In the "Consume item" menu it would be nice to have a feature like Shift+F to eat/drink from a given stack of same food items until the stack is depleted or your character can no longer eat/drink anymore (excluding things that might have side effects like medicine and alcohol).
Edit I think it would make more sense to eat of the same item type instead of stack... >.>
excluding things that might have side effects like medicine and alcohol
Unless your character has some addiction traits 馃拤 馃嵎 馃拪
I like this suggestion. Should be fairly simple to add?
I had some time to kill and too much caffeine, so there are a lot of words here.
I don't really see the benefit here - even when I have a character that has to eat a lot, it going through the normal Eat interface is really not a hassle. If I ever really have to eat a ton of small nutrition/quench items, I just pick them up, rebind their inventory key to E, and Shift+e till I get the "continue eating?" prompt. If I can't pick them up for whatever reason, just move them to your current location (as the only item on that field) and do Shift+E then 0. Even then I rarely have to eat so much food at once that going through the consume menu as normal would be so much of a hassle that a new command and/or interface is required, but maybe that's just me.
I'm far more bothered by the fact that the confirmation message displayed when you are Full (or Sated if you have Gourmand trait) doesn't tell you whether or not you can continue to eat the item or are unable to finish it (i.e. you may have reached the Full/Sated threshold, but you can still eat some items without wasting them). While on the other hand, if you are Slacked/Hydrated, the message will only appear if you can't actually finish the item (i.e. if you are slacked but can still drink an entire portion of an item without reaching maximum quench).
As far as being simple to add, I don't think you could just copy-paste the regular consume code and simply modify it to keep eating the selected item until full/gone - it would have to be an interruptible process (like reading until you gain a level) and it also shouldn't prompt you for every single portion if it would otherwise do so (rotten food, etc.). That being said, the consume menu interface can probably be reused fairly easily and the rest may not be too much anyway, but I still feel like it's a little silly to go to the trouble to make a command that works for an infrequent use case which is already covered by the existing system - unless there is some use or scenario or play style that I'm not seeing here.
Of course, if we had the ability to make macros this would probably be a prime example of one. I know there is the in-game Lua console in the debug menu, but I'm pretty sure Lua is being dropped from the game and Lua mods are just going to be hard coded in. I do think keeping some limited Lua integration for macros would be cool though, but the upkeep for it would probably be more than just adding in would-be macros as actions anyway. So maybe in that case it _is_ worth adding an "eat stack/item type until full" action if you really want it.
There are some other things that need to be clarified if this suggestion is implemented
Personally I think the best implementation would be one where the command is a non-default keyboard bound action, can also be accessed as an action in the item's description menu in the inventory, and works one of two ways:
A) When the player presses the key bind they are presented with the regular consume menu. The player chooses an item from the menu and each portion is consumed until the player is unable to finish the portion or there are no more portions. If the player becomes full or slacked, but can still finish another portion, they are prompted if they want to continue.
B) The player specifies an auto-consume list using the same interface as the auto-pickup/safe-mode manager. When the player presses the auto consume key bind items are consumed based on the following process:
Alternatively, to preserve strict rule definition order, step 4 can be done after step 6. This can be an option that the player can toggle, i.e. always eat all of food from first rule before eating any from second rule or eat according to food age but eat foods of the same age according to rule order.
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Well that's about it.
I skipped the long text.
Oftentimes I have stacks of food with +8 nutrition with 1 or more items. Or for example cracklings. I wish that the "Eat until full" fucntion exists every time then.
There could be a TRUE/FALSe option for it in the options menu to exclude drugs by default or offer a Y/N request for them.
You can wield stack and Activate it until full.
Or simply let the UI allow queuing up multiple item to be eaten like the "D" drop menu and eat them in one setting. Query to stop if full.
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Or simply let the UI allow queuing up multiple item to be eaten like the "D" drop menu and eat them in one setting. Query to stop if full.