Rework foods system to be easily expandable and moddable
General idea that was discussed in discord in a few variations is removing individual bonuses for concrete food items, but categorizing foods in a number of types. Stat boost could depend on a type of food or diet including different types of foods, or have incremental effect for each additional type.
Purpose is to allow adding variety of foods without adding new stat boost for each, or having "pointless" kinds without any bonuses. It also could make berries useful beyond the early game stage.
Another point is simulating balanced diet, that just doesn't give a one big boost from having a single kind of food, but better stimulating a "healthy" variety.
UPDATE [28.11.21]: adding illustration and math model from AfterCrow's suggestion:
Advantages:
*Any 1st crop will give a fair 20% boost.
*This method allows an infinite amount of recipes.
*Easier for new players to keep track of needs (less complex menu)
see full description in merged comments
Comments: 20
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19 Sep, '21
TomGetting some foods that require flooding an area to plant them like rice could be an interesting concept
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24 Sep, '21
Vicky LangstrumpfVertical gardens for strawberries, lettuce, tomatoes or even ornamental plants to make the whole thing greener.
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25 Sep, '21
Lion-Ryesand witch for balenced diet
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25 Sep, '21
Gin Fuyou Admin> Lion-Rye
Nope, beavers are herbivores, they don't eat witches. =D -
05 Oct, '21
IAN SCOTT MergedWhen you progress to potatoes and carrots some way to use up berries so it is not wasted storage
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06 Oct, '21
Gin Fuyou Admin"Berries" (suggested by IAN SCOTT on 2021-10-05), including upvotes (1) and comments (0), was merged into this suggestion.
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09 Oct, '21
TechnoPhoenix13 MergedI would love to see more options for food, maybe diffrent foods for diffrent factions. I would love to see a faction build around living in the water, they eat seagrass and as a advanced food maybe they can catch and/ or breed fish in tanks or even ponts created by dams etc. . The first faction could get honey since they already have beesnests. The Ironteeth could get food that is more sience based, so maybe food from the laboratory? It would be nice to have a diffrent experience for all factions.
btw. love the game sooo much! -
11 Oct, '21
Gin Fuyou Admin"More/ diffrent food options for diffrent factions" (suggested by TechnoPhoenix13 on 2021-10-09), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Nov, '21
Not AfterCrow MergedThank you for adding water-crops in the experimental branch. This was a good addition.
I noticed that the new crops have smaller stat boost than the standard ones, and this makes sense because everything stacks, and you can't allow overpowered beavers to exist.
This means, that a crop like Cattail by itself is much weaker than Wheat (bread) by itself, Also there is a limitation in the amount of food-products that can be included because the bonus would stack too high.
I suggest tying the foods into food groups like this:
Wheat and Cattail -> Fiber-Foods (Carry-speed bonus)
Potato and Chestnut -> Bulk Carbs (Strength bonus)
Carrot and Spadderdock -> Vegetables (Lifespan bonus)
In addition I suggest a new mathematical model that allows stacking with diminishing returns (see picture).
Advantages:
*Any 1st crop will give a fair 20% boost.
*This method allows an infinite amount of recipes.
*Easier for new players to keep track of needs (less complex menu) -
28 Nov, '21
Gin Fuyou Admin"Improved need/bonus system for food" (suggested by AfterCrow on 2021-11-28), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Nov, '21
Not AfterCrowI just want to add that the function in the lower third of the picture is not strictly necessary for this functionality. You could achieve the same result with whole numbers + series + "if this then that" logic.
But the function proves that you can have a smooth graph where the input is amount of fiber-food-sources, and the y-axis (output) is the resultant stat boost (carry speed in this case). This also allows you to create food-products that count as 0.5 fiber and 0.3 vegetables
In this example graph, if a beaver eats 1 fiber food, he will get +19.95% carry speed.
If he eats 2 fiber foods, he will get +31.35% carry speed. (Lines up nicely with existing system)
If he eats 9999 fiber foods, he will get +37% carry speed (So we can see that the graph flattens out with additional food products)
Keep in mind that this is a trig-function with arctan, and this outputs an ANGLE. (You might have to convert rad to deg.)
Excel: F(x) =14.5 + 0.25*DEGREES(ATAN((2*X3)-1.6)) -
07 Jan, '22
Dr.Beaver MergedHaving a multitude of foods (including berries!) should have a health/strength bonus for beavers.
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08 Jan, '22
Gin Fuyou Admin"Food diversity bonus" (suggested by Dr.Beaver on 2022-01-07), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Jan, '22
CamasiaAlso, drinks could be included in the system. If they ever get added. So a drink can satisfy thirst (rather than hunger) and serve as nutrition.
The main issue with drinks currently is storage, they can't be held in water tanks, but if they are stored in warehouses they'd allow non-water tank water storage (3000 juice in underground warehouse is unbalanced). I suppose water tanks could default to water-only, and be toggled to juice-only. -
07 May, '22
Artem Novosad MergedHaving played enough on a difficult level of difficulty, I understand that even the most brutal apocalypse of the colony could be eliminated with food that at least half satisfied the thirst of the beavers (+ children).This would give the opportunity to fight further
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07 May, '22
Gin Fuyou Admin"Food to quench thirst" (suggested by Artem Novosad on 2022-05-07), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Jan, '23
PeterHI. I should by change time of grow plant. Carrots for 3 days is to easy. For last satisfaction of beavers could by some plant what have grow time at least 30 days and die with out water per 1 day. It should by increase difficulty. I find myself that it all easy. I have 45 hour play time on Plain map.
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16 Jan, '23
Fluffiest MergedEach time they go for a meal, a beaver will randomly pick a food type that they want from the types available, with a preference for the higher-quality foods like Maple Pastries.
There are two forms of Wellbeing from food: Food Quality and Food Variety. Food Quality is determined from the single highest-quality food available, while Food Variety is determined from the number of different types available.
For example, if we assume Grilled Potatoes are a quality 2 food, a district offering berries, carrots, and grilled potatoes would have +2 wellbeing from food quality (from the grilled potatoes) and +2 food variety (from having two alternative food sources available). This would be applied to every beaver in the district at the time they pick a meal, regardless of which meal they actually eat.
In this district, most beavers would pick grilled potatoes, since this is the highest quality food, but some would choose carrots or berries "for variety" (actually a weighted random choi -
25 Jan, '23
Gin Fuyou Admin"Improved system of wellbeing from food" (suggested by Fluffiest on 2023-01-16), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Jan
minichibisI'm not entirely sure I agree with the system suggested by OP, primarily because:
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- each type of food is a new production chain you can attempt to set up, which requires additional space, resources, investment
- various types of foods have different gameplay challenges associated (spaddock vs. bread vs. carrots are almost entirely different in time and space needs)
Gaining a granular reward for each type of food you make is interesting and provides a reason to keep expanding even when you're technically fully sustainable.
There are likely ways to improve the existing system, but I think rewarding cultivating a variety of crops is key.