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food-items-generation [2025/03/10 13:02]
elindos [3. Food specific attributes]
food-items-generation [2025/06/15 11:37] (current)
elindos [3. Food specific attributes]
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 Because of the above rolls, Vegetable has then chances to be the most abundant profile on a planet. Because of the above rolls, Vegetable has then chances to be the most abundant profile on a planet.
-==== 3. Food specific attributes ====+==== 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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 For instance, one value of 524 could be interpreted as different groups of esthetics answers, when dividing the value by 16 or different numbers. 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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 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** +**Other Attributes**
- +
-Here follows a list of attributes for a food item:+
  
 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)//​+
  
-... these parameters ​are 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.