Editing Saturation
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
+ | {{Stub|reason=1) Genes 2) Not up to standard compared to [[Rest]]}} | ||
'''Saturation''' is the game mechanic that controls [[Characters]]' needs for [[Food]], and is directly tied to [[Eating]], the game mechanic which fills that need. A character with a higher saturation value has eaten recently, and is more full than another character with a low saturation level. You can view saturation of all humans and tamed animals by viewing the "Food" bar and the corresponding mouseover text in the [[Needs]] tab. | '''Saturation''' is the game mechanic that controls [[Characters]]' needs for [[Food]], and is directly tied to [[Eating]], the game mechanic which fills that need. A character with a higher saturation value has eaten recently, and is more full than another character with a low saturation level. You can view saturation of all humans and tamed animals by viewing the "Food" bar and the corresponding mouseover text in the [[Needs]] tab. | ||
− | == General mechanics == | + | ==General mechanics== |
− | + | The actual value of saturation is the amount of usable nutrition inside a pawn and decreases with time. When a pawn eats, the nutritional value of the food is added to the saturation value of the pawn, but is capped by the maximal saturation value, which is coincident with the creatures body size. Similarly, the saturation can't go below 0, and the creature instead starts becoming [[Malnutrition|Malnourished]]. | |
− | + | Speed of animals' production ([[wool]], [[milk]], [[egg]]s or [[chemfuel]]) is dependent on the saturation level (see [[Saturation#Levels of Saturation|Levels of Saturation]] below). Production is halved when the animal becomes hungry, reduced to one quarter of the normal rate when ravenously hungry, and completely stopped when in the malnourished level. Note that that is at 0% saturation, ''not'' suffering from the ailment called [[Malnutrition]]. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | ==Levels of Saturation== | |
− | |||
− | |||
Characters' saturation level is grouped into four thresholds: Fed, Hungry, Ravenously Hungry, and Malnourished. Each threshold exhibits different effects on a character, especially their [[Thoughts]]. | Characters' saturation level is grouped into four thresholds: Fed, Hungry, Ravenously Hungry, and Malnourished. Each threshold exhibits different effects on a character, especially their [[Thoughts]]. | ||
− | |||
The saturation level boundaries are indicated by small notches on the "Food" bar in the tab of eating pawns. | The saturation level boundaries are indicated by small notches on the "Food" bar in the tab of eating pawns. | ||
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Label | ! Label | ||
! Saturation | ! Saturation | ||
− | ! Mood modifier<br | + | ! Mood modifier<br>(Humans) |
− | ! Production Rate<br | + | ! Production Rate<br>(Animals) |
|- | |- | ||
| Fed | | Fed | ||
Line 52: | Line 39: | ||
|} | |} | ||
− | + | ==Saturation Changes== | |
− | + | Saturation goes down every tick (1/2500 of a game hour) depending on the character's current saturation and modifiers on their [[hunger|hunger rate]]. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | == Saturation | ||
− | Saturation goes down every tick (1/2500 of a game hour | ||
− | The following table describes saturation changes of | + | The following table describes saturation changes of a common human (100% hunger rate, 1.0 max nutrition): |
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Saturation | ! Saturation | ||
− | |||
! Change per hour | ! Change per hour | ||
! Change per day | ! Change per day | ||
− | |||
− | |||
|- | |- | ||
| Fed | | Fed | ||
− | |||
| -6.67% | | -6.67% | ||
| -160% | | -160% | ||
− | |||
− | |||
|- | |- | ||
| Hungry | | Hungry | ||
− | |||
| -3.33% | | -3.33% | ||
| -80% | | -80% | ||
− | |||
− | |||
|- | |- | ||
| Ravenously Hungry | | Ravenously Hungry | ||
− | |||
| -1.67% | | -1.67% | ||
| -40% | | -40% | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Overeating == | == Overeating == | ||
Line 158: | Line 68: | ||
This effect is stronger in animals with lower body sizes - a [[Labrador retriever]] with 0.75 body size will get hungry at .1875 saturation and waste .3375 nutrition from the same simple meal. Smaller, more fungible food sources like [[berries]] or [[haygrass]] (0.05 nutrition) have less of this waste, as the waste will never exceed a single item's worth of nutrition. | This effect is stronger in animals with lower body sizes - a [[Labrador retriever]] with 0.75 body size will get hungry at .1875 saturation and waste .3375 nutrition from the same simple meal. Smaller, more fungible food sources like [[berries]] or [[haygrass]] (0.05 nutrition) have less of this waste, as the waste will never exceed a single item's worth of nutrition. | ||
− | This makes [[kibble]] and [[pemmican]] particularly useful as feed for smaller sized animals. These foods provide more nutrition than raw food, but | + | This makes [[kibble]] and [[pemmican]] particularly useful as feed for smaller sized animals. These foods provide more nutrition than raw food, but won't be overeaten like a regular meal would. |
− | == | + | == Malnutrition == |
− | + | {{main|Malnutrition}} | |
+ | When the saturation reaches 0, pawns will become malnourished at a pace of 2% malnutrition per hour. | ||
− | + | Note, that in extreme situations, when death from malnutrition is a primary concern, it might be advisable to not only keep in the ravenously hungry state to benefit from the reduced hunger rate, but to even become somewhat malnourished. | |
− | + | Consider for example a human at 0% saturation and 0% malnourishment with 0.9 nutrition available (one simple meal). It takes a typical human 15 hours to deplete one unit of nutrition when in the fed state. | |
− | + | If eaten immediately, such human survives: | |
− | |||
− | |||
− | |||
− | Consider | ||
− | |||
− | If | ||
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Hours survived !! State | ! Hours survived !! State | ||
|- | |- | ||
Line 182: | Line 88: | ||
| 7.50 || Ravenously hungry | | 7.50 || Ravenously hungry | ||
|- | |- | ||
− | | 50 || Starving until death from | + | | 50 || Starving until death from malnourishment |
|} | |} | ||
Giving a total of 71 hours alive. | Giving a total of 71 hours alive. | ||
Line 188: | Line 94: | ||
If we instead let the human remain malnourished for 13.75 hours, before eating, the pawn survives: | If we instead let the human remain malnourished for 13.75 hours, before eating, the pawn survives: | ||
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Hours survived !! State | ! Hours survived !! State | ||
|- | |- | ||
− | | 13.75 || Starving up to 27.5% | + | | 13.75 || Starving up to 27.5% malnourishment (minor) |
|- | |- | ||
− | | 3.75 || Fed state with 27.5–20% | + | | 3.75 || Fed state with 27.5–20% malnourishment (minor) |
|- | |- | ||
− | | 2.50 || Fed state with 20–15% | + | | 2.50 || Fed state with 20–15% malnourishment (trivial) |
|- | |- | ||
− | | 2.50 || Hungry state with 15–10% | + | | 2.50 || Hungry state with 15–10% malnourishment (trivial) |
|- | |- | ||
− | | 5.00 || Ravenously hungry state with 10–0% | + | | 5.00 || Ravenously hungry state with 10–0% malnourishment (trivial) |
|- | |- | ||
− | | 50 || Starving until death from | + | | 50 || Starving until death from malnourishment |
|} | |} | ||
Giving a total of 77.5 hours alive. | Giving a total of 77.5 hours alive. | ||
− | + | {{nav|status levels|wide}} | |
− | {{ | ||
[[Category:Status Level]] | [[Category:Status Level]] |