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food-items-generation [2025/03/10 13:27]
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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 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.
  
-Many of the attributes below, when they are numeric, are rolled with a 1-1000 roll. We plan to differentiate this better later with 1-500 roll, for instance.+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.
  
 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. 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.
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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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 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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 Exotism will be used as an influence for citizens [[citizen-food-appreciation|to like a plate or not]] the first time they try it. 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*//​ +//​Saltiness*// ​\\ 
-//​Sweetness*//​+//​Sweetness*// ​\\
  
 These values are much used to determine dish compatibility for an ingredient. For instance, desserts must be sweet! These values are much used to determine dish compatibility for an ingredient. For instance, desserts must be sweet!
  
-//Texture hardness//​ +//Texture hardness// ​\\ 
-//Heaviness (on stomach)//+//Heaviness (on stomach)// ​\\
  
 These two may be used later as influences to appreciate a plate or not. These two may be used later as influences to appreciate a plate or not.
  
-//​Interaction//​ +//​Interaction// ​\\ 
-//​Olfactive//​ +//​Olfactive// ​\\ 
-//​Bitterness//​ +//​Bitterness// ​\\ 
-//​Sourness//​ +//​Sourness// ​\\ 
-//​Greasiness//​+//​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. 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.
 +
 +These variants are unused yet, soon with the exception of the Cooked variant which will become the first to be used.
 +
 +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.