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food-items-generation [2025/03/10 12:57]
elindos [2. Type of Food]
food-items-generation [2025/06/15 11:37] (current)
elindos [3. Food specific attributes]
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 +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"​). ​
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 "​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**
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 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 belowwhen they are numericare rolled with a 1-1000 roll. We plan to differentiate this better later with two added 1-500 rollsfor instance.
-//​Description//​ +
-//Home* (planetregionseason)// +
-//Esthetics (picture and color values)// +
-//​Easiness ​to Collect* (units leftstealth, 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.