Chunks: Rotting and Otherwise


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Post Wednesday, 1st October 2014, 15:08

Chunks: Rotting and Otherwise

I have been playing quite a bit of ghouls lately, and a (quite unoriginal) thought struck me: why do chunks rot? It only serves to make anything chunk related more unwieldy than it needs to be. Just remove the chunks from the inventory the moment they reach their expiration... With the recent removal of saprovore from multiple starting species, removing rotting chunks only makes sense (just get rid of saprov completely, if it that isn't slated already :| ).

Similarly, is there no way the chunk inventory spaces could be consolidated? Is a malleable stack of inventory junk a crawl taboo? Eg one stack of chunks where the 'decomposed' chunks are removed automatically from that stack.

Just a thought.

e: grammar
Last edited by Greyr on Wednesday, 1st October 2014, 21:04, edited 1 time in total.
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Post Wednesday, 1st October 2014, 15:24

Re: Chunks: Rotting and Otherwise

Greyr wrote:Similarly, is there no way the chunk inventory spaces could be consolidated? Is a malleable stack of inventory junk a crawl taboo? Eg one stack of chunks where the 'decomposed' chunks are removed automatically from that stack.

I've been working on this on and off, but it's actually quite technically challenging. (Not to say it won't be done, just that it's taking a while.)
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Post Wednesday, 1st October 2014, 15:31

Re: Chunks: Rotting and Otherwise

PleasingFungus wrote:
Greyr wrote:Similarly, is there no way the chunk inventory spaces could be consolidated? Is a malleable stack of inventory junk a crawl taboo? Eg one stack of chunks where the 'decomposed' chunks are removed automatically from that stack.

I've been working on this on and off, but it's actually quite technically challenging. (Not to say it won't be done, just that it's taking a while.)


I figured it was, given some of the recent changes. I wish you luck with this! I think It would be a fantastic step in the right right direction.
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Post Thursday, 2nd October 2014, 02:48

Re: Chunks: Rotting and Otherwise

Worth noting that there's discussions of removing chunks from the game entirely. CSZO currently has a "chunkless" branch where (if I remember correctly) butchering and chunks are gone, all enemies that used to give chunks have a chance to drop permafood, and trolls, ghouls, and felids eat corpses directly.
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Post Thursday, 2nd October 2014, 17:43

Re: Chunks: Rotting and Otherwise

After posting this I looked at Mantis.

While personally, I don't think the outright removal of chunks is necessary (or even wanted among the majority of the playerbase) but it would be better than the current incarnation of 'The Chunk' imho
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Post Thursday, 2nd October 2014, 23:07

Re: Chunks: Rotting and Otherwise

Quazifuji wrote:Worth noting that there's discussions of removing chunks from the game entirely. CSZO currently has a "chunkless" branch where (if I remember correctly) butchering and chunks are gone, all enemies that used to give chunks have a chance to drop permafood, and trolls, ghouls, and felids eat corpses directly.


What about kobolds? :|
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Post Thursday, 2nd October 2014, 23:23

Re: Chunks: Rotting and Otherwise

Ghouls can eat those, too.

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Post Thursday, 2nd October 2014, 23:44

Re: Chunks: Rotting and Otherwise

duvessa wrote:Ghouls can eat those, too.


Badum-TSHHH!!

Duvessa, soon at your nearest theater café with the critically acclaimed Monologue of Vitriol! Date TBA!!!11!one

May I inquire about how would the carnivorous nature of kobolds be addressed in the aforementioned chunkless branch?
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Post Friday, 3rd October 2014, 00:43

Re: Chunks: Rotting and Otherwise

Meat rations are not being removed, so I don't see why it would need addressing in the first place.

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Post Friday, 3rd October 2014, 01:29

Re: Chunks: Rotting and Otherwise

duvessa wrote:Meat rations are not being removed, so I don't see why it would need addressing in the first place.

Going from "can eat everything, always engorged" to "can only eat a minority of food items, like spriggan but only with more uncommon food types and without the slow metabolism" is a bit of a shift, I think.

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Post Friday, 3rd October 2014, 01:30

Re: Chunks: Rotting and Otherwise

PleasingFungus wrote: bit of a shift


I think you mean Bullshift.
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Post Friday, 3rd October 2014, 09:22

Re: Chunks: Rotting and Otherwise

duvessa wrote:Meat rations are not being removed, so I don't see why it would need addressing in the first place.


Excuse me, are you telling me that:

Felids, who are carnivorous, will be able to eat corpses directly.
Trolls, who are carnivorous, will be able to eat corpses directly.
Ghouls, who are ghastly carnivorous, will be able to eat corpses directly.

Kobolds, WHO ARE CARNIVOROUS TOO, will be reduced to eating meat rations and beef jerkies?
Getting a horrid nerf for NO APPARENT REASON?


Duvvie, please help me out here: are you f-BLEEP-ng kidding me, is this part of your trademark spiteful troll show, or does the chunkless clique simply hate kobold just because?

Unless Duvduv is trolling (>0.75), and if this is in fact the state of the issue for kobolds:

I CALL SHENANIGANS ON THE CHUNKLESS BRANCH :evil: :evil: :evil:
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Post Friday, 3rd October 2014, 09:43

Re: Chunks: Rotting and Otherwise

Enemies drop meat rations and jerkies instead of chunks, so kobolds are just fine.

Or do I misunderstand?
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Post Friday, 3rd October 2014, 09:53

Re: Chunks: Rotting and Otherwise

Maybe kobolds and halflings will be combined and the resulting half-bold race will not be carnivorous.
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Post Friday, 3rd October 2014, 11:30

Re: Chunks: Rotting and Otherwise

jejorda2 wrote:Enemies drop meat rations and jerkies instead of chunks, so kobolds are just fine.

Or do I misunderstand?


I think that yes, you misunderstand.

PleasingFungus wrote:
duvessa wrote:Meat rations are not being removed, so I don't see why it would need addressing in the first place.

Going from "can eat everything, always engorged" to "can only eat a minority of food items, like spriggan but only with more uncommon food types and without the slow metabolism" is a bit of a shift, I think.


Where bit of a shit means xbox hueg nerf

Quazifuji wrote:Worth noting that there's discussions of removing chunks from the game entirely. CSZO currently has a "chunkless" branch where (if I remember correctly) butchering and chunks are gone, all enemies that used to give chunks have a chance to drop permafood, and trolls, ghouls, and felids eat corpses directly.


No mention of kobolds.
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Post Friday, 3rd October 2014, 17:22

Re: Chunks: Rotting and Otherwise

jejorda2 wrote:Enemies drop meat rations and jerkies instead of chunks, so kobolds are just fine.

Or do I misunderstand?

That's currently how the chunkless branch works, but consensus was that 'enemies dropping permafood' was a failure; probably, if chunkless is revived, it will go back to the initial "higher permafood generation rates" approach.

Psiweapon, please calm down; you're overreacting to an incomplete, experimental branch. This isn't about to be merged into trunk; it may never be merged at all. If it ever is, be assured that kobolds will get some kind of reasonable compensation before the branch is considered ready for master.

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Post Friday, 3rd October 2014, 17:31

Re: Chunks: Rotting and Otherwise

PleasingFungus wrote:
jejorda2 wrote:Enemies drop meat rations and jerkies instead of chunks, so kobolds are just fine.

Or do I misunderstand?

That's currently how the chunkless branch works, but consensus was that 'enemies dropping permafood' was a failure; probably, if chunkless is revived, it will go back to the initial "higher permafood generation rates" approach.

Psiweapon, please calm down; you're overreacting to an incomplete, experimental branch. This isn't about to be merged into trunk; it may never be merged at all. If it ever is, be assured that kobolds will get some kind of reasonable compensation before the branch is considered ready for master.


Okay ;_______;

But kobolds... *SNIFFFLES* ;_______; kobolds... *SNIFFFF* ;_______;
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Post Friday, 3rd October 2014, 17:42

Re: Chunks: Rotting and Otherwise

I'm ok with no chunks for eating anymore (as much as I will miss chopping up and eating raw elves) but what about the "flavor" chunks generated when an enemy is disintegrated?

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Post Friday, 3rd October 2014, 17:45

Re: Chunks: Rotting and Otherwise

grisamentum wrote:I'm ok with no chunks for eating anymore (as much as I will miss chopping up and eating raw elves) but what about the "flavor" chunks generated when an enemy is disintegrated?


Without trying to sound rude, this is the least problem problem I have ever seen. :D
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Post Friday, 3rd October 2014, 17:58

Re: Chunks: Rotting and Otherwise

grisamentum wrote:I'm ok with no chunks for eating anymore (as much as I will miss chopping up and eating raw elves) but what about the "flavor" chunks generated when an enemy is disintegrated?


*screechy voice*

Ellven ffllesshhh... myy ffavouriite... sso dellicate... tasstess like magiic!! :twisted:


Really, nothing can top the fresh flesh of a centuries-old sentient with an affinity for magic. No, wait, something actually can: the flesh of elven twins. :twisted: :twisted: :twisted:
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Post Friday, 3rd October 2014, 19:31

Re: Chunks: Rotting and Otherwise

grisamentum wrote:I'm ok with no chunks for eating anymore (as much as I will miss chopping up and eating raw elves) but what about the "flavor" chunks generated when an enemy is disintegrated?

we actually discussed this; iirc the best suggestion was painting the floors with 'offal' or something along those lines
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Post Sunday, 5th October 2014, 03:50

Re: Chunks: Rotting and Otherwise

PleasingFungus wrote:
grisamentum wrote:I'm ok with no chunks for eating anymore (as much as I will miss chopping up and eating raw elves) but what about the "flavor" chunks generated when an enemy is disintegrated?

we actually discussed this; iirc the best suggestion was painting the floors with 'offal' or something along those lines

Now that I think about it, it's actually pretty strange that the post-OOD monster bits are currently edible. Kinda funny, really, but odd.
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Post Sunday, 5th October 2014, 04:06

Re: Chunks: Rotting and Otherwise

Isn't blood enough? Disintegration chunks were only added in 0.6, and I can't say I ever found myself thinking "gosh, monsters not creating items when I disintegrate them is a really big gap in this game that needs to be filled" when I was playing 0.5.

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Post Sunday, 5th October 2014, 04:46

Re: Chunks: Rotting and Otherwise

duvessa wrote:Isn't blood enough? Disintegration chunks were only added in 0.6, and I can't say I ever found myself thinking "gosh, monsters not creating items when I disintegrate them is a really big gap in this game that needs to be filled" when I was playing 0.5.


I was more asking, "what will happen" not "how will you balance the removal of auto-butchering via disintegration"
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Post Sunday, 5th October 2014, 08:56

Re: Chunks: Rotting and Otherwise

disintegration must turn the target into bloody mess, like that Makhleb vault. then it will be ok.
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Post Sunday, 5th October 2014, 11:16

Re: Chunks: Rotting and Otherwise

Bloody disintegration should leave several blood streaks at random angles and at least a 3x3 group of splashes around the former monster.
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