It was a mad dash, but somehow I’m still alive. Whatever possessed me to try the Big City?? If only I hadn’t needed those antibiotics so badly.
But now I have them. Ha, I can live! Good thing I found all those vending machines along the way, little bits of food sure, but so many of them. That should keep me long enough to recover from my wounds and illness. Now I just need to lie low in this subway station, rest up, and… Gack!?! What is happening?? I am dying, dissolving, fading…
Player: “Well so much for that game. No way am I going through the torture of (E)ating Necco wafers one by one by one. Hmm, anything good on TV?”
All that to introduce my proposal for a new feature, AutoEat! I often feel, as I play, that the process of eating - not the gameplay, but working with the interface just to feed my character with the stuff he already has, is a huge annoyance and detriment to the game. All the time and scrolling through pages of inventory and keypresses, just to slowly ratchet back up to “Full”.
I would like an option that automatically uses available food resources, chosen with some intelligence, to feed my character. I think LOTS of other players will appreciate this too.
BUT: how should it work? There is both hunger and thirst to manage, should that be one command or two to autohandle that? Or a command with a submenu of options? What order should items be eaten in? For example by “soonest to spoil”? Optimized to get the character as far from danger states as possible? There are lots of little issues and complications here to think about.
This thread is intended to gather input and discuss how something like this might best work. (Assuming it’s not already being worked on.)
I have once or twice high hunger character, and feeding was worst part of game. not getting food, just clicking.
I’d love to have another option in Advanced Inventory* - “Stomach” . When I choose it on left tab, rigt is filtered, and calorie value and thirst are displayed instead of mass/volume. I can put items in “stomach” - there should be displayed hunger/thirst status after eating all that stuff. then one key for “execute” - food disappear, hunger goes away.
one downside is planned increase in eating time, but I guess that can be solved somehow.
*(or two - second for Furnace, which can be solved in same manner)
The idea of a “stomach” tab in advanced inventory is awesome. I’m totally down with that.
I’d also love it if it was possible to sort food by expiry date, joy, quench, and calories. And, to go the extra mile, “optimal quench” and “optimal calories”, ie. Higher joy: quench and joy: calories ratios.
Only if it acts like it does when you move stuff into a fire via advanced inventory, i.e. some things get automatically destroyed, some things immediately begin to dissolve, etc. Otherwise you run into Unawares’s quantum bulimia problem.
Currently when you use the advanced inventory time passes as you make changes in the menu. So handling of potential interruptions etc is already built in. Probably an advantage for implementation. My original autoeat idea would have to be able to handle that too, perhaps in a way similar to batch crafting.
If you want, you can write your suggestion as an issue on github. That’s the very best way to get it to the eyes of the devs. This link will take you right to the correct page, choose Feature Request and start typing.
I’d love to be able to automatically eat food I’ve preselected while I’m doing other lengthy tasks like reading and crafting, the same way we designate a firewood source. As soon as you have hunger enough to eat the next item, nom. But it’s only on while you’re doing a prolonged task, just like the firewood source.