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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]], via function <code> 1.0 * body_size</code>.<br>Human teenagers (ages 13 - 17) are a special exception; they are smaller than adults, but have a special multiplier to max nutrition so that they are equal to adults. | |
− | + | # 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, predators hunger slowly - a [[cougar]] eats less than half as much as a [[husky]], for instance. | 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, predators hunger slowly - a [[cougar]] eats less than half as much as a [[husky]], for instance. | ||
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− | === 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 malnourished. | Once a pawn reaches 0% saturation, they will start becoming malnourished. | ||
− | When malnourished, pawns gain severity in "[[malnutrition]]". Malnutrition is an [[ailment]], with an entirely separate progression to hunger or saturation. When malnourished, ''malnutrition'' severity rises by 2% every hour, and once it reaches 100%, the pawn will die. When a pawn is fed, their malnutrition does not immediately go away, though a pawn will no longer gain malnutrition (as Saturation is no longer at 0%) | + | When malnourished, pawns gain severity in "[[malnutrition]]". Malnutrition is an [[ailment]], with an entirely separate progression to hunger or saturation. When malnourished, ''malnutrition'' severity rises by 2% every hour, and once it reaches 100%, the pawn will die. When a pawn is fed, their malnutrition does not immediately go away, though a pawn will no longer gain malnutrition (as Saturation is no longer at 0%). |
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− | == 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 rate. |
The following table describes saturation changes of an adult baseline human (100% hunger rate, 1.6 nutrition/day, 1.0 max nutrition): | The following table describes saturation changes of an adult baseline human (100% hunger rate, 1.6 nutrition/day, 1.0 max nutrition): | ||
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Saturation | ! Saturation | ||
! Threshold range | ! Threshold range | ||
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| Malnourished | | Malnourished | ||
| 0% | | 0% | ||
− | | | + | | N/A <ref>Malnourished does not impact saturation directly. 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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Saturation is increased by [[eating]] [[food]]. For reference, 1 unit of [[raw food]] ([[rice]], [[meat]], etc.) gives 0.05 nutrition, or 5% of a human's saturation meter. A [[simple meal]], [[fine meal]], or [[nutrient paste meal]] gives 0.9 nutrition, or 90% of a human's meter. | Saturation is increased by [[eating]] [[food]]. For reference, 1 unit of [[raw food]] ([[rice]], [[meat]], etc.) gives 0.05 nutrition, or 5% of a human's saturation meter. A [[simple meal]], [[fine meal]], or [[nutrient paste meal]] gives 0.9 nutrition, or 90% of a human's meter. | ||
− | == Hunger Rate | + | ==Hunger Rate Modifiers== |
− | {{ | + | {{stub|section=1|reason=Rough, possibly incomplete list. Also needs verification}} |
− | The following | + | The following factors will modify hunger rate: |
− | === | + | ===Hunger rate factor=== |
− | All hunger rate | + | All hunger rate ''factor'' modifiers stack additively. Once added up, they stack multiplicatively with other modifiers to hunger. |
− | * [[Smokeleaf | + | * [[Gut worms]] - {{++|100%}} hunger rate |
− | * [[Go-juice#Withdrawal|Go-juice withdrawal]]: {{++|50%}} | + | * [[Smokeleaf|Stoned on smokeleaf]] - {{++|30%}} hunger rate |
− | * [[ | + | * [[Go-juice#Withdrawal|Go-juice withdrawal]] - {{++|50%}} hunger rate |
+ | * [[Malnutrition]] - | ||
+ | ** Trivial: {{++|50%}} hunger rate | ||
+ | ** Minor: {{++|60%}} hunger rate | ||
+ | ** Moderate: {{++|60%}} hunger rate | ||
+ | ** Severe: {{++|60%}} hunger rate | ||
+ | * Hunger pangs [[persona trait]]{{RoyaltyIcon}} - {{++|50%}} hunger rate | ||
+ | * [[Neural supercharger]] {{IdeologyIcon}} - {{++|20%}} hunger rate | ||
+ | * [[Growth vat#Summary|Bio-starvation]] (outside of [[growth vat|vat]]){{BiotechIcon}} - {{++|50%}} hunger rate | ||
+ | |||
+ | ===Other multipliers=== | ||
+ | All of these modifiers stack multiplicatively with each other and with the hunger rate factor listed above. | ||
+ | * [[Gourmand]] trait - {{Bad|x150%}} hunger rate | ||
* Stomach implants: | * Stomach implants: | ||
− | ** [[Reprocessor stomach]]{{RoyaltyIcon}} | + | ** [[Reprocessor stomach]]{{RoyaltyIcon}} - {{Good|x75%}} hunger rate |
− | ** [[Nuclear stomach]]{{RoyaltyIcon}} | + | ** [[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 ({{Bad|x225%}}) and +5 ({{Good|x50%}}). The final metabolic efficiency is used to determine hunger rate, and will stack multiplicatively with other hunger rate modifiers. | |
− | * [[ | ||
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− | + | Despite its name and description, the [[Metabolism]] stat has no impact on hunger rate. | |
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− | Despite its name and description, 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. |
− | == Analysis == | + | ==Analysis== |
An adult baseline human will eat roughly 2 [[simple meal]]s, 32 units of [[pemmican]], or 32 units of [[raw food]] per day. | An adult baseline human will eat roughly 2 [[simple meal]]s, 32 units of [[pemmican]], or 32 units of [[raw food]] per day. | ||
Cooking food effectively "creates" nutrition. A [[simple meal]] is worth 0.9 nutrition, but only costs 0.5 nutrition of food to make. This gives simple meals a 180% ''nutrition efficiency'', before the overeating described above. | Cooking food effectively "creates" nutrition. A [[simple meal]] is worth 0.9 nutrition, but only costs 0.5 nutrition of food to make. This gives simple meals a 180% ''nutrition efficiency'', before the overeating described above. | ||
− | Due to the low food consumption of animals, as well as the efficiency of meals, it is possible to violate the | + | Due to the low food consumption of animals, as well as the efficiency of meals, it is possible to violate the laws of thermodynamics. For example, a female [[cow]] produces {{icon small|milk}} {{Q|Cow|Daily Milk Average}} per day, or {{#vardefineecho:milk_nutr_per_day|{{#expr:{{Q|Cow|Daily Milk Average}}*0.05}}}} [[nutrition]] in milk per day. A cow consumes {{Q|Cow|Real Hunger Rate}} nutrition per day. While cows cannot consume milk, almost all animals can consume meals, no matter what the meal is made out of. So when a cow's milk is turned into [[nutrient paste meal]]s or even [[simple meal]]s, it can feed itself with plenty of food to spare. This gets even sillier with [[chicken]]s, which produce more nutrition in [[egg]]s than it consumes per day, even before the eggs are cooked. (Note that chickens cannot eat their own eggs, and that they are very prone to overeating.) |
− | === Conserving food via malnutrition === | + | ===Conserving food via malnutrition=== |
− | In extreme situations, it may be advisable to stay in a hungry state to benefit from the reduced hunger | + | In extreme situations, it may be advisable to stay in a hungry state to benefit from the reduced hunger. Note that this requires significant micromanagement to pull off. Forbid the food and unforbid it when pawns are about to fall unconscious. |
− | Consider, for example, a human at 0% saturation and 0% | + | Consider, for example, a human at 0% saturation and 0% malnourishment. This pawn has 0.9 nutrition (one simple meal) to eat. |
If the food is eaten immediately, such human survives: | If the food is 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]] |