Let a good meal give a lasting bonus without wasting a worse one
Cooking for a bonus is a core pleasure of survival, but what if you eat a second dish while the first still works? Stacking everything breaks the game, and silently eating a worse dish with no effect feels like a robbery. This entry sets the rule and who loses what.
Why this works
A bonus is a choice only if it can be lost. With one slot, a better or longer meal wins and a worse one is refused, and not using up the food on a refusal respects what the player cooked, so nothing is taken for nothing.
When not to use it
Skip it when you want players to combine many foods for a clever build, or when meals are rare and each should always count. Then allow several slots by type, such as one for food and one for drink.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 25 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let a good meal give a lasting bonus without wasting a worse one" (read_entry one-meal-buff-at-a-time) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP