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[SUGGESTION] consumables priority


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Currently players can manage the colony diet though the consumables tab that looks like this:30.thumb.png.b701e151705888061f71abf300cdbba8.png

My SUGGESTION is to change the consumables tab allowing players to set priorities on consumables so dupes can eat their favorite food but not starve when their favorites aren't available 

Making the tab similar to the priorities tab would be ideal:

 31.thumb.png.32a8ce23ca53eef861f110299ce91a4d.png

If you like this suggestion please "like" it to help get the developer's attention ;)

Honestly, it's my humble opinion that Dupes should just automatically eat the highest tier food that they're allowed to consume, by default.  And then move down the list from there.  So, they should pick the best food, not the nearest food.

 

This way, in most cases, we wouldn't even need to touch the consumables tab.  If you have good quality food around, they'll just eat that over the left-over mealwood you have laying around.

On 10/23/2018 at 12:45 PM, The Flying Fox said:

Honestly, it's my humble opinion that Dupes should just automatically eat the highest tier food that they're allowed to consume, by default.  And then move down the list from there.  So, they should pick the best food, not the nearest food.

Instead of this, I'd propose a method which automatically takes into account both starvation and stress levels.  There'd be some sort of "calling dibs" system where dupes who will starve to death in a cycle or less get dibs on any food at all, then the most stressed dupe gets to reserve a meal from the remaining highest quality food, then the second most stressed dupe gets to reserve a meal from the remaining highest quality food, and so on (though the actual method would probably be complicated and a bit messy, with dupes calling dibs on meals for the next three cycles or so instead of just one, the reservations being re-figured as stress levels change and as more food is generated, taking into account the rate of stress change as well as current stress, etc).

Instead of each dupe having a  "maximum permitted food tier" parameter, each dupe would have a parameter which would move them up or down in the line of non-starving dupes waiting their turn to call dibs.  As some example, if the third most stressed dupe had a parameter of +2 they'd get moved up two places to first place and call dibs first, while if the number one most stressed dupe had a parameter of -3 they get moved back three places to fourth place.  The parameters would default to zero, and if the algorithm was good enough then the player would rarely ever have to change anything.

16 hours ago, MatthewCline said:

Instead of this, I'd propose a method which automatically takes into account both starvation and stress levels.  There'd be some sort of "calling dibs" system where dupes who will starve to death in a cycle or less get dibs on any food at all,

Dupes bury each others heads when building wall/floor tiles all the time. I doubt they are smart enough to decide who gets what food.

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