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'''Saturation''' is the game mechanic that controls [[Characters]]' needs for [[Food]], and is directly tied to [[Eating]], the game mechanic which fills that need. A character with a higher saturation value has eaten recently, and is more full than another character with a low saturation level. You can view saturation of all humans and tamed animals by viewing the "Food" bar and the corresponding mouseover text in the [[Needs]] tab. | '''Saturation''' is the game mechanic that controls [[Characters]]' needs for [[Food]], and is directly tied to [[Eating]], the game mechanic which fills that need. A character with a higher saturation value has eaten recently, and is more full than another character with a low saturation level. You can view saturation of all humans and tamed animals by viewing the "Food" bar and the corresponding mouseover text in the [[Needs]] tab. | ||
− | == General mechanics == | + | ==General mechanics== |
Saturation is measured in units of [[nutrition]]. There are 2 distinct measures of saturation. | Saturation is measured in units of [[nutrition]]. There are 2 distinct measures of saturation. | ||
− | + | # Maximum nutrition, or how much nutrition a pawn can store at any one time. Adult [[human]]s can hold 1.0 nutrition. For them, 1.0 nutrition is 100% saturation. This property is almost entirely controlled by [[body size]] <code> 1.0 * body_size</code>. Human teenagers (ages 13 - 17) are a special exception; they are smaller than adults, but have a special multiplier to maximum nutrition so that have the same amount of max nutrition. | |
− | + | # Hunger Rate, or how much nutrition a pawn loses per day. Adult baseline humans hunger at a rate of 1.6 nutrition per day. This is determined by species and a variety of other factors. | |
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− | In general, humans hunger more than similar animals. An [[alpaca]] has the same [[body size]] as a human, but only hungers at a rate of 0.44 nutrition per day. A [[megasloth]] is four times larger than a human, but hungers at the same rate. Generally, | + | In general, humans hunger more than similar animals. An [[alpaca]] has the same [[body size]] as a human, but only hungers at a rate of 0.44 nutrition per day. A [[megasloth]] is four times larger than a human, but hungers at the same rate. Generally, carnivorous animals hunger slower than omnivores and herbivores - a [[coguar]] eats less than half the food of a [[husky]], for instance. |
− | === Levels of | + | ===Levels of Saturation=== |
Characters' saturation level is grouped into four thresholds: Fed, Hungry, Ravenously Hungry, and Malnourished. Each threshold exhibits different effects on a character, especially their [[Thoughts]]. | Characters' saturation level is grouped into four thresholds: Fed, Hungry, Ravenously Hungry, and Malnourished. Each threshold exhibits different effects on a character, especially their [[Thoughts]]. | ||
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{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Label | ! Label | ||
! Saturation | ! Saturation | ||
− | ! Mood modifier<br | + | ! Mood modifier<br>(Humans) |
− | ! Production Rate<br | + | ! Production Rate<br>(Animals) |
|- | |- | ||
| Fed | | Fed | ||
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|} | |} | ||
− | + | Once a pawn reaches 0% saturation, they will start becoming [[Malnutrition|malnourished]]. Malnutrition is an [[ailment]] and has an entirely separate progression to hunger rate. Malnutrition severity rises by 2% every hour, and once it reaches 100%, the pawn will die. | |
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− | Once a pawn reaches 0% saturation, they will start becoming | ||
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− | + | Speed of animals' production ([[wool]], [[milk]], [[egg]]s or [[chemfuel]]) is also dependent on the saturation level (see [[Saturation#Levels of Saturation|Levels of Saturation]] below). Production is 1/2 when the animal becomes hungry, reduced to 1/4th of the normal rate when ravenously hungry, and completely stopped when in the malnourished level. Note that that is at 0% saturation, ''not'' suffering from the ailment called [[malnutrition]]. | |
− | == Saturation | + | ==Saturation Changes== |
− | Saturation goes down every tick (1/2500 of a game hour | + | Saturation goes down every tick (1/2500 of a game hour) depending on the character's current saturation and modifiers on their [[hunger|hunger rate]]. |
− | The following table describes saturation changes of | + | The following table describes saturation changes of a common human (100% hunger rate, 1.0 max nutrition): |
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Saturation | ! Saturation | ||
! Threshold range | ! Threshold range | ||
! Change per hour | ! Change per hour | ||
! Change per day | ! Change per day | ||
− | ! Game time in state<ref>Game time spent in the state from | + | ! Game time in state<ref>Game time spent in the state from 100% before crossing the lower threshold, assuming no rest is gained</ref> |
− | ! Game time since 100% food<ref>Game time spent before entering the state, assuming | + | ! Game time since 100% food<ref>Game time spent before entering the state, assuming no rest is gained and the starting saturation is 100%</ref> |
|- | |- | ||
| Fed | | Fed | ||
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|- | |- | ||
| Ravenously Hungry | | Ravenously Hungry | ||
− | | 25% - | + | | 25% - 0% |
| -1.67% | | -1.67% | ||
| -40% | | -40% | ||
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| Malnourished | | Malnourished | ||
| 0% | | 0% | ||
− | | | + | | N/A <ref>Malnourished does not impact saturation. Rather, it increases the "Malnutrition" [[ailment]] by 2% per hour, and when this reaches 100%, a pawn dies. This ailment will increase hunger rate of a pawn, but only when they have access to food again.</ref> |
− | | | + | | N/A |
| 50 hours | | 50 hours | ||
| {{#expr: (0.75 / (1.6/24) ) + ( 0.125 / (0.8/24) ) + (0.125 / (0.4/24) ) round 3}} hours | | {{#expr: (0.75 / (1.6/24) ) + ( 0.125 / (0.8/24) ) + (0.125 / (0.4/24) ) round 3}} hours | ||
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{{Reflist}} | {{Reflist}} | ||
− | + | ==Hunger Rate Modifiers== | |
− | + | {{stub|section=1|reason=Rough, possibly incomplete list}} | |
− | + | The following factors will modify hunger rate: | |
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− | == Hunger Rate | ||
− | {{ | ||
− | The following | ||
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− | * [[Smokeleaf | + | ===Hunger rate factor=== |
− | * [[Go-juice#Withdrawal|Go-juice withdrawal]] | + | All hunger rate ''factor'' modifiers stack additively. Once added up, they stack multiplicatively with other modifiers to hunger. |
− | * [[ | + | * [[Gourmand]] trait - {{++|50%}} hunger rate |
− | + | * [[Smokeleaf|Stoned on smokeleaf]] - {{++|30%}} hunger rate | |
− | + | * [[Go-juice#Withdrawal|Go-juice withdrawal]] - {{++|50%}} hunger rate | |
− | + | * Hunger pangs [[persona trait]]{{RoyaltyIcon}} - {{++|50%}} hunger rate | |
− | + | * [[Neural supercharger]] - {{++|20%}} hunger rate | |
− | * [[ | + | * [[Malnutrition]] - |
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− | * [[Malnutrition]] | ||
** Trivial: {{++|50%}} | ** Trivial: {{++|50%}} | ||
− | ** Minor | + | ** Minor: {{++|60%}} |
− | * | + | ** Moderate: {{++|60%}} |
− | * | + | ** Severe: {{++|60%}} |
− | * | ||
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− | * [[ | + | ===Other multipliers=== |
− | * | + | All of these modifiers stack multiplicatively with each other and with the hunger rate factor listed above. |
− | + | * [[Gut worms]] - {{Bad|x200%}} hunger rate | |
− | + | * [[Reprocessor stomach]]{{RoyaltyIcon}} - {{Good|x75%}} hunger rate | |
− | * | + | * [[Nuclear stomach]]{{RoyaltyIcon}} - {{Good|x25%}} hunger rate |
− | + | * [[Genetic]] [[metabolic efficiency]] {{BiotechIcon}} - Positive metabolic efficiency reduces hunger by {{---|10%}} per point. Negative metabolic efficiency increases hunger by {{++|25%}} per point. Positive and negative metabolic efficiencies are added/subtracted from each other. Metabolic efficiency is effectively capped at -5 and +5. The final metabolic efficiency is used to determine hunger rate, and will stack multiplicatively with other hunger rate modifiers. | |
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− | * [[ | ||
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− | Despite its name | + | Despite its name, the [[Metabolism]] stat has no impact on hunger rate. |
== Overeating == | == Overeating == | ||
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This effect is stronger in animals with lower body sizes - a [[Labrador retriever]] with 0.75 body size will get hungry at .1875 saturation and waste .3375 nutrition from the same simple meal. Smaller, more fungible food sources like [[berries]] or [[haygrass]] (0.05 nutrition) have less of this waste, as the waste will never exceed a single item's worth of nutrition. | This effect is stronger in animals with lower body sizes - a [[Labrador retriever]] with 0.75 body size will get hungry at .1875 saturation and waste .3375 nutrition from the same simple meal. Smaller, more fungible food sources like [[berries]] or [[haygrass]] (0.05 nutrition) have less of this waste, as the waste will never exceed a single item's worth of nutrition. | ||
− | This makes [[kibble]] and [[pemmican]] particularly useful as feed for smaller sized animals. These foods provide more nutrition than raw food, but | + | This makes [[kibble]] and [[pemmican]] particularly useful as feed for smaller sized animals. These foods provide more nutrition than raw food, but won't be overeaten like a regular meal would. |
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− | == | + | == Malnutrition == |
− | + | {{main|Malnutrition}} | |
+ | When the saturation reaches 0, pawns will become malnourished at a pace of 2% malnutrition per hour. | ||
− | + | Note, that in extreme situations, when death from malnutrition is a primary concern, it might be advisable to not only keep in the ravenously hungry state to benefit from the reduced hunger rate, but to even become somewhat malnourished. | |
− | If | + | Consider for example a human at 0% saturation and 0% malnourishment with 0.9 nutrition available (one simple meal). It takes a typical human 15 hours to deplete one unit of nutrition when in the fed state. |
+ | If eaten immediately, such human survives: | ||
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Hours survived !! State | ! Hours survived !! State | ||
|- | |- | ||
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| 7.50 || Ravenously hungry | | 7.50 || Ravenously hungry | ||
|- | |- | ||
− | | 50 || Starving until death from | + | | 50 || Starving until death from malnourishment |
|} | |} | ||
Giving a total of 71 hours alive. | Giving a total of 71 hours alive. | ||
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If we instead let the human remain malnourished for 13.75 hours, before eating, the pawn survives: | If we instead let the human remain malnourished for 13.75 hours, before eating, the pawn survives: | ||
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Hours survived !! State | ! Hours survived !! State | ||
|- | |- | ||
− | | 13.75 || Starving up to 27.5% | + | | 13.75 || Starving up to 27.5% malnourishment (minor) |
|- | |- | ||
− | | 3.75 || Fed state with 27.5–20% | + | | 3.75 || Fed state with 27.5–20% malnourishment (minor) |
|- | |- | ||
− | | 2.50 || Fed state with 20–15% | + | | 2.50 || Fed state with 20–15% malnourishment (trivial) |
|- | |- | ||
− | | 2.50 || Hungry state with 15–10% | + | | 2.50 || Hungry state with 15–10% malnourishment (trivial) |
|- | |- | ||
− | | 5.00 || Ravenously hungry state with 10–0% | + | | 5.00 || Ravenously hungry state with 10–0% malnourishment (trivial) |
|- | |- | ||
− | | 50 || Starving until death from | + | | 50 || Starving until death from malnourishment |
|} | |} | ||
Giving a total of 77.5 hours alive. | Giving a total of 77.5 hours alive. | ||
− | + | {{nav|status levels|wide}} | |
− | {{ | ||
[[Category:Status Level]] | [[Category:Status Level]] |