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Eat when hungry not starving


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Dupes currently only stop their task when they are starving. This causes repetetive false starvation warnings to appear when the dupe is not actually in danger. They still have the "hungry" status that is a relic from before schedules were added. How about retoling the status to be a softer threshold causing dupes to go eat during work. If currently a dupe goes eat at 1000 calories and produces a warning. Make him go eat at 1500 with no warning and only produce an alert at 1000.

This would be consistent with how other needs work. Breath adn bladder cause dupes to stop their tasks before a warning is created giving them enough time to fix it before they go in the danger zone.

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40 minutes ago, fiziologus said:

any time if starving. No false alarm and other stuff.

When starving it pops a notification for a second. It stays longer if the dupe doesn`t go eat instantly (goes to the toilet instead or needs to catch breath first). My point is that the notification is not needed this early as similar stuff like full bladder or low breath don`t produce notifications when stopping work. Hunger shouldn`t either, unless it`s actually critical.

As for extra downtime block it helps for sure but the issue is mostly from dupes eathing less than they need each cycle. They tend to pick up a single food item like one meal lice which is 800 kcal iirc. This becomes more apparent on higher difficulties when they need more calories to survive so early low calorie foods require them to run back and forth.

All i want is the notification to pop when it`s needed not regularly each cycle.

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10 minutes ago, Sasza22 said:

As for extra downtime block it helps for sure but the issue is mostly from dupes eathing less than they need each cycle

If food stored dups eat needed amount calories (this animated as eat one food item, but dup may pick up more (or less) an once e.g. if dup need, say, 1000 kal he pick up 1.25 kg muckroot (800 per kg) or 714 g liceloaf (1400 (perhaps) per kg)  at once). Otherwise if food spread around dup eat one or more item without precision calories calculation.

22 minutes ago, Sasza22 said:

All i want is the notification to pop when it`s needed not regularly each cycle

Notification pop up if need only (dupe have fullness less 25%). I almost no see 'starving' note (normal difficulty). Check you game (unpermited food, temporal food shortage etc).

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3 hours ago, fiziologus said:

If food stored dups eat needed amount calories (this animated as eat one food item, but dup may pick up more (or less) an once e.g. if dup need, say, 1000 kal he pick up 1.25 kg muckroot (800 per kg) or 714 g liceloaf (1400 (perhaps) per kg)  at once). Otherwise if food spread around dup eat one or more item without precision calories calculation.

I`m pretty sure they pick one item a time. Sometimes they pick uneven amounts but it`s often lefovers other dupes didn`t eat. I might b wrong on that though.

3 hours ago, fiziologus said:

Notification pop up if need only (dupe have fullness less 25%). I almost no see 'starving' note (normal difficulty). Check you game (unpermited food, temporal food shortage etc).

To be clear i`m not asking for solutions here. I know what is happening and how to avoid it. On semi hard difficulty i see the notification pretty often but for like 1 second unless a dupe is using the toilet. What i`m asking is for the notification to appear later (lets say at 20%) while their behaviour would remain the same so i get a warning when a dupe can`t find food for an extended amount of time not whenever he stops work to run for food.

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