mod request: add just the food from the bbq mod #2506

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opened 2022-08-21 23:42:44 +00:00 by flux · 10 comments
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it would make meat more interesting

it would make meat more interesting
flux added the
1. kind/enhancement
4. step/want approval
labels 2022-08-21 23:42:44 +00:00
AliasAlreadyTaken was assigned by flux 2022-08-21 23:42:44 +00:00
flux self-assigned this 2022-08-21 23:42:44 +00:00
flux added this to the flux's TODO list project 2022-08-21 23:42:44 +00:00

I threw out most of the meat of the bbq mod because it required yet another mechanic to be made and brought some (in my opinion ugly) and even worse - modern - machines.

I threw out most of the meat of the bbq mod because it required yet another mechanic to be made and brought some (in my opinion ugly) and even worse - modern - machines.
AliasAlreadyTaken added the
4. step/approved
label 2022-08-22 00:39:02 +00:00
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I threw out most of the meat of the bbq mod because it required yet another mechanic

from what i remember, the bbq was basically just a furnace - you didn't need to cook the food in it, you could cook it in a normal furnace.

> I threw out most of the meat of the bbq mod because it required yet another mechanic from what i remember, the bbq was basically just a furnace - you didn't need to cook the food in it, you could cook it in a normal furnace.
flux removed the
4. step/want approval
label 2022-08-22 04:30:28 +00:00
flux added the
4. step/at work
label 2022-08-28 21:56:48 +00:00
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implemented via e0f78a2af2

implemented via https://gitea.your-land.de/your-land/BBQ/commit/e0f78a2af298e5041d0cdd5eb031f36a147fb6d5
flux added
4. step/ready to QA test
and removed
4. step/at work
labels 2022-08-30 22:33:11 +00:00
flux added
4. step/at work
and removed
4. step/ready to QA test
labels 2022-09-01 02:28:30 +00:00
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i'm not happy w/ how bbq turned out, similarly to how i'm not happy w/ how cottages has turned out; my brain isn't working quite as well as it was for a while.

my current proposal is to

  1. remove all of the dependencies on other food mods - just create the food, don't register recipes or attempt to de-dupe items
  2. de-dupe items and add recipes in the integration mod (currently, yl_commons)

this isn't meant to be a general-purpose rewrite of BBQ, but instead, one for use on YL specifically

i'm not happy w/ how bbq turned out, similarly to how i'm not happy w/ how cottages has turned out; my brain isn't working *quite* as well as it was for a while. my current proposal is to 1. remove all of the dependencies on other food mods - just create the food, don't register recipes or attempt to de-dupe items 2. de-dupe items and add recipes in the integration mod (currently, yl_commons) this isn't meant to be a general-purpose rewrite of BBQ, but instead, one for use on YL specifically
flux added
4. step/ready to QA test
and removed
4. step/at work
labels 2022-09-13 02:14:34 +00:00
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ready for testing (and, hopefully, use)

relevant commits:

also depends on craftsystem and futil from #2623

ready for testing (and, hopefully, use) relevant commits: * BBQ: https://gitea.your-land.de/your-land/BBQ/commit/32327c0681573bb67c0bb977f6a0ce71ac05b1a8 * yl_commons: https://gitea.your-land.de/your-land/yl_commons/commit/bf835029c89182c32f61c609b0a514e7e66ea6e4 also depends on craftsystem and futil from #2623
flux added
5. result/fixed
and removed
4. step/approved
labels 2022-11-13 22:18:22 +00:00
flux removed this from the flux's TODO list project 2022-11-13 22:18:24 +00:00
AliasAlreadyTaken was unassigned by flux 2022-11-13 22:18:31 +00:00
flux removed their assignment 2022-11-13 22:18:31 +00:00
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this is live

this is live
flux closed this issue 2022-11-13 22:18:38 +00:00

I would just like to add that I don't see a reason why we need that many food options.

We already got a ton before and now it's even more.
But as long as food doesn't have any effects it just makes no sense and only clutters the crafting guide, in my opinion.

I would just like to add that I don't see a reason why we need that many food options. We already got a ton before and now it's even more. But as long as food doesn't have any effects it just makes no sense and only clutters the crafting guide, in my opinion.
Author
Member

I would just like to add that I don't see a reason why we need that many food options.

We already got a ton before and now it's even more.
But as long as food doesn't have any effects it just makes no sense and only clutters the crafting guide, in my opinion.

mostly, for fun. some players like crafting all the different kinds of food. it provides a lot of things to do w/ various kinds of meat. food will be rebalanced quite a lot in the future, and not be something where you can just survive on a single food source w/out some sort of downside.

> I would just like to add that I don't see a reason why we need that many food options. > > We already got a ton before and now it's even more. > But as long as food doesn't have any effects it just makes no sense and only clutters the crafting guide, in my opinion. mostly, for fun. some players like crafting all the different kinds of food. it provides a lot of things to do w/ various kinds of meat. food will be rebalanced quite a lot in the future, and not be something where you can just survive on a single food source w/out some sort of downside.

That's a weird explanation tbh. A lot of people liked having a lot of different kinds of crops, now like half of it is gone.
So why is players liking something a valid reason for one thing but not for another?

That's a weird explanation tbh. A lot of people liked having a lot of different kinds of crops, now like half of it is gone. So why is players liking something a valid reason for one thing but not for another?
Author
Member

That's a weird explanation tbh. A lot of people liked having a lot of different kinds of crops, now like half of it is gone.
So why is players liking something a valid reason for one thing but not for another?

there's a difference between unifying carrots that don't have distinct uses but have distinct logic w.r.t. how to plant them, and adding completely new kinds of food.

i do admit the new food isn't super useful yet, but it's a step in long-term plans about making food more interesting.

> That's a weird explanation tbh. A lot of people liked having a lot of different kinds of crops, now like half of it is gone. > So why is players liking something a valid reason for one thing but not for another? there's a difference between unifying carrots that don't have distinct uses but have distinct logic w.r.t. how to plant them, and adding completely new kinds of food. i do admit the new food isn't super useful yet, but it's a step in long-term plans about making food more interesting.
AliasAlreadyTaken removed the
4. step/ready to QA test
label 2023-01-12 21:32:03 +00:00
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Reference: your-land/bugtracker#2506
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