Trace:
Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
food-items-generation [2025/03/10 12:52] elindos |
food-items-generation [2025/06/15 11:37] (current) elindos [3. Food specific attributes] |
||
---|---|---|---|
Line 33: | Line 33: | ||
The number of different food items to roll is determined with (10 + number of relevant wildlife + number of relevant plantlife). | The number of different food items to roll is determined with (10 + number of relevant wildlife + number of relevant plantlife). | ||
- | Relevant wildlife and plantlife numbers on a planet are themselves heavily influenced by planetary type. | + | This should make about 12 to 30 different food profiles on any given planet, with a strong average of about 16 to 18 different profiles. |
+ | |||
+ | This, in turn, gives many chances to have all food types (meat/fish, fruit, vegetable) represented on a planet, but also some being more abundantly represented than others. | ||
+ | |||
+ | //Number of relevant wildlife and plantlife on a planet are themselves heavily influenced by planetary type. For instance, Jungle worlds have more of them.// | ||
+ | |||
+ | //This directly means that planet types such as Jungle Worlds receive more food profiles.// | ||
+ | |||
+ | //Having access to more varied profiles allows to design more varied menus.// | ||
+ | |||
+ | //However, is still not as strong as having accessibility and volume to at least one usable and exploitable food profile, and exploring food variants (different versions to prepare one's food) can also allow to compensate for it.// | ||
==== 2. Type of Food ==== | ==== 2. Type of Food ==== | ||
Line 41: | Line 51: | ||
This allows Meat/Fish rolls on some planet to be more invasive, or less invasive compared to Fruits ; and same for Fruits vs Vegetables ; allowing to express planetary type further. | This allows Meat/Fish rolls on some planet to be more invasive, or less invasive compared to Fruits ; and same for Fruits vs Vegetables ; allowing to express planetary type further. | ||
- | This also allows Meat or Fish expressions to then fight each other in a secondary roll and to separate population of carnivorous content (meat + fish) and non-carnivorous content (fruit + vegetable). | + | This also allows Meat or Fish expressions to then fight each other in a secondary roll and **to separate population of carnivorous content (meat + fish) and non-carnivorous content (fruit + vegetable)**. |
Line 58: | Line 68: | ||
if it's a Meat or a Fish. | if it's a Meat or a Fish. | ||
- | Base chances for Fish instead of mean start with a low 10% on this second roll but with bonuses as below as example values: | + | Base chances for Fish start with a low 10% on this second roll but with bonuses as below as example values: |
+80% for Oceanic Worlds \\ | +80% for Oceanic Worlds \\ | ||
Line 80: | Line 90: | ||
+10% for Ice and Deadlands \\ | +10% for Ice and Deadlands \\ | ||
- | ==== 3. Food specific attributes ==== | + | If it's not rolled as a fruit, it is then a Vegetable. |
+ | |||
+ | Because of the above rolls, Vegetable has then chances to be the most abundant profile on a planet. | ||
+ | ==== 3. Food buffs and debuffs ==== | ||
+ | |||
+ | Specific food buffs and debuffs have also been added and activated on display in June 2025. | ||
+ | |||
+ | You can find more information about them [[food-buffs|here]]! | ||
+ | |||
+ | ==== 4. Food specific attributes ==== | ||
Food rolls its colour, with 40+ color description groups separated in two pools: it has 50% chance to have "a developed colour" (ie. "royal azure", "jade green") and the rest to have a simple colour ("azure", "green"). | Food rolls its colour, with 40+ color description groups separated in two pools: it has 50% chance to have "a developed colour" (ie. "royal azure", "jade green") and the rest to have a simple colour ("azure", "green"). | ||
Line 98: | Line 117: | ||
"Picture Variant" and "color" values (from 1 to 1000) are example values which can be used to better represent this item in addition to its food type. | "Picture Variant" and "color" values (from 1 to 1000) are example values which can be used to better represent this item in addition to its food type. | ||
+ | |||
+ | Such values are there to better express later 2D picture or texture representations, or 3D engine representations. | ||
+ | |||
+ | For instance, one value of 524 could be interpreted as different groups of esthetics answers, when dividing the value by 16 or different numbers. | ||
+ | |||
+ | //"Color Family"// and //"Color Tone"// are values extracted from the base colour value. | ||
+ | |||
+ | //"Aspect Family"// is a string codification ("mash", etc). | ||
+ | |||
+ | All esthetic parameters are also planned to be later used for menu quality. | ||
+ | |||
+ | For instance, using ingredients of **different colors and aspect families** will be rewarded in menu score. | ||
+ | |||
**Home environment** | **Home environment** | ||
Line 111: | Line 143: | ||
In addition to its home environment, other values can influence how easy or not it is to collect it. | In addition to its home environment, other values can influence how easy or not it is to collect it. | ||
- | "Reserves" determine the quantity of food units that remain to be collected. | + | //"Reserves"// determine the quantity of food units that remain to be collected. |
- | "Stealth" make it more difficult to detect whenever Away Teams make a roll to detect a spot of this resource. | + | //"Stealth"// make it more difficult to detect it whenever Away Teams make a roll to detect a spot of this resource. |
- | "Extraction Difficulty" can prevent it from being successfully collected whenever Away Teams make a roll to collect it. | + | //"Extraction Difficulty"// can prevent it from being successfully collected whenever Away Teams make a roll to collect it. |
**Variants** | **Variants** | ||
- | For all attributes below, several "variants" of the same food are also created | + | For all attributes below, several "variants" of the same food are also created. |
- | **Attributes** | + | |
- | Here follows a list of attributes for a food item: | + | **Other Attributes** |
All parameters with a * have a strong influence already included in current development. | All parameters with a * have a strong influence already included in current development. | ||
- | //Name// | + | Many of the attributes below, when they are numeric, are rolled with a 1-1000 roll. We plan to differentiate this better later with two added 1-500 rolls, for instance. |
- | //Description// | + | |
- | //Home* (planet, region, season)// | + | |
- | //Esthetics (picture and color values)// | + | |
- | //Easiness to Collect* (units left, stealth, extractability)// | + | |
- | ... described above. | + | Food attributes have been first set as a base generation template for planets, and later patched and upgraded, so some of the information below may be missing some additional attributes. |
+ | |||
+ | Attributes covered above are: | ||
+ | |||
+ | //Name// \\ | ||
+ | //Description// \\ | ||
+ | //Home* (planet, region, season)// \\ | ||
+ | //Esthetics (picture and color values)// \\ | ||
+ | //Easiness to Collect* (units left, stealth, extractability)// \\ | ||
//Size*// | //Size*// | ||
- | Size is used in compatibility to the [[food-dishes|Dish types]] you can use when crafting food. | + | Size is used in [[crafting-compatibility|compatibility]] to the [[food-dishes|Dish types]] you can use when [[crafting|crafting]] food. |
+ | |||
+ | For instance, an //Appetizer// should have small size, but a //Main Course// should have a large size. | ||
//Looks*// | //Looks*// | ||
- | Looks is factored as a global factor to cantina menus, but can be ignored for travel rations when crafting food. | + | Looks is factored as a global [[crafting-quality|quality factor]] for [[crafting-cantina-menu|"cantina menus"]]. |
+ | |||
+ | But it can be totally ignored for [[crafting-travel-ration|"travel rations"]] when crafting food. | ||
+ | |||
+ | It still has an influence to determine if a citizen [[citizen-food-appreciation|likes a plate or not]] the first time he tries it. | ||
//Fragility*// | //Fragility*// | ||
- | Fragility is directly factored when "Preparing Food", which is the first step of food crafting. It acts as a difficulty to prepare your food. | + | Fragility is directly factored when "Preparing Food", which is the first step of food crafting. |
+ | |||
+ | It acts as a direct difficulty to prepare your food, substracting fragility from your cooking team chances. **The less fragile a food is, the better.** | ||
//Toxicity*// | //Toxicity*// | ||
- | Toxicity increases chances for Food Buffs and Debuffs when generating food. It can also influence other negative events when eating. | + | Toxicity increases chances for [[food-buffs|Food Buffs]] and [[food-debuffs|Food Debuffs]] when generating food. It can also influence other negative events when eating. |
+ | |||
+ | Raw food has a base ( toxicity / 10 ) +30% to receive one debuff. \\ | ||
+ | Then a second roll of ( toxicity / 10 ) % to receive one more. \\ | ||
+ | Then a third roll of ( toxicity / 10 ) - 30% to receive one more. \\ | ||
+ | Then a last roll of ( toxicity / 10 ) - 60% to receive one last. \\ | ||
+ | |||
+ | All of these rolls are independent from each other. \\ | ||
+ | |||
+ | Half of (Toxicity / 10) (you can interpret that as ( toxicity / 20) ) is also added to the debuff strength category. \\ | ||
+ | |||
+ | Rarity of a debuff is normally 64%, 28% and 8%, respectively, for debuffs of Common/Rare/Epic rarities. \\ | ||
+ | |||
+ | But as half of your (toxicity/10) is also added to this score, this means that your debuffs also have "good chances to be stronger debuffs". \\ | ||
+ | |||
+ | These debuffs have only 70% chance to carry over to the "prepared food" version of the food item. | ||
//Nutrients*// | //Nutrients*// | ||
- | Nutrients is directly used to | + | Nutrients is directly used to determine the Stamina output of any menu you craft. |
- | //Texture hardness// | + | |
- | //Heaviness (on stomach)// | + | To determine it, the total nutrients of all menu ingredients are added together and divided by 25. |
- | //Exotism// | + | |
+ | So a menu of 3 food items with 500 nutrients will have an average base output of **60 stamina** being gained, in addition to other food buffs. | ||
+ | |||
+ | Then they are multiplied by the crafting results of the menu in three categories: [[crafting-food-score-base|base requirements]], [[crafting-food-score-dish|dish compatibility]] and [[crafting-food-score-menu|menu compatibility]]. | ||
+ | |||
+ | We determine the "average" of these three as a percentage. | ||
+ | |||
+ | For instance, you could have 50% score if you have a base requirement score of 20, a dish score of 50, and a menu compatibility of 80. | ||
+ | |||
+ | With 50% score, the end output of a 60 stamina menu will be: **30 stamina**. | ||
+ | |||
+ | |||
+ | //Taste*// | ||
+ | |||
+ | Taste is used for compatibility with dishes and quality for cantina menus, and when determining chances for a citizen to [[citizen-food-appreciation|appreciate]] a new plate he encounters. | ||
+ | |||
+ | //Exotism*// | ||
+ | |||
+ | Exotism will be used as an influence for citizens [[citizen-food-appreciation|to like a plate or not]] the first time they try it. | ||
+ | |||
+ | //Saltiness*// \\ | ||
+ | //Sweetness*// \\ | ||
+ | |||
+ | These values are much used to determine dish compatibility for an ingredient. For instance, desserts must be sweet! | ||
+ | |||
+ | //Texture hardness// \\ | ||
+ | //Heaviness (on stomach)// \\ | ||
+ | |||
+ | These two may be used later as influences to appreciate a plate or not. | ||
+ | |||
+ | //Interaction// \\ | ||
+ | //Olfactive// \\ | ||
+ | //Bitterness// \\ | ||
+ | //Sourness// \\ | ||
+ | //Greasiness// \\ | ||
+ | |||
+ | These values are unused yet, but "interaction" (how well an ingredient combines with others) and "olfactive" (how strong and good is its smell) may be used when determining a menu success. | ||
+ | |||
+ | //Rare variant// \\ | ||
+ | //Cooked variant// \\ | ||
+ | //Steeped variant// \\ | ||
+ | |||
+ | "Variants" have been generated with their own set of attributes. These attributes may vary from their original. | ||
- | For every single attribute we then currently make a 1-1000 roll. | + | These variants are unused yet, soon with the exception of the Cooked variant which will become the first to be used. |
- | //We plan to make that better later according to observations on game balance, such as having two 1-500 rolls added together.// | + | Normally you can obtain the Rare variant when collecting the food ; it has about 20% chance. |
+ | You can obtain the Cooked variant when activating "Heating" (consumes 1 energy but gives +10 to the team skill value) when transforming a food item. | ||
+ | Transforming food has been removed from current features to allow players to better focus on preparing and eating. | ||