Editing Saturation

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
'''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. It is dependent on the [[body size]] of the species as well as the ''body size factor'' and ''food max factor'' according to the pawns life stage. The function is <code>species_body_size × body_size_factor × food_max_factor</code>. For adult specimens ''body size factor'' and ''food max factor'' are both 1. An adult [[human]] (with a body size of {{Q|Human|Body Size}}) can therefore hold up to {{Q|Human|Body Size}} nutrition.
+
# 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.
** For young humans the formula results in:
+
# 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.
*** ''Baby (0-2 years)'': {{Q|Human|Body Size}} × 0.2 × 0.625 = {{#expr:{{Q|Human|Body Size}}*0.2*0.625}} maximum nutrition
 
*** ''Child (3-12 years)'': {{Q|Human|Body Size}} × 0.35 × 2.286 = {{#expr:{{Q|Human|Body Size}}*0.35*2.286}} maximum nutrition
 
*** ''Teenager (13-17 years)'': {{Q|Human|Body Size}} × 0.8 × 1.25 = {{#expr:{{Q|Human|Body Size}}*0.8*1.25}} maximum nutrition (therefore same as adults)
 
** For young insects:
 
*** ''Larva'': species_body_size × 0.2 × 2 = species_body_size × 0.4
 
*** ''Immature'': species_body_size × 0.5 × 1.5 = species_body_size × 0.75
 
** For other young animals:
 
*** ''Baby (birds)'': species_body_size × 0.1 × 6 = species_body_size × 0.6
 
*** ''Baby (other)'': species_body_size × 0.2 × 3 = species_body_size × 0.6
 
*** ''Juvenile'': species_body_size × 0.5 × 1.5 = species_body_size × 0.75
 
* '''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 the [[Hunger Rate Factor]] explained below.
 
  
 
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.
 
+
=== Levels of saturation ===
+
===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]].  
  
Line 26: Line 15:
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
! Label
 
! Label
 
! Saturation
 
! Saturation
! Mood modifier<br/>(Humans)
+
! Mood modifier<br>(Humans)
! Production Rate<br/>(Animals)
+
! Production Rate<br>(Animals)
 
|-
 
|-
 
| Fed
 
| Fed
Line 57: Line 47:
 
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%).
  
For as long as the malnutrition ailment is active, pawns will gain increased hunger. This does not increase the rate of malnutrition severity, just the amount of food eaten after a pawn has been fed. The malnutrition severity decreases at the same rate it increases.
+
When a pawn is suffering through malnutrition, they will gain an increased hunger rate to compensate for their lack of food. This does not increase the rate of the malnutrition ailment. But the lingering malnutrition ailment increases a pawn's food consumption for a while once they have eaten. Even with this hunger penalty, starving your colonists will save some food in the long run.
  
== Saturation changes ==
+
==Saturation Changes==
Saturation goes down every tick (1/2500 of a game hour, or 1/60 a second at level 1 game speed), depending on the character's current saturation and modifiers on their hunger rate.
+
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
Line 97: Line 88:
 
| Malnourished
 
| Malnourished
 
| 0%
 
| 0%
| 0% <ref>Malnourished state does not impact saturation directly. Rather, it increases the "[[Malnutrition]]" [[ailment]] by 2% per hour, and if this reaches 100%, a pawn dies. This ailment will increase hunger rate of a pawn, but only after they have eaten again.</ref>
+
| 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>
| 0%
+
| 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
Line 108: Line 99:
 
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 Factor ==
+
==Hunger Rate Modifiers==
{{Stub|section=1|reason=Verify (and add?) modifiers from biotech. Verify in which order the modifiers are applied.}}
+
{{stub|section=1|reason=Rough, possibly incomplete list. Also needs verification}}
The following things will modify hunger rate:
+
The following factors will modify hunger rate:
 +
 
 +
===Hunger rate factor===
 +
All hunger rate ''factor'' modifiers stack additively. Once added up, they stack multiplicatively with other modifiers to hunger.
  
=== Offsets ===
+
* [[Gut worms]] - {{++|100%}} hunger rate
All hunger rate factor ''offset'' modifiers stack additively. Once added up, they stack multiplicatively with other modifiers to hunger.
+
* [[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
  
* [[Smokeleaf joint#Stoned on smokeleaf|Stoned on smokeleaf]]: {{++|30%}}
+
===Other multipliers===
* [[Go-juice#Withdrawal|Go-juice withdrawal]]: {{++|50%}}
+
All of these modifiers stack multiplicatively with each other and with the hunger rate factor listed above.
* [[Gut worms]]: {{++|100%}}
+
* [[Gourmand]] trait - {{Bad|x150%}} hunger rate
 
* Stomach implants:
 
* Stomach implants:
** [[Reprocessor stomach]]{{RoyaltyIcon}}: {{---|25%}}
+
** [[Reprocessor stomach]]{{RoyaltyIcon}} - {{Good|x75%}} hunger rate
** [[Nuclear stomach]]{{RoyaltyIcon}}: {{---|75%}}
+
** [[Nuclear stomach]]{{RoyaltyIcon}} - {{Good|x25%}} hunger rate
*** ''Note that the effect of these implants is displayed on the item and hediff info cards as a multiplier ('''''x75%''''' and '''''x25%''''' respectively), but they work like an offset on the actual Hunger rate stat.''
+
* [[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.
* [[Hypothermic slowdown]]:
 
** Moderate: {{---|10%}}
 
** Serious: {{---|40%}}
 
** Extreme: {{---|95%}}
 
* [[Malnutrition]]:
 
** Trivial: {{++|50%}}
 
** Minor, Moderate, Severe and Extreme: {{++|60%}}
 
* [[Persona weapon#Hunger pangs|Hunger pangs]] persona trait{{RoyaltyIcon}}: {{++|50%}}
 
* [[Neural supercharger]]{{IdeologyIcon}}: {{++|20%}}
 
* [[Growth vat#Summary|Bio-starvation]] (outside of [[growth vat|vat]]){{BiotechIcon}}: {{++|50%}}
 
 
 
  
=== Multipliers ===
+
Despite its name and description, the [[Metabolism]] stat has no impact on hunger rate.
All of these modifiers stack multiplicatively with each other and with the hunger rate factor offsets listed above.
 
 
 
* [[Gourmand]] trait: {{Bad|x150%}}
 
* Life stages:
 
** Human [[baby]]: {{Good|x12.5%}}
 
** Human [[child]]: {{Good|x80%}}
 
** Human [[teenager]]: {{Good|x90%}}
 
** Insect larva: {{Good|x40%}}
 
** Insect immature: {{Good|x75%}}
 
** Other animal baby (including birds): {{Good|x40%}}
 
** Other animal juvenile: {{Good|x75%}}
 
* [[Sleep accelerator]]{{IdeologyIcon}}: {{Bad|x120%}}
 
* Genetic [[metabolic efficiency]] {{BiotechIcon}}:
 
** Positive sum of metabolic efficiency: {{---|10%}} per point below 0. Min. {{Good|x50%}}
 
** Negative sum of metabolic efficiency: {{++|25%}} per point above 0. Max. {{Bad|x225%}}
 
 
 
Despite its name and description, the [[Metabolism]] stat has no impact on hunger rate. The pawn capacity is renamed to Digestion in [[Biotech DLC]] and Metabolic efficiency is used instead for the gene mechanics.
 
  
 
== Overeating ==
 
== Overeating ==
Line 158: Line 133:
 
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 will waste far less nutrition than a regular meal would.
+
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 law of conservation of energy. 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 they consume per day, even before the eggs are cooked. (Note that chickens cannot eat their own eggs, and that they are very prone to overeating.)
+
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 and in malnourished state to benefit from zero hunger rate at 0% saturation.{{Check Tag|Verify Mal|Malnutrition increases hunger rate after they eat again, and the worked example below only covers feeding when hungry. Another example for mal would be good to provide proof and say when best time in malnourished to eat is}} Note that this requires significant micromanagement to pull off. Forbid the food and unforbid it when pawns are about to fall unconscious.
+
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% malnutrition. This pawn has 0.9 nutrition (one simple meal) to eat.
+
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
 
|-
 
|-
Line 182: Line 158:
 
| 7.50 || Ravenously hungry
 
| 7.50 || Ravenously hungry
 
|-
 
|-
| 50 || Starving until death from malnutrition
+
| 50 || Starving until death from malnourishment
 
|}
 
|}
 
Giving a total of 71 hours alive.
 
Giving a total of 71 hours alive.
Line 188: Line 164:
 
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% malnutrition (minor)
+
| 13.75 || Starving up to 27.5% malnourishment (minor)
 
|-
 
|-
| 3.75 || Fed state with 27.5–20% malnutrition (minor)
+
| 3.75 || Fed state with 27.5–20% malnourishment (minor)
 
|-
 
|-
| 2.50 || Fed state with 20–15% malnutrition (trivial)
+
| 2.50 || Fed state with 20–15% malnourishment (trivial)
 
|-
 
|-
| 2.50 || Hungry state with 15–10% malnutrition (trivial)
+
| 2.50 || Hungry state with 15–10% malnourishment (trivial)
 
|-
 
|-
| 5.00 || Ravenously hungry state with 10–0% malnutrition (trivial)
+
| 5.00 || Ravenously hungry state with 10–0% malnourishment (trivial)
 
|-
 
|-
| 50 || Starving until death from malnutrition
+
| 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}}
+
{{nav|status levels|wide}}
 
[[Category:Status Level]]
 
[[Category:Status Level]]

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: