-
Notifications
You must be signed in to change notification settings - Fork 238
Complexity-based Food #496
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: master
Are you sure you want to change the base?
Conversation
I like this proposal, the food complexity system seems intuitive and I like the buff ideas. I think it would also be nice if a player could get satiated by eating multiple simpler foods instead of just eating a complex food. e.g., you should also get a buff if you eat soup and bread. (Though this would risk making "10 different kinds of produce on the counter" the new meta) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I like the idea of the food groups.
|
||
## Food Complexity Calculation | ||
|
||
In order to calculate food complexity for a dish, simply add up all complexities of ingredients, rounded up. For 4th and 5th ingredient from the same food group, add only half of the complexity. Ingredients beyond 5th from the same food group only add 25% of the complexity. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
What if the ingredient has multiple food groups assigned to it? And in what order will the ingredients be taken into account when doing calculations?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
The order is descending. Ingredients usually don't have multiple food groups, but if it does - it should probably count towards both food groups, but split the complexity between them.
- 1 tomato: complexity is 1, since it's standard plant produce. | ||
- 2 onion slice: complexity is 2. | ||
|
||
Finally, simply microwaving the food doesn't add any complexity. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I feel like kitchen appliance usage should increase the complexity even if in very minor way, to encourage the ingredient preparation, gameplay than just shoving everything into magical microwave.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Kitchen appliance usage does increase complexity, just not in the case of a microwave/using a knife, since those operations are too simple. Other operations could actually count, but that has to be decided on a case-by-case basis, plus chef doesn't have that much operations yet.
## Features to be added | ||
|
||
- All base ingredients get a food group - some of them already exist via tags. | ||
- All food gets a complexity value based on the amount/complexity of ingredients and This complexity value can be scanned by a tool called Nutritional Analyzer. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I don't really know for who would this tool be, as chief that made the food knows how complex making process of it was, and for crew the number would be sometimes useless in case they cant even eat that specific dish.
Maybe showing complexity of each food group be better, as it would be more informative why lizard person cant eat meat looking food.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
as chief that made the food knows how complex making process of it was
Not exactly - they know making this dish was hard, but they don't have a numerical value. This tool simply allows to output dish complexity and food groups nicely and as in-character info - treat it like the nutritional info at the back of many food products IRL.
|
||
## Nutrition and Food Buffs | ||
|
||
Upon consuming food, you gain a buff based on complexity. It isn't tied to a specific timer - instead, it will disappear once you become peckish. The strength of the buff depends on the maximum complexity value of the food you have ate. It should not be a big buff, and it should have a cap on the maximum level to avoid doomstacking. There is no specific buff that satiation provides; instead, it depends on the dish food groups, meaning that by mixing different food groups, you may receive buffs such as (for example): |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Do I have to consume whole food item to receive the buff, or just take one bite of it? What if somebody took bite of my food item already?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Will the player be able to receive more than one buff at the time?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
You can consume food partially, but that will reduce the complexity. Consuming 1/2 of an 8 compexity food will grant you a buff for 4 complexity.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
You can only have 1 "Satiated" buff at each single moment. The buff consists of several small buffs, depending on the complexity and food groups of the item.
|
||
## Food Complexity and Food Groups | ||
|
||
Nutrition, vitamin and other food-related reagents are no longer manually added to the food prototype - instead, they are based on food complexity. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Wont this kill ability to grind food into nutrition, vitamin paste for drinking/injecting?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
No. They're still present in the solution, they're just not manually defined for each type of food.
This is a proposal for a generic food system, allowing for granting buffs to foods without creating any meta choices, nutrition rebalancing, and support for modular cooking methods.