I believe this started happening just recently in one of the recent builds. I just upgraded to 0.C-5430 (was using 0.C-5427 before) and noticed this started happening. A typical way for this to happen is I am raiding a home and collect all the unspoiled canned food, then I heat up the can using the hobo stove to make the can 'hot', and 'E'at it straight from the shopping cart, and bam, 3 charges of the soup are gone. Then I drag the shopping cart a few tiles and notice there is a liquid '~' icon with 3 charges of soup on the floor (or whatever unused charges would be, so maybe sometimes 1).
Edit: since this might not happen with every type of canned liquid, I'll note it was 'meat soup' last time it happened.
I encountered that same phenomenon recently, however I did not think it needed reporting because... well, it's supposed to happen, isn't it? An opened tin is not a resealable container. Soup will not stay inside an opened tin if the tin is moved about in a shopping cart.
I don't remember if it happens if it's eaten while in the backpack, however. But IIRC, the opened tin is a "bucket" - an open-top container. It needs to be held in hands or standing on a solid surface in order to retain its contents.
Should probably be special cased to be wielded if possible, unlisted otherwise.
Just tried it when the can was in inventory, but not wielded, and that did not spill it. Not sure what happens if you try to pick it up into inventory, it used to be that that would spill it.
Soup will not stay inside an opened tin if the tin is moved about in a shopping cart.
The charges spill to the floor when the shopping cart is stationary. I don't think that should happen. When the shopping cart is parked/stationary it should be possible to eat from it without losing food. It's simply a UI convenience.
I only moved the shopping cart _after_ losing my soup charges to see where the charges went.
It will be strange if the soup cans are not listed while every other type of food is listed. There shouldn't be any issue with eating from the cart when the cart isn't moving.
If someone really has a penchant for unnecessary realism, it's better to code it so that the soup charges stay in the open soup can so long as the cart hasn't been moved since the can was opened. Once the cart is moved with some open cans in it, then and only then should the charges spill out from all the cans that have been opened and still have charges of liquid in them.
This happened to me while eating soup from a cargo space while the car was stationary. It doesn't make sense to me that having the can in your inventory would stop it from spilling--shoving an open can of mushroom soup into your cargo pants won't keep the soup inside the can. Also, often a single serve of the soup isn't enough to make me full, so I end up eating 1/4 of a can of soup and throwing the rest on the ground, even though I'm still hungry.
I bet IRL I could make a 3/4 full open tin of soup stay mostly full in a moving car or shopping cart with careful placement and use of the tin's lid.
What's the intention behind this mechanic? (or is it just a bug?)
The staying contained in inventory is probably equal parts oversight and intended deviation from design. Making the opened tin spill if put into inventory would require its 'E'at action to be special-cased, or expanded into a general mechanic, where an item has to be wielded before it can be used/interacted with. The problem with that is that as part of anti-frustration features the wielding would have to be automatic, there would have to be dialogs asking the player if they really want to put away what they're holding to eat out of the spill-happy container, as well as further dialogs warning the player that no, they can't put the open can into their inventory when they wield something else, without the contents of the tin being unloaded onto the ground.
It is, all in all, a large amount of work that nobody really wants to do for such a low gain.
Seems to me like the easiest option is to just let the tin keep its soup.
On Tue, Sep 6, 2016 at 03:39 Sean Mirrsen [email protected] wrote:
The staying contained in inventory is probably equal parts oversight and
intended deviation from design. Making the opened tin spill if put into
inventory would require its 'E'at action to be special-cased, or expanded
into a general mechanic, where an item has to be wielded before it can be
used/interacted with. The problem with that is that as part of
anti-frustration features the wielding would have to be automatic, there
would have to be dialogs asking the player if they really want to put away
what they're holding to eat out of the spill-happy container, as well as
further dialogs warning the player that no, they can't put the open can
into their inventory when they wield something else, without the contents
of the tin being unloaded onto the ground.It is, all in all, a large amount of work that nobody really wants to do
for such a low gain.—
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How committed are we to realistically modeling incremental soup sipping dynamics in various environmental conditions in this survival horror game? Why not change "soup" to quantity 1 per can and quadruple its effects? I can tell you from vast experience that I have never opened a can of soup I did not intend to destroy utterly, and all at once.
How committed are we to realistically modeling incremental soup sipping dynamics in various environmental conditions in this survival horror game?
You must be new here ;)
It seems like an easier way to handle this would be that a tin cannot be considered usable for storage after opening
After eating the preferred contents of the soup, why not prompt the user to place it in another container? A tupperware, a bottle, a jar, etc.
Still can't believe this hasn't been fixed yet...
What about if the container is somewhere that will cause spilling (shopping cart, car) then player gets warning before they tries to eat that thing that it will spill?
Seems like easiest fix.
Additionally, not so easy and probably disgusting looking code, a player could be warned and then asked whether they want to continue eating rather than spilling the content?
To add atop it could be calculated whether a player would be able to consume entire _n portion_ meal (only when spillable and in nonreseable container) and when warned it could say:
"You can only eat 3 out of 4 charges, the rest would be spilled proceed unsealing (unreseable container)?" /hit Yes
Followed by:
"Consume meat soup (x)? Content is in unreseable container and WILL SPILL (will trigger unload dialog) if not consumed at once." /hit Yes
/will repeat 3 times (where x = 4-times repeated)
"You cannot finish meat soup (1) eat anyway?" /hit No
"You are unloading meat soup (1)" Followed by where to unload including option to eat.
if ESC is pressed ask "Really spill?"
That should be it.
I continue to think that Hungry Hobo is the best fix for now, and if someone wants to code something complicated to give us realistic sipping, that’s a great feature for the next version (though not necessary), but I may be biased as the author.
On Jun 3, 2018, at 10:49 AM, Brambor notifications@github.com wrote:
What about if the container is somewhere that will cause spilling (shopping cart, car) then player gets warning before they tries to eat that thing that it will spill?
Seems like easiest fix.
Additionally, not so easy and probably disgusting looking code, a player could be warned and then asked whether they want to continue eating rather than spillin the content?
To add atop it could be calculated whether a player would be able to consume entire n portion meal (only when spillable and in nonreseable container) and when warned it could say:
"You can only eat 3 out of 4 charges, the rest would be spilled proceed unsealing (unreseable container)?" /hit Yes
Folowed by:
"Consume meat soup (x)? Content is in unreseable container and WILL SPILL (will trigger unload dialog) if not consumed at once." /hit Yes
/will repeat 3 times (where x = 4-times repeated)
"You cannot finish meat soup (1) eat anyway?" /hit No
"You are unloading meatsoup (1)" Followed by where to unload including option to eat.
if ESC is pressed ask "Really spill?"
That should be it.—
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This is a hilarious issue, and the fact it hasn't been fixed yet is even funnier
Edit: There must be some serious dedication to not fix such a simple issue for 2 years, if we really want to find the answer, one of us should goes to the store, open a can of soup and put it in a cart and see if it stays in the can or spills, whichever outcome happens solves this issue.
Well, go and fix it if it's that easy. :/ Don't forget to deal with cart collisions, soup in inventory and all the things.
I pretty much know what the conclusion of the experiement previously stated would be to solve this issue. I completely agree with @LyleSY, Idk anyone who has opened a can of soup and not finish the entire thing. Charges for soup seems more of a convienence to have multiple sources of food in a small contained item. It doesn't seem like something most people do irl.
van of soup
I'm greatly amused that this is actually something you can currently do in
cdda.
On Wed, Jul 18, 2018 at 07:48 0be1isk notifications@github.com wrote:
I don't even think this is a that bug of an issue. I completely agree with
@LyleSY https://github.com/LyleSY, Idk anyone who has opened a van of
soup and not finish the entire thing, charges for soup seems more of a
convienence to have multiple sources of food (charges) in a small contained
item. It doesn't seem like something most people do irl.—
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Not sure if this is still being worked on or not, but it shouldn't be that hard to fix. All that needs to be changed is what happens after eating the soup, so the game displays the message "There's still some left over!" and leave the partially eaten tin of soup in the shopping cart
@0be1isk I agree. I think the problem is that there are more people that are making suggestions for the game than people actually contributing to the game. If that doesn't change, who knows how long it will be until 0.D comes to be?
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You must be new here ;)