Currently, there are very many food items, but they're essentially all the same, apart from
The exceptions are royal jellies, Fedhas & fruits, and the herbivore/carnivore distinction. Much more could be done, however, and ideas should go on this page. dpeg thinks that it is completely okay to have food with weird or magical effects. However, in order to make those more food-like (and distinct from potions etc.), we should follow an idea mentioned by eronarn on the crawl-dev channel:
[stomach rule] Magical food items have a duration of how long their effect lasts. (Can be randomised.) If you eat anything else, the effect is cancelled.
I like the idea of special food. Food shops are currently the dullest. Nox had food with drawbacks. Mushrooms cured poison, jugs healed; both caused a few seconds of confusion. Mushrooms could be a whole new category of consumables, and thus identifiable. As for fixing food shops, they could be merged with potion shops. Instead of stomach rule, you could have food effects that kick in only after a number of turns (10 after eating etc), and/or only one kind of food would be active at a time. But more generally, most characters are heavily reliant on corpse chunks and it's no wonder permafood isn't used. — b0rsuk 2010-09-05 20:18
Another interesting property of a special food item could be that it only work at special satiation levels (e.g. need to be engorged, or must be hungry).
I think it's boring to have so much “mundane” food, but I'm also not a fan of mundane food providing powerful magical effects. I'd rather see some existing food items shifted to be explicitly magical in nature. (Can we make an exception to the reference rule so that we can have “grapes of wrath”, which extend berserk duration?) — Eronarn 2010-09-05 19:18
Is there an actual need for this? If having varied “boring” food is a problem, base types could be cut down (which I think would be more boring), but making food into a second potion type adds unnecessary complexity - nutrition is nutrition, but this would make players consider a dozen different secondary effects before eating whatever happens to be lying around. Potions already exist as a consumable that creates such tactical decisions, and duplicating that would do little but stress a player's inventory slots.
Blood sausage, needed or not, is different, as it's not adding extra features, but giving a race access to permafood. Royal jelly curing stats like a potion is needed to counteract heavy lategame statdrain where potions are often destroyed (I find the current full-heal “ideal”), but otherwise, food should predominantly stay as food. These little because-we-can add-ons seem very much superfluous. — OG17 2010-09-05 22:01
I dislike the idea of making food “interesting” in this way. Food should be about providing nutrition. If food is too boring, I suggest making it more interesting by descriptions, eating messages, etc. The suggestions here are likely to either be overpowered or irrelevant, and reduce differentiation between potions and food. Note also that food is not subject to item destruction. That said, I wouldn't object to one or two “effect” food items if people come up with interesting and thematic effects. — rob 2010-09-05 22:03
Agreed. It's not as though we need some way to encourage people to eat food items - the game does a fine job of this on its own. In particular, I'm not convinced that having royal jelly restore a single stat point (rather than acting as a potion of restore abilities) is underpowered, considering that royal jellies are already unambiguously the best food in the game, just considering nutrition/weight/eating time. If we give effects to food, they should be very minor (preferably mostly for flavor than for any kind of useful effect). — doy 2010-09-05 22:25
As far as I am concerned, it is an absolutely valid option to treat permafood as nothing but nutrition. But I have fought two bitter wars against the variety of food items, first against the fruits and then against the pizzas, and I lost both. (I believe that the only reason to have so many “different” food items is that it's so easy to add them — so coders, perhaps misguided by Nethack, fell into the trap of just adding all these items for the sake of making the game more “diverse”.)
One (minor) reason of me pushing the plant god so much was that some food items would get a bit more meaning (this includes food shops and food acquirements, of course). I agree that the current royal jellies are quite thoughtlessly designed: they are strictly better than potions of restore abilities (with the very minor caveat that you cannot eat at Engorged) and on top of that the strictly best food item. Thus, I also relate to simply removing their special ability — but then we'd have two bee-related food items, only differing in numbers. This is not flavour to me, but just silly (compare with monsters). So the more conceptual solution would be to remove either honeycombs or royal jellies as items. But since I've seen so much resistance to remove something like a pizza or a snozzcumber, I think it is better to invest some thought into the matter and come up with cool ideas. Yes, that is a kind of luxury and not really needed. But if done, it could provide some gentle bit of real flavour. I like eronarn's stomach rule a lot and I feel that having minor effects on food is spot on.
That said, I don't see any need for a radical food reform: the topic is much larger in scale and importance than any of spells, miscellaneous items, gods etc. Changing the royal jellies to work something like suggested above (and seeing how it turns out) would be a very reasonable step, in my opinion. — dpeg 2010-09-05 22:41
Here are some general ideas — galehar 2010-09-07 10:23
And here is a design for mushrooms — galehar 2010-09-07 10:23
Current system where you can't eat most food until you're hungry is incredibly frustrating and should just die. Also, having so many hard limits in the game (i.e. you can't reduce your food consumption below 1) makes the game incredibly boring - SinsI 2010-10-10 21:22
Related topic : Interrupted Activities Reform
I don't see a lot of discussion of the speed of consumption which is noted here and needs to be discussed in relation to food. Eating a honeycomb, or (especially) quaffing a potion of porridge is much quicker than eating a bread (though the potion cannot be consumed while berserk). Eating speeds should be affected by the item being consumed, the race of the character (which determines how much % of the item is consumed on a per-turn basis), and any effects against the character; I'd love to see a list of turns it currently takes to eat each type of food. Big Mouth mutation allows for faster eating, etc. If food consumption interruption can take place, food can be partially eaten, the amount of which would relate to the amount able to be eaten plus the nutrition available per bite. — XuaXua 2011-04-04 21:29
Different races could eat differently. It could take a Spriggan 4 turns to consume an item of food that would take a human 2 turns and a troll or ogre only 1 (or half) a turn. — XuaXua 2011-04-05 04:31
Sometimes, you should be able to find salt piles on the floor. White salt would always be generic salt, as well as the most common. This salt would be applied to fresh food to greatly increase its longetivity. Colored salts, however, could cause mysterious effects when applied to food, such as immediately spoiling it, poisoning it, making it mutinagenic, or cause it to come to life (angering the good gods and Fedhas if done deliberately). Additional effects could include causing it to become magical, causing it to become anti-magical, or best of all, causihng it to ignite and cause damage until it quickly becomes ash or is thrown out. Imagine killing monsters with a piece of their comrades flesh! Perhaps it can also become a weapon of food (like a hip ax) that is strong in the early game, but soon rots into unusability. Or maybe it can just change the meat's color. Maybe demons can be a source of salt for Zin worshippers in the late game as recite tends to turn them into salt pillars. Any way, being able to make food last longer or give it useful properties with good salts, as well as having to watch out for bad salts, is a pretty interesting way to expand on food in DCSS.