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== Saturation changes ==
 
== Saturation changes ==
Saturation goes down every tick (1/2500 of a game hour, or 1/60 a second at level 1 game speed), depending on the character's current saturation and modifiers on their hunger rate.
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Saturation goes down every tick (1/2500 of a game hour), depending on the character's current saturation and modifiers on their hunger rate.
  
 
The following table describes saturation changes of an adult baseline human (100% hunger rate, 1.6 nutrition/day, 1.0 max nutrition):
 
The following table describes saturation changes of an adult baseline human (100% hunger rate, 1.6 nutrition/day, 1.0 max nutrition):
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* [[Go-juice#Withdrawal|Go-juice withdrawal]]: {{++|50%}}
 
* [[Go-juice#Withdrawal|Go-juice withdrawal]]: {{++|50%}}
 
* [[Gut worms]]: {{++|100%}}
 
* [[Gut worms]]: {{++|100%}}
* Stomach implants:
 
** [[Reprocessor stomach]]{{RoyaltyIcon}}: {{---|25%}}
 
** [[Nuclear stomach]]{{RoyaltyIcon}}: {{---|75%}}
 
*** ''Note that the effect of these implants is displayed on the item and hediff info cards as a multiplier ('''''x75%''''' and '''''x25%''''' respectively), but they work like an offset on the actual Hunger rate stat.''
 
 
* [[Hypothermic slowdown]]:
 
* [[Hypothermic slowdown]]:
 
** Moderate: {{---|10%}}
 
** Moderate: {{---|10%}}
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** Trivial: {{++|50%}}
 
** Trivial: {{++|50%}}
 
** Minor, Moderate, Severe and Extreme: {{++|60%}}
 
** Minor, Moderate, Severe and Extreme: {{++|60%}}
* [[Persona weapon#Hunger pangs|Hunger pangs]] persona trait{{RoyaltyIcon}}: {{++|50%}}
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* Hunger pangs [[persona trait]]{{RoyaltyIcon}}: {{++|50%}}
 
* [[Neural supercharger]]{{IdeologyIcon}}: {{++|20%}}
 
* [[Neural supercharger]]{{IdeologyIcon}}: {{++|20%}}
 
* [[Growth vat#Summary|Bio-starvation]] (outside of [[growth vat|vat]]){{BiotechIcon}}: {{++|50%}}
 
* [[Growth vat#Summary|Bio-starvation]] (outside of [[growth vat|vat]]){{BiotechIcon}}: {{++|50%}}
 
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* Genetic [[metabolic efficiency]] {{BiotechIcon}}:
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** Positive sum of metabolic efficiency: {{---|10%}} per point. Max. {{---|50%}}
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** Negative sum of metabolic efficiency: {{++|25%}} per point. Max. {{++|225%}}
  
 
=== Multipliers ===
 
=== Multipliers ===
 
All of these modifiers stack multiplicatively with each other and with the hunger rate factor offsets listed above.
 
All of these modifiers stack multiplicatively with each other and with the hunger rate factor offsets listed above.
  
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* [[Psycasts|Psychic hangover]]: {{Bad|x150%}}
 
* [[Gourmand]] trait: {{Bad|x150%}}
 
* [[Gourmand]] trait: {{Bad|x150%}}
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* Stomach implants:
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** [[Reprocessor stomach]]{{RoyaltyIcon}}: {{Good|x75%}}
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** [[Nuclear stomach]]{{RoyaltyIcon}}: {{Good|x25%}}
 
* Life stages:
 
* Life stages:
 
** Human [[baby]]: {{Good|x12.5%}}
 
** Human [[baby]]: {{Good|x12.5%}}
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** Other animal baby (including birds): {{Good|x40%}}
 
** Other animal baby (including birds): {{Good|x40%}}
 
** Other animal juvenile: {{Good|x75%}}
 
** Other animal juvenile: {{Good|x75%}}
* [[Sleep accelerator]]{{IdeologyIcon}}: {{Bad|x120%}}
 
* Genetic [[metabolic efficiency]] {{BiotechIcon}}:
 
** Positive sum of metabolic efficiency: {{---|10%}} per point below 0. Min. {{Good|x50%}}
 
** Negative sum of metabolic efficiency: {{++|25%}} per point above 0. Max. {{Bad|x225%}}
 
  
Despite its name and description, the [[Metabolism]] stat has no impact on hunger rate. The pawn capacity is renamed to Digestion in [[Biotech DLC]] and Metabolic efficiency is used instead for the gene mechanics.
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Despite its name and description, the [[Metabolism]] stat has no impact on hunger rate.
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=== Bed Hunger Rate Multiplier ===
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This value has a base value of 100% and only applies when sleeping in an affected bed. It it currently unknown exactly how this value applies.
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* [[Sleep accelerator]]{{IdeologyIcon}}: {{++|20%}}
  
 
== Overeating ==
 
== Overeating ==
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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 will waste far less nutrition than a regular meal would.
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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.
  
 
== Analysis ==
 
== Analysis ==
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=== Conserving food via malnutrition ===
 
=== Conserving food via malnutrition ===
In extreme situations, it may be advisable to stay in a hungry state to benefit from the reduced hunger and in malnourished state to benefit from zero hunger rate at 0% saturation.{{Check Tag|Verify Mal|Malnutrition increases hunger rate after they eat again, and the worked example below only covers feeding when hungry. Another example for mal would be good to provide proof and say when best time in malnourished to eat is}} Note that this requires significant micromanagement to pull off. Forbid the food and unforbid it when pawns are about to fall unconscious.
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In extreme situations, it may be advisable to stay in a hungry state to benefit from the reduced hunger and in malnourished state to benefit from zero hunger rate at 0% saturation. Note that this requires significant micromanagement to pull off. Forbid the food and unforbid it when pawns are about to fall unconscious.
  
 
Consider, for example, a human at 0% saturation and 0% malnutrition. This pawn has 0.9 nutrition (one simple meal) to eat.
 
Consider, for example, a human at 0% saturation and 0% malnutrition. This pawn has 0.9 nutrition (one simple meal) to eat.

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