially) and a chest. This freezer chest can be crafted, then used on it's own, or it can be joined with either another freezer chest or regular chest to keep more items cool.
Items in the freezer chest will then last, well, indefinitely. The timer on cold items would be stopped. In a snow biome, the timers on all foods will multiply tenfold, giving a player more time to head home, and in a pinch, a chest with snow in a snow biome will act exactly as the redstone-powered freezer chest that works everywhere else.
Salt use and preservation
A new block should be salt, and it should be found in desert biomes, where salt and borax are typically found in the real world. Salt should have a dirt-like texture on it, except it's white. When collected, it's icon would be a white lump of salt.
Salt will have multiple purposes. As an additive, it will make all items give between a half-heart and an extra heart of health. When taken by itself, your mouth will dry, which will make you unable to eat anything for a time, but will restore a heart in a pinch.
When used on zombies and other living beings (and potentially creepers), they will move in a circle and be unable to see you for a time, stunned because of salt in their eyes impeding their vision. If used on wolves, they will become hostile and run randomly, but soon the effect wears off, and they will target you. When used on other animals, they will move around in a circle, but become hostile when stunned, forcing the player to melee from a distance.
When used on you, all the saturation will be removed, and you would be nearly blinded. But wearing a pumpkin will prevent salt blindness. (Makes sense, doesn't it?)
Preserving meats indefinitely with salt is a good way to have meats on-the-go. A salt chest should be made, and, using the same screen as the furnace, types of meat can be in the chest to "Cure". Cured meats become jerkies; Raw beef becomes beef jerky, raw chicken becomes chicken jerky, and raw porkchop can become pork jerky.
Salt can also be added to cakes as a required ingredient, adding yet another item to get before making this delicious and sweet delicacy.
Too long, didn't read? Here's the summary.
All foods should expire after a time and become poisonous. A block called salt should be in the desert biome. Chests powered by redstone should keep raw foods frozen. Cooked foods should have double life. Frozen foods should last forever. Salt chests should be an item, to cure meats and make them last forever. Salt should be used as a weapon to stun and blind players and organic enemies. Salt should give more health to foods seasoned with it.
Notch for you, as well as some diamonds :3
For stuff such as blinding enemies, I think salt's function should stay strictly to curing food. And making pretzels with wheat. :tongue.gif:
Why not give the player a time limit, since people "expire" as well? Or have player-placed wood blocks rot? Iron doors and blocks could rust in the rain. Hey, why not add excrement to Steve's schedule.
My point is that if one thing expires, all things should. And having something crucial to survival have an expiry date? Just sounds like an unfun idea.
No need to be a smartass about it. I more-or-less suggested the idea because of rotten flesh able to poison your food meter. If you don't want to worry about food, then set it on peaceful and the timers will be suspended.
Though I must admit, it seems overkill to have it in the other difficulties. This might make more sense in Hard, or for an entirely different and nonexistent difficulty altogether.
If you don't like it, I apologize, but there was no need to go aggro on me.
I was just comparing this to other similar situations which would be counterproductive to the game's flow, not "going aggro on you" -.-' My criticism is a lot more constructive than most, you'll find.
Hunger is one of my favorite additions to the game. My first priority has shifted away from establishing a mine and building a house, and toward finding and stockpiling food, and establishing a steady source of nutrition. I especially like how my tactic for nourishment changes with each biome. Swamp: Mushroom soup. Plains: Hunting animals. Forest: Wheat farm. Ocean: Fishing.
Also, the solution to set the game to peaceful is hardly fair. Currently, peaceful mode doesn't even have hunger, which I think is a shame. It's not fair to expect people who dislike one (potential) aspect of the game to forego so many others. I know lots of people who would love to play with hunger and have the ability to take damage, but who don't like the hostile mobs.
Lastly, I suggest that you take your own advice and try not to get so confrontational so quickly.
"WHAT THE HELL, YOSHI?!" you may think/type/say/mumble/drool/whatever-the-hell-it-is-you-13-year-old-savants-do.
Here's what I mean:
Let's assume that you get 1 piece of raw porkchop.
6 days later, let's assume that you get another piece of raw porkchop.
2 days later, how would you determine if the raw porkchop would be destroyed and replaced? Would it destroy both? Would the second acquisition reset the timer? How would the stack behave?
The answer is, each piece of food would need a durability that drops with the passage of days. Each food has durability (3,5,7,14), and the durability drops by 1 every sunrise(just so that sleeping doesn't bypass the spoilage). This means that food is no longer stackable, and the player now has a great deal to worry about.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
Then if they don't like the hostile mobs, they should either delete META-INF and modify the game to take them out, or quit being babies and choose to play the game with the mobs.
And you can avoid the mobs altogether (Well, almost) if you just make a bed in a well-lit area under the ground. Or, you can also build a place and sleep there, like most skilled Minecraft players attempt to do.
But we're deviating from the point. My idea was to make the game more realistic, and potentially more harder. Some people find this added difficulty fun, while you don't, which is why I made the suggestion to add this feature in either "Hard" or something a step up from it.
I agree with the suggestion it may prove a distraction. if the majority like that kind of difficulty, then that is what Notch will give to his people. Otherwise, this will be ignored and not implemented.
This is an excellent point, one I hadn't even thought of.
Oooh... you're right about that.
Nevermind then. I had an idea how to bypass that, but you're right. And rotten food needs it's own inventory slot, which means that piece of gold? You wouldn't be getting it if a porkchop all of a sudden becomes no good.
If anyone who likes this idea has a fesible workaround, then feel free to post 'em. Otherwise I'm off it.
There are plenty of ways to play Minecraft, which I'm sure you realize. That's why Creative mode was recently brought back. And this player isn't "a baby", she just doesn't like to be interrupted when building. We play with mobs on together all the time, she just likes to collect resources herself while not feeling rushed to do everything before nightfall. Judging someone's "skill" according to how they choose to play the game isn't the most open-minded statement, to say the least.
I, personally, enjoy difficulty. I frequently play on hard mode, and try not to do things like make mob traps, which make it too easy for me to collect resources and survive. The thing right now is that most aspects of the game that could be considered difficult become easier according to the player's skill, just like you so helpfully pointed out when referring to the tactics of shelters and beds. I feel like this would not be based on my skill though, and just on how much salt I could find, or how often I have to go back to my wheat field for fresh bread. Any "skill" involved would be more like finding loopholes, or ways to work around the food's degradation. That's why I think it'd be more of a drawback and less of a perk.
That pretty much sums up everything I have to say.