Difference between revisions of "Nutrition"

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(→‎Plant Nutrition: I came here looking for this info. It wasn't here, so then I wrote it.)
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{{Rewrite|reason= Content and analysis should likely be shifted to other pages (and linked to from here) such as [[Food]], [[Saturation]], [[Animals]], and [[Plants]] as it is beyond the scope of just Nutrition}}
 
{{image wanted|reason=See [[Talk:Nutrition]]}}
 
{{image wanted|reason=See [[Talk:Nutrition]]}}
 
'''Nutrition''' is a property of [[food]] and [[plants]], that represents the how much [[saturation]] it gives the creature eating it. 1.0 nutrition is enough to satiate a adult [[human]] from 0 saturation; they will seek out food before then, though. Body size impacts how much saturation a creature can hold.
 
'''Nutrition''' is a property of [[food]] and [[plants]], that represents the how much [[saturation]] it gives the creature eating it. 1.0 nutrition is enough to satiate a adult [[human]] from 0 saturation; they will seek out food before then, though. Body size impacts how much saturation a creature can hold.
  
==Food Nutrition==
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== Food nutrition ==
 
{{#ask:[[Category:Food]] [[Nutrition::>0]]
 
{{#ask:[[Category:Food]] [[Nutrition::>0]]
 
| ?Nutrition
 
| ?Nutrition
 
}}
 
}}
  
==Plant Nutrition==
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== Plant nutrition ==
While rooted plants can't be eaten directly by [[human]] [[pawns]], plants provide nutrition when eaten by [[animal]]s. The largest herbivores, like [[thrumbo]]s, will graze on [[trees]] and bushes available to them, as well as the typical herbivore diet of [[grass]], [[dandelions]], [[healroot]], [[ambrosia]], and fungi. All plants are completely destroyed upon animal consumption, trees do not leave stumps in this case.
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While rooted plants can't be eaten directly by [[human]] [[pawns]], plants provide nutrition when eaten by [[herbivore|herbivorous]] [[animal]]s. [[Dendrovore]]s like [[alphabeaver]]s can consume [[trees]], while the [[thrumbo]] can eat both trees as well as the typical herbivore diet of [[grass]], [[dandelions]], [[healroot]], [[ambrosia]], and fungi. All plants are completely destroyed upon animal consumption, trees do not leave stumps in this case.
  
Hungry, herbivorous animals will find and consume accessible plants after plant '''growth''' reaches maturity, typically around 65% of its total '''Growing time''' and when it first becomes available for colonist '''[[Orders#harvest|harvest]]'''. Nutrition provided upon consumption is a plant stat, where the final value is a species base value multiplied for plant growth.  
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Hungry, herbivorous animals will find and consume accessible plants after plant growth reaches maturity, typically around 65% of its total growing time and when it first becomes available for colonist [[Orders#Harvest|harvest]]. Nutrition provided upon consumption is a plant stat, where the final value is a species base value multiplied for plant growth.  
Nutrition (final value) = species' base value * growth percentage multiplier
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{| class="wikitable"
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|-
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| Nutrition (final value) = Species' base value * Growth percentage multiplier
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|}
  
The food requirements of an animal is largely species dependent.  The relevant stats are called '''Grass to Maintain''' and '''Food Consumption.'''
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The food requirements of an animal is largely species dependent.  The relevant stats are called '''Grass to Maintain''' and '''Food Consumption.''' Food Consumption is the nutrition eaten per day and can be modified by a number of different factors, such as pregnancy.
Food Consumption (Nutrition eaten per day) = species' base value * relevant health conditions (e.g. pregnancy)
 
  
Tamed animals will eat mature plants and consumable items they have access to, either in their [[pen]] or in their assigned [[zone]]. Tamed animals can traverse closed [[door]]s and [[fence gate]]s to reach food if it's all within their assigned zone.  
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Tamed animals will eat mature plants and consumable items they have access to, either in their [[pen]], surrounding the [[Caravan hitching spot]] they are roped to, or in their assigned [[zone]]. Tamed non-pen animals can traverse closed [[door]]s and [[fence gate]]s to reach food if it's all within their assigned zone.  
 
 
 
 
=Crops=
 
  
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=== Crops ===
 
The '''harvest yield''' is a crop stat for the quantity of items the plant is converted into when a human [[Orders#harvest|harvest]]s the plant. Harvesting completely destroys most plants, except ambrosia, [[berries]] bushes, [[cocoa tree]]s, and [[agave]] fruit, which can produce multiple harvests before the organism dies at the end of its '''life span.'''
 
The '''harvest yield''' is a crop stat for the quantity of items the plant is converted into when a human [[Orders#harvest|harvest]]s the plant. Harvesting completely destroys most plants, except ambrosia, [[berries]] bushes, [[cocoa tree]]s, and [[agave]] fruit, which can produce multiple harvests before the organism dies at the end of its '''life span.'''
 
The equation for plant Harvest Yield is
 
The equation for plant Harvest Yield is
Harvest yield= (species' base value) * story [[difficulty]] multiplier
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{| class="wikitable"
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|-
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| Harvest yield = Species' base value * [[AI Storytellers#Harvest yield|Storyteller harvest yield setting]]
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|}
  
The final quantity of product harvested from a plant is a function of the plant's harvest yield as well as the colonist stat [[stats#plant_harvest_yield.]] These two different mechanics have the same name apparently.
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The final quantity of product harvested from a plant is a function of the plant's harvest yield as well as the colonist stat [[Plant Harvest Yield]].  
  
=Analysis=  
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=== Analysis ===
 
Harvesting a mature crop plant generally produces more nutrition than letting an animal directly consume the living plant, except in cases where the harvesting colonists have exceptionally low plant harvest yield stats. Keep in mind that low colonist Harvest Yield stats have a chance of botching the harvest completely, yielding nothing while killing the plant.  
 
Harvesting a mature crop plant generally produces more nutrition than letting an animal directly consume the living plant, except in cases where the harvesting colonists have exceptionally low plant harvest yield stats. Keep in mind that low colonist Harvest Yield stats have a chance of botching the harvest completely, yielding nothing while killing the plant.  
  
 
For example, consuming a full-grown [[haygrass]] plant provides 0.30 nutrition. A 100% harvest yields 18 [[hay]] with 0.05 nutrition each: a total of 0.90 nutrition. Processing the hay further into [[kibble]] increases final nutrition yield at the expense of meat, time, and work.  
 
For example, consuming a full-grown [[haygrass]] plant provides 0.30 nutrition. A 100% harvest yields 18 [[hay]] with 0.05 nutrition each: a total of 0.90 nutrition. Processing the hay further into [[kibble]] increases final nutrition yield at the expense of meat, time, and work.  
  
However, the viability of free grazing depends on the abundance of plant life on your map, e.g. soil [[fertility]], [[sunlight]], [[temperature]], snow, and [[biome]]. Animal [[malnutrition]] results in slowed Growth rates, [[miscarriage]], [[health]] penalties, and even death by starvation.  
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However, the viability of free grazing depends on the abundance of plant life on your map, e.g. soil [[fertility]], [[sunlight]], [[temperature]], snow, and [[biome]]. Animal [[malnutrition]] results in slowed Growth rates, [[miscarriage]], [[health]] penalties, and even death by starvation.  
{{#ask:[[Category:Plant]] [[Nutrition::>0]]
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{{#ask:[[Category:Plants]] [[Nutrition::>0]]
 
| ?Nutrition
 
| ?Nutrition
 
}}
 
}}
  
 
[[Category:Stat]]
 
[[Category:Stat]]

Revision as of 11:57, 5 January 2023

Nutrition is a property of food and plants, that represents the how much saturation it gives the creature eating it. 1.0 nutrition is enough to satiate a adult human from 0 saturation; they will seek out food before then, though. Body size impacts how much saturation a creature can hold.

Food nutrition

 Nutrition
Agave fruit0.05
Baby food0.05
Berries0.05
Carnivore fine meal0.9
Carnivore lavish meal1
Cassowary egg (fert.)0.5
Chicken egg (fert.)0.25
Chicken egg (unfert.)0.25
Chocolate0.1
Cobra egg (fert.)0.25
Corn0.05
Duck egg (fert.)0.25
Duck egg (unfert.)0.25
Emu egg (fert.)0.5
Fine meal0.9
Goose egg (fert.)0.5
Goose egg (unfert.)0.5
Hay0.05
Hemogen pack0.1
Human meat0.05
Iguana egg (fert.)0.25
Insect jelly0.05
Insect meat0.05
Kibble0.05
Lavish meal1
Meat0.05
Milk0.05
Nutrient paste meal0.9
Ostrich egg (fert.)0.6
Packaged survival meal0.9
Pemmican0.05
Potatoes0.05
Raw fungus0.05
Rice0.05
Simple meal0.9
Tortoise egg (fert.)0.25
Toxipotatoes0.05
Turkey egg (fert.)0.5
Twisted meat0.05
Vegetarian fine meal0.9
Vegetarian lavish meal1

Plant nutrition

While rooted plants can't be eaten directly by human pawns, plants provide nutrition when eaten by herbivorous animals. Dendrovores like alphabeavers can consume trees, while the thrumbo can eat both trees as well as the typical herbivore diet of grass, dandelions, healroot, ambrosia, and fungi. All plants are completely destroyed upon animal consumption, trees do not leave stumps in this case.

Hungry, herbivorous animals will find and consume accessible plants after plant growth reaches maturity, typically around 65% of its total growing time and when it first becomes available for colonist harvest. Nutrition provided upon consumption is a plant stat, where the final value is a species base value multiplied for plant growth.

Nutrition (final value) = Species' base value * Growth percentage multiplier

The food requirements of an animal is largely species dependent. The relevant stats are called Grass to Maintain and Food Consumption. Food Consumption is the nutrition eaten per day and can be modified by a number of different factors, such as pregnancy.

Tamed animals will eat mature plants and consumable items they have access to, either in their pen, surrounding the Caravan hitching spot they are roped to, or in their assigned zone. Tamed non-pen animals can traverse closed doors and fence gates to reach food if it's all within their assigned zone.

Crops

The harvest yield is a crop stat for the quantity of items the plant is converted into when a human harvests the plant. Harvesting completely destroys most plants, except ambrosia, berries bushes, cocoa trees, and agave fruit, which can produce multiple harvests before the organism dies at the end of its life span. The equation for plant Harvest Yield is

Harvest yield = Species' base value * Storyteller harvest yield setting

The final quantity of product harvested from a plant is a function of the plant's harvest yield as well as the colonist stat Plant Harvest Yield.

Analysis

Harvesting a mature crop plant generally produces more nutrition than letting an animal directly consume the living plant, except in cases where the harvesting colonists have exceptionally low plant harvest yield stats. Keep in mind that low colonist Harvest Yield stats have a chance of botching the harvest completely, yielding nothing while killing the plant.

For example, consuming a full-grown haygrass plant provides 0.30 nutrition. A 100% harvest yields 18 hay with 0.05 nutrition each: a total of 0.90 nutrition. Processing the hay further into kibble increases final nutrition yield at the expense of meat, time, and work.

However, the viability of free grazing depends on the abundance of plant life on your map, e.g. soil fertility, sunlight, temperature, snow, and biome. Animal malnutrition results in slowed Growth rates, miscarriage, health penalties, and even death by starvation.

 Nutrition
Agarilux0.75
Agave0.2
Alocasia0.5
Ambrosia bush0.5
Anima tree2
Astragalus0.25
Bamboo tree1.5
Berry bush0.5
Birch tree2
Bonsai tree0.25
Brambles0.5
Bryolux0.3
Bush0.5
Cecropia tree1.5
Chokevine0.25
Clivia0.5
Cocoa tree1.5
Corn plant0.4
Cotton plant0.2
Cypress tree2
Dandelions0.25
Daylily0.05
Devilstrand mushroom0.2
Drago tree2
Gauranlen tree2
Giant rafflesia0.5
Glowstool0.5
Grass0.5
Gray pine tree2
Harbinger tree2
Haygrass0.3
Healroot0.2
Hop plant0.2
Low shrubs0.25
Maple tree2
Moss0.5
Nutrifungus0.25
Oak tree2
Palm tree1.5
Pebble cactus0.25
Pincushion cactus0.25
Pine tree2
Poplar tree1.5
Potato plant0.25
Psychoid plant0.2
Rat palm tree2
Rice plant0.175
Rose0.05
Saguaro cactus2
Smokeleaf plant0.2
... further results