Scaling hunger/dehydration debuffs
Instead of the full penalties of hunger and dehydration hitting all at once when it passes 0, break up the debuff into 4-5 stages (and make the later stages even worse) where the first stage is fairly minor
for example, currently thirst is -10 well being, -25% move speed now
could be split into something like:
-1 well being, -5% move speed
-2 well being, -10% move speed
-5 well being, -20% move speed
-10 well being, -30% move speed
this allows temporary things to impact less (like for example distribution post workers on a very long travel)
(similar effects for bots too please, they're arguably worse about it when they run out of their primary power source)
Comments: 18
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23 Jul, '22
Chandarin MergedBeaver's don't get food until they are literally starving. With the Experimental mode changes, this means that finishing any task they've started when they cross into starving (from perfectly fine) leaves them way slower to finish that task, then way slower to walk themselves to food stores, and overall just ends up being unrealistically disruptive. There shouldn't just be green and red, but a yellow area in between where beavers aren't negatively affected yet but will choose to eat between tasks. The same of course should be true with thirst. It's also just more realistic.
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28 Jul, '22
Gin Fuyou Admin MergedBeavers are supposed to eat at the end of the work day, so it shouldn't come between tasks, and with adequate working hours it is not an issue.
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29 Jul, '22
FuryoftheStars MergedActually, Gin, I think what Chandarin is referring to (though I could be wrong) is that once the green section of the meter runs out, it switches to yellow, then later/further down the meter it's red.
I kind of agree with this concept (if I'm interpreting it correctly), though I feel there should still be penalties in yellow, just not as severe.
And I feel as though this should be applied to other negative meters as well. IE, overheat, rather than having it's full affect just from 1% of the meter, it should have stages where it progressively gets worse if not taken care of (with perhaps penalties worse than now?). -
06 Aug, '22
Chandarin MergedWhen you say "Adequate working hours", what do you mean? I never saw a beaver with yellow but was still getting a lot of "starving" beavers who were still finishing tasks during the work day.
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06 Aug, '22
Chandarin MergedHere is what I mean: When beaver no longer has green "fed" bar, it immediately turns to red. There is no yellow, so if you intended a yellow section then you overlooked something. This is early in the day, if beaver ate at night or in morning he wouldn't be hungry right now. But he didn't even though he clearly must have been low(ish) on the hungry meter. His grilled potato score is very high so maybe he did eat potatoes but that didn't fill hungry meter? I dunno.
That said, the problem I tried to illustrate is that it goes from "well fed" and no apparent motivation to eat to suddenly deathly sick and only able to move at 25% speed. This is a problem when I put a lumberjack flag out as far as I did and, despite the food being available, the beaver allows himself to become starving and now has to walk back (carrying logs) at 25% really far which will take him about 75% of the day. -
07 Aug, '22
Gin Fuyou Admin MergedOk, I'll re-open it for consideration for improving feeding behaviour
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20 Sep, '22
Nate MergedStarving beavers should prioritize eating when food is available. While playing today I had a beaver starve to death while transporting a crate of food which seems kind of silly. Maybe if a beaver reaches a certain hunger level it should stop whatever it is doing to eat any available food. I've noticed other similar scenarios where a beaver will starve because other more well fed beavers were faster to eat the little food that was available. It seems in general that there is no real urgency from starving or dehydrated beavers to fill their needs.
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20 Sep, '22
Kal Veedo MergedMy town of 30+ beavers died after the drought ended because they were hauling water to something instead of drinking it
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20 Sep, '22
FuryoftheStarsI think this other thread I'm going to link may be similar, though this one I feel has a better description.
https://timberborn.featureupvote.com/suggestions/317992/hungerthirst-meters-and-behaviors -
21 Sep, '22
Gin Fuyou Admin Merged"Starving Beaver AI" (suggested by Nate on 2022-09-20), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Sep, '22
Gin Fuyou Admin Merged"A way to prioritise jobs Globally" (suggested by Kal Veedo on 2022-09-20), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Sep, '22
Jcheung Adminhmmm. reading through, that one's become more of a *when* to eat thread. though this suggestion would neatly help with the other. i'll get another viewpoint and maybe it'll get merged :D
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22 Sep, '22
Jcheung Admin"Hunger/Thirst Meters and Behaviors" (suggested by Chandarin on 2022-07-23), including upvotes (7) and comments (9), was merged into this suggestion.
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06 Nov, '22
Kiranos MergedA beaver that is going far for a job is going to be crippled if he's near to get hunger/thirst malus.
Is it possible to make the game compute something that will make the beavers understand if they are going to be crippled for too much time from hunger/thirst and get them to eat/dring BEFORE the job ?
If you're at the end of the day, this will affect their sleeping time too. (coming in and back very slow, then, eat, drink, night is already finished).
I also noticed that those beavers are not going for the closest available drinking point. That's really frustrating. -
12 Nov, '22
Gin Fuyou Admin"Hunger/thirst optimization to avoid long trip with a crippled beaver" (suggested by Kiranos on 2022-11-06), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Jun, '23
Alguy1I think a slightly alternate approach to this suggestion would be better. I think the best option would be to move the well being debuff to a sliding scale. For example, when hunger is above 75%, no penalty. Going from 75% to 25% the well being penalty gradually goes from 0 to -10. When hunger is below 25%, apply the -25% movement speed debuff.
This would make beavers slightly hungry/thirsty not so punishing on the player but famine/water shortages still problematic. -
24 Apr
Itsme MergedI have 45 beavers, 8 water pumps, and a large water pump, population is dehydrated somehow for 5 days with workers in each station, It's like the beavers take the first drop pumped out then run off for a day staying dehydrated, and the workers at the station refuse to drink the water they are pumping so they all work SUPER INEFFECIENTLY. I know it's a game but you're telling me any creature wouldn't drink unfiltered river water and risk sickness before just dropping dead of thirst, and the pump workers wouldn't naturally be hydrated? Also can I delete multiple strips of paths, I see I can place strips of paths, but cannot seem to delete more than one path at a time.
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30 Apr
Gin Fuyou Admin"Dehydration" (suggested by <Hidden> on 2024-04-24), including upvotes (1) and comments (0), was merged into this suggestion.