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− | '''Saturation''' is the game mechanic that controls [[Characters]]' needs for [[Food]] | + | '''Saturation''' is the game mechanic that controls [[Characters]]' needs for [[Food]]. 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== |
− | + | The actual value of saturation is the amount of usable nutrition inside a pawn and decreases with time. When a pawn eats, the nutritional value of the food is added to the saturation value of the pawn, but is capped by the maximal saturation value, which is coincident with the creatures body size. Similarly, the saturation can't go below 0, and the creature instead starts becoming [[Malnutrition|Malnourished]]. | |
− | + | Speed of animals' production ([[wool]], [[milk]], [[egg]]s or [[chemfuel]]) is dependent on the saturation level (see [[Saturation#Levels of Saturation|Levels of Saturation]] below). Production is halved when the animal becomes hungry, one third of the normal rate when ravenously hungry, and completely stopped when starving. | |
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− | + | ==Levels of Saturation== | |
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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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The saturation level boundaries are indicated by small notches on the "Food" bar in the tab of eating pawns. | The saturation level boundaries are indicated by small notches on the "Food" bar in the tab of eating pawns. | ||
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Label | ! Label | ||
! Saturation | ! Saturation | ||
− | ! Mood modifier<br | + | ! Mood modifier<br>(Humans) |
− | ! Production Rate<br | + | ! Production Rate<br>(Animals) |
|- | |- | ||
| Fed | | Fed | ||
| Greater than 25% | | Greater than 25% | ||
| (none) | | (none) | ||
− | | | + | | x100% |
|- | |- | ||
| Hungry | | Hungry | ||
| 12.5% to 25% | | 12.5% to 25% | ||
| -6 | | -6 | ||
− | | | + | | x50% |
|- | |- | ||
| Ravenously Hungry | | Ravenously Hungry | ||
− | | | + | | 0% to 12.5% |
| -12 | | -12 | ||
− | | | + | | x33% |
|- | |- | ||
| Malnourished | | Malnourished | ||
| 0% | | 0% | ||
| -20 | | -20 | ||
− | | | + | | x0% |
|} | |} | ||
− | + | ==Saturation Changes== | |
− | + | 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]]. | |
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− | == Saturation | ||
− | Saturation goes down every tick (1/2500 of a game hour | ||
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+ | The following table describes saturation changes of a common human (100% hunger rate, 1.0 max nutrition) | ||
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Saturation | ! Saturation | ||
− | |||
! Change per hour | ! Change per hour | ||
! Change per day | ! Change per day | ||
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|- | |- | ||
| Fed | | Fed | ||
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| -6.67% | | -6.67% | ||
| -160% | | -160% | ||
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|- | |- | ||
| Hungry | | Hungry | ||
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| -3.33% | | -3.33% | ||
| -80% | | -80% | ||
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|- | |- | ||
| Ravenously Hungry | | Ravenously Hungry | ||
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| -1.67% | | -1.67% | ||
| -40% | | -40% | ||
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|} | |} | ||
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− | + | == Rounding Error and Eating Thresholds == | |
+ | Pawns will attempt to eat as their next action once their saturation level is in the hungry state or lower. Pawns make no effort to avoid "overeating", and any excess nutrition in the food is lost. A default pawn that eats a simple meal (0.9 nutrition) as soon as it is hungry (0.25 saturation) will go to 1.0 saturation and waste .15 nutrition worth of food. | ||
− | + | 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 animals with smaller body sizes, as they are small food sources that benefit from the increased nutrition due to cooking. | |
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− | + | ==Starving== | |
+ | 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 starvation 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. | |
− | + | 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: | |
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− | Consider | ||
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− | If | ||
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Hours survived !! State | ! Hours survived !! State | ||
|- | |- | ||
Line 182: | Line 83: | ||
| 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. | ||
− | If we instead let the human | + | If we instead let the human starve 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. | ||
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[[Category:Status Level]] | [[Category:Status Level]] |