Rotten food (Alpha 18)

The major difficulty (well, relative to the other work involved) is figuring out what to do with the fertiliser once it’s in the game. Adding a new recipe and item is one thing; but changing the vanilla crop growth gets trickier…

Sure, the obvious choice is that it somehow speeds up crop growth, so that seems like just a simple value change. However, that means hooking into all the existing data relating to crops, trying to find something that works nicely and will be compatible with other changes to those crops… there’s a good reason that modders generally try to avoid changing vanilla content, unless there’s an obvious lack of a feature or a simple way to keep their mod as a pure “add-on” rather than any kind of overwrite.

That’s not to say that it couldn’t be done, and the last thing I want to do is shoot down the idea. However, for a feature like this to really be useful, it would be better as part of the vanilla game. Then, modders could add all kinds of cool stuff around fertilisers and soil conditioning and so on; without having to worry about compatability since they’d only be adding to vanilla content rather than changing any of it.

There are other options, such as using compost + crop output (representing seeds) + clay pot or trough to make a planter, which is later harvested to return an empty pot/trough and 2+ of the output crop… and while options like that can have additional functions and benefits (grow your crops anywhere in a greenhouse!), they can feel kind of tacked-on.

The thing is, Radiant already plan to come back to crops and farming and soil conditioning at some later stage. I’d say that, until then, any modding attempt to achieve the same result is going to be restricted to being a poorer substitute, simply because there are limitations for modders that the Devs don’t have to worry about as much.

Buuuuut, that’s not to say that modding things with the rotten food isn’t worth doing… I’m simply suggesting it may be better to look at other avenues to fertiliser. For example, we have turnip shooters… imagine shooting rotten turnips and other rotten vegetables instead? Maybe they don’t do as much damage (so they don’t replace/overpower the vanilla version), but they could give some other debuff such as scattering enemies because they can’t stand the horrible smell?

Or, how about leaving a pile of rotten food out long enough has a small chance to attract rats? And not just normal rats, once the “scouts” discover a food supply their bigger cousins could follow… and then you need to send someone to deal with the Giant Rats around the place, and you better have an Herbalist on hand in case any of them get bitten and contract the deadly Rat Plague (and yes, I know it was actually fleas on the rats that carried plagues, but I’m gamifying it :stuck_out_tongue:)

My point here is simply that, especially in this early stage, additions generally work better for mods than tweaks do. If some modder wants to take the time to keep such a tweak-based mod up to date, that’s awesome and I’m sure it would be used by many players. But, most modders only have a limited time they can focus on it, and already have too many ideas crowding around waiting to get out… so, making additions which are easier to maintain leaves more time for actually creating things. That’s why I’d say it’s probably easier to organise a new content mod which adds to the gameplay, rather than a tweak mod which goes back to edit existing things.

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I am not keen on the idea of rotting food in the inventory taking up space. My hearthlings have enough to do already and yet stand around idle so I would prefer to see the hearthlings working on other projects and that food would be perpetual. I quite liked it when the food rotted on the stockpile but not in the crates because it made some sense that the food had to be housed correctly in order to last.

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Just use cooks. One cook doing their thing full-time will be enough for about 30 hearthlings if you’re not producing a whole lot of food excess (maybe 10-20%); recently I had a 28 population village with four farmers tending a total of 17 11x11 food plots. The one cook was able to make vegetable soup quickly enough that no food ever rotted, and every now and then I could sell 50-100 soup (at I think 15 or 16 gold apiece) to traders. The cook even had time to grind a bunch of cornmeal and flour for making bread, too. Cooks are very helpful once your village gets established, and not just for making tastier food :smile:

Meant to say, since this is related - wish that Engineers had more town utility. Right now they’re pretty much something you train up early and then swap back to an everyday job once you’ve placed your turrets and traps. Switch back and forth to repair, as needed.

I want Engineers to be able to use their higher-tier gizmos to create industrial refrigerators. Basically specialized chests that only hold food (and drinks if we get them) and prevent spoilage. If you can make an automated turret with tracking and ammunition-loading mechanisms, why not a relatively simpler compressor & heat pump attached to a box? :wink:

2 Likes

Rotten Food Basket cannot be disposed in any way. It would be nice if the rotten food would be immediately destroyed and make space for instead of hogging up additional space. Every item gets hogged up would not only increase stockpile space but also tax the already performance hit Lua environment from a programming standpoint and would slow the system down and make performance very poor.

I think hearthlings should destroy rotten food by themselves.

rotten food will eventually rot away altogether, however it will only do that if it’s left out in the open.

I find it’s much better to have a large food storage, and farm lots of smaller crops rather than max-sized fields. That way, the harvested food is easier for the workers to store away. However, if you don’t have at least stone chests to store it in, then your food production is probably going to overflow your storage capacity very quickly.

Agreed, the rotten food mechanic is confusing.

I’ve had to delete storage units because Hearthlings cannot move the rotten food out, and it doesn’t vanish by itself when inside storage. It’s uncategorized so you can’t really do anything with it at all.

The total food storage degradation over time is a reasonable mechanic, but why not just decrease the total without the rotten food? Generating rotten food items creates more problems than it solves.

We need a composter. Put rotten food baskets in, make fertilizer. Apply fertilizer to farms, get more and/or better food.

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Or you get dirt from the composter for a specific amount of rotten food an a composting time…

Summary:
Food doesn’t disappear after they rot
And after a while takes up a huge amount of inventory
Steps to reproduce:

  1. make food(crops)
  2. let some rot in a storage container
    3)lose a lot of inventory

Expected Results:
The rotten food disappears after a while
Actual Results:
They don’t and end up taking 1000+ inventory
Notes:
As some reports have pointed out, they only stay when they’re in a storage contaner like crates
Attachments:
None
Version Number and Mods in use:
Current steam latest
System Information:
8Gb RAM, i7 processor, GTX-760

I know this is a commonly reported issue(usually in a title that the rotten food should have use) but i’ll be reporting again aince it’s a really important bug in a gameplay standpoint

A good example is my own town that has 27or so hearthlings and 4600 or so in max inventory, and rooten food is 1100or so inside of it, i know i have a excessive amount of farming, but that’s a little much

A quick and dirty way of hixing this would be to add a ‘Rotten_Food’ filter into the stockpile and container filters, so you can have a large dedicated stockpile that will gather all the rotten food that is produced, and have the rooten food filter to be off by default, so the player doesn’t need to switch off it for all te containers and only has tp enable it for a correct one(and it’ll probably mean that the rotten food will be taken out when created, helping it evaporate even if the player doesn’t place a dedicated stockpile