[Gameplay] - Birds in birdcages now refuse to eat cooked monster meat


ntsp00

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Bug Submission:

Category: Gameplay

Issue Title: Birds in birdcages now refuse to eat cooked monster meat

Issue Description: I have tried this with both a redbird and a crow. It was during the day, they had eaten nothing since being caged, and they still refused the cooked monster meat. Fed them other food items successfully immediately after they refused the cooked monster meat.

Steps to Reproduce: Attempt to feed a caged bird cooked monster meat.

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It's intentional. Check out the latest changelog. 

 

This isn't actually listed in the official notes for the latest patch.

 

It just says that birds will starve once again, nothing about them not being able to eat cooked monster meat anymore.

 

It may very well be intentional, but it's not officially listed.

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This isn't actually listed in the official notes for the latest patch.

 

It just says that birds will starve once again, nothing about them not being able to eat cooked monster meat anymore.

 

It may very well be intentional, but it's not officially listed.

Oh, you're right. Well I happened to check out the code earlier and it's very clearly intentional. They added every variant of monster meat to a list in the birdcage prefab file that disallows birds from accepting them as food. 

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Oh, you're right. Well I happened to check out the code earlier and it's very clearly intentional. They added every variant of monster meat to a list in the birdcage prefab file that disallows birds from accepting them as food. 

 

Ah, well that pretty much settles that, lol.  : )

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It's intentional. Check out the latest changelog. 

 

Like someone else said, it's not listed in the changelog and whether or not it's intentional is up to klei, not you. If it's so intentional like you say it would be listed in the changelog. Your point about the code is irrelevant as all code causes everything to happen, even bugs. How an interaction is determined to be a bug is whether or not it's supposed to happen and the changelog tells us that.

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Like someone else said, it's not listed in the changelog and whether or not it's intentional is up to klei, not you. If it's so intentional like you say it would be listed in the changelog. Your point about the code is irrelevant as all code causes everything to happen, even bugs. How an interaction is determined to be a bug is whether or not it's supposed to happen and the changelog tells us that.

 

Um changelogs aren't the be-all end-all for detailing every change. It's more of Klei just being nice by providing a convenient and general overview of the major changes they've done, but they have added and tweaked things before that were not mentioned in any changelog, and many games do not even provide a changelog at all requiring the players to find the changes themselves. 

 

This is the code I was referring to below. I don't see how this can exist and simultaneously be unintentional. I suppose a Klei employee could be a sleepwalker who lives at the office, and he wrote this while he was unconscious. 

local invalid_foods =
{
"egg",
"bird_egg",
"rottenegg",
"monstermeat",
"cookedmonstermeat",
"monstermeat_dried",
}
local function ShouldAcceptItem(inst, item)
 
local seed_name = string.lower(item.prefab .. "_seeds")
--Item should be:
--Edible
--Seeds
--Meat
 
    local can_accept = item.components.edible
and (Prefabs[seed_name] 
or item.prefab == "seeds"
or item.components.edible.foodtype == FOODTYPE.MEAT)
 
--Item should NOT be:
--Monster Meat
--Eggs
--Bird Eggs
--Rotton Eggs
 
if table.contains(invalid_foods, item.prefab) then
can_accept = false
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