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food-items-generation [2025/03/10 13:19] elindos |
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 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 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)// | + | 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. |
- | //Esthetics (picture and color values)// | + | |
- | //Easiness to Collect* (units left, stealth, extractability)// | + | Attributes covered above are: |
- | ... these parameters are described above. | + | //Name// \\ |
+ | //Description// \\ | ||
+ | //Home* (planet, region, season)// \\ | ||
+ | //Esthetics (picture and color values)// \\ | ||
+ | //Easiness to Collect* (units left, stealth, extractability)// \\ | ||
//Size*// | //Size*// | ||
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Size is used in [[crafting-compatibility|compatibility]] to the [[food-dishes|Dish types]] you can use when [[crafting|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 one. | + | For instance, an //Appetizer// should have small size, but a //Main Course// should have a large size. |
//Looks*// | //Looks*// | ||
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But it can be totally ignored for [[crafting-travel-ration|"travel rations"]] when crafting food. | 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*// | ||
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Fragility is directly factored when "Preparing Food", which is the first step of food crafting. | 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. | + | 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*// | ||
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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. | 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. | + | 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 second roll of ( toxicity / 10 ) % to receive one more. \\ |
- | Then a third roll of ( toxicity / 10 ) - 30% 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. | + | Then a last roll of ( toxicity / 10 ) - 60% to receive one last. \\ |
- | All of these rolls are independent from each other. | + | 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. | + | 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. | + | 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". | + | 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*// | ||
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To determine it, the total nutrients of all menu ingredients are added together and divided by 25. | To determine it, the total nutrients of all menu ingredients are added together and divided by 25. | ||
- | So a menu of 3 food items with 500 nutrients will have an average base output of 60 stamina. | + | 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]]. | 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 with a base requirement score of 20, a dish score of 50, and a menu compatibility of 80. | + | 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**. | With 50% score, the end output of a 60 stamina menu will be: **30 stamina**. | ||
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//Taste*// | //Taste*// | ||
- | Taste is used for compatibility with dishes and quality for cantina menus. | + | 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// \\ | ||
- | //Texture hardness// | + | "Variants" have been generated with their own set of attributes. These attributes may vary from their original. |
- | //Heaviness (on stomach)// | + | |
- | //Exotism// | + | |
- | 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. | ||