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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.
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# '''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:
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# '''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.
*** ''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.
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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.
+
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 after a pawn has been fed.
  
 
== 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):
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| 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>
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| 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
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* [[Go-juice#Withdrawal|Go-juice withdrawal]]: {{++|50%}}
 
* [[Go-juice#Withdrawal|Go-juice withdrawal]]: {{++|50%}}
 
* [[Gut worms]]: {{++|100%}}
 
* [[Gut worms]]: {{++|100%}}
* Stomach implants:
 
** [[Reprocessor stomach]]{{RoyaltyIcon}}: {{---|25%}}
 
** [[Nuclear stomach]]{{RoyaltyIcon}}: {{---|75%}}
 
*** ''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.''
 
 
* [[Hypothermic slowdown]]:
 
* [[Hypothermic slowdown]]:
 
** Moderate: {{---|10%}}
 
** Moderate: {{---|10%}}
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** Trivial: {{++|50%}}
 
** Trivial: {{++|50%}}
 
** Minor, Moderate, Severe and Extreme: {{++|60%}}
 
** Minor, Moderate, Severe and Extreme: {{++|60%}}
* [[Persona weapon#Hunger pangs|Hunger pangs]] persona trait{{RoyaltyIcon}}: {{++|50%}}
+
* Hunger pangs [[persona trait]]{{RoyaltyIcon}}: {{++|50%}}
 
* [[Neural supercharger]]{{IdeologyIcon}}: {{++|20%}}
 
* [[Neural supercharger]]{{IdeologyIcon}}: {{++|20%}}
 +
* [[Sleep accelerator]]{{IdeologyIcon}}: {{++|20%}}
 
* [[Growth vat#Summary|Bio-starvation]] (outside of [[growth vat|vat]]){{BiotechIcon}}: {{++|50%}}
 
* [[Growth vat#Summary|Bio-starvation]] (outside of [[growth vat|vat]]){{BiotechIcon}}: {{++|50%}}
 
+
* Genetic [[metabolic efficiency]] {{BiotechIcon}}:
 +
** Positive sum of metabolic efficiency: {{---|10%}} per point. Max. {{---|50%}}
 +
** Negative sum of metabolic efficiency: {{++|25%}} per point. Max. {{++|225%}}
  
 
=== Multipliers ===
 
=== Multipliers ===
 
All of these modifiers stack multiplicatively with each other and with the hunger rate factor offsets listed above.
 
All of these modifiers stack multiplicatively with each other and with the hunger rate factor offsets listed above.
  
 +
* [[Psycasts|Psychic hangover]]: {{Bad|x150%}}
 
* [[Gourmand]] trait: {{Bad|x150%}}
 
* [[Gourmand]] trait: {{Bad|x150%}}
* Life stages:
+
* Stomach implants:
** Human [[baby]]: {{Good|x12.5%}}
+
** [[Reprocessor stomach]]{{RoyaltyIcon}}: {{Good|x75%}}
** Human [[child]]: {{Good|x80%}}
+
** [[Nuclear stomach]]{{RoyaltyIcon}}: {{Good|x25%}}
** 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.
+
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 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 ==
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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:
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| 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.
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! 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.

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