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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 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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 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.