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food-items-generation [2025/03/10 13:28] 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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| 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 a 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". \\ |
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| + | 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. | ||
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| 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. | ||
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| + | 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. | ||
