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		<id>https://rimworldwiki.com/index.php?title=Saturation&amp;diff=137526</id>
		<title>Saturation</title>
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		<updated>2023-10-13T16:54:32Z</updated>

		<summary type="html">&lt;p&gt;StoneWolf: From what I can see by looking at the source code with ILSpy the severity very much seem to decrease at the same rate. The rate of change also seem to be 2.83333% so that might be worth looking into.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''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 &amp;quot;Food&amp;quot; bar and the corresponding mouseover text in the [[Needs]] tab.&lt;br /&gt;
&lt;br /&gt;
== General mechanics ==&lt;br /&gt;
Saturation is measured in units of [[nutrition]]. There are 2 distinct measures of saturation.&lt;br /&gt;
&lt;br /&gt;
* '''Maximum nutrition''', or how much nutrition a pawn can store at any one time. It is dependent on the [[body size]] of the species as well as the ''body size factor'' and ''food max factor'' according to the pawns life stage. The function is &amp;lt;code&amp;gt;species_body_size × body_size_factor × food_max_factor&amp;lt;/code&amp;gt;. For adult specimens ''body size factor'' and ''food max factor'' are both 1. An adult [[human]] (with a body size of {{Q|Human|Body Size}}) can therefore hold up to {{Q|Human|Body Size}} nutrition.&lt;br /&gt;
** For young humans the formula results in:&lt;br /&gt;
*** ''Baby (0-2 years)'': {{Q|Human|Body Size}} × 0.2 × 0.625 = {{#expr:{{Q|Human|Body Size}}*0.2*0.625}} maximum nutrition&lt;br /&gt;
*** ''Child (3-12 years)'': {{Q|Human|Body Size}} × 0.35 × 2.286 = {{#expr:{{Q|Human|Body Size}}*0.35*2.286}} maximum nutrition&lt;br /&gt;
*** ''Teenager (13-17 years)'': {{Q|Human|Body Size}} × 0.8 × 1.25 = {{#expr:{{Q|Human|Body Size}}*0.8*1.25}} maximum nutrition (therefore same as adults)&lt;br /&gt;
** For young insects:&lt;br /&gt;
*** ''Larva'': species_body_size × 0.2 × 2 = species_body_size × 0.4&lt;br /&gt;
*** ''Imature'': species_body_size × 0.5 × 1.5 = species_body_size × 0.75&lt;br /&gt;
** For other young animals:&lt;br /&gt;
*** ''Baby (birds)'': species_body_size × 0.1 × 6 = species_body_size × 0.6&lt;br /&gt;
*** ''Baby (other)'': species_body_size × 0.2 × 3 = species_body_size × 0.6&lt;br /&gt;
*** ''Juvenile'': species_body_size × 0.5 × 1.5 = species_body_size × 0.75&lt;br /&gt;
* '''Hunger Rate''', or how much nutrition a pawn loses per day. Adult baseline humans hunger at a rate of 1.6 nutrition per day. This is determined by species and the [[Hunger Rate Factor]] explained below.&lt;br /&gt;
&lt;br /&gt;
In general, humans hunger more than similar animals. An [[alpaca]] has the same [[body size]] as a human, but only hungers at a rate of 0.44 nutrition per day. A [[megasloth]] is four times larger than a human, but hungers at the same rate. Generally, predators hunger slowly - a [[cougar]] eats less than half as much as a [[husky]], for instance.&lt;br /&gt;
&lt;br /&gt;
=== Levels of saturation ===&lt;br /&gt;
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]]. &lt;br /&gt;
&lt;br /&gt;
The saturation level boundaries are indicated by small notches on the &amp;quot;Food&amp;quot; bar in the tab of eating pawns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Label&lt;br /&gt;
! Saturation&lt;br /&gt;
! Mood modifier&amp;lt;br/&amp;gt;(Humans)&lt;br /&gt;
! Production Rate&amp;lt;br/&amp;gt;(Animals)&lt;br /&gt;
|-&lt;br /&gt;
| Fed&lt;br /&gt;
| Greater than 25%&lt;br /&gt;
| (none)&lt;br /&gt;
| ×100%&lt;br /&gt;
|-&lt;br /&gt;
| Hungry&lt;br /&gt;
| 12.5% to 25%&lt;br /&gt;
| -6&lt;br /&gt;
| ×50%&lt;br /&gt;
|-&lt;br /&gt;
| Ravenously Hungry&lt;br /&gt;
| &amp;gt;0% to 12.5%&lt;br /&gt;
| -12&lt;br /&gt;
| ×25%&lt;br /&gt;
|-&lt;br /&gt;
| Malnourished&lt;br /&gt;
| 0%&lt;br /&gt;
| -20&lt;br /&gt;
| ×0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Speed of animals' production ([[wool]], [[milk]], [[egg]]s or [[chemfuel]]) is also dependent on the saturation level, as seen above. Note that production is completely stopped only when 0% saturation; the &amp;quot;[[malnutrition]]&amp;quot; ailment does not have a direct impact on animal products.&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
Once a pawn reaches 0% saturation, they will start becoming malnourished. &lt;br /&gt;
&lt;br /&gt;
When malnourished, pawns gain severity in &amp;quot;[[malnutrition]]&amp;quot;. Malnutrition is an [[ailment]], with an entirely separate progression to hunger or saturation. When malnourished, ''malnutrition'' severity rises by 2% every hour, and once it reaches 100%, the pawn will die. When a pawn is fed, their malnutrition does not immediately go away, though a pawn will no longer gain malnutrition (as Saturation is no longer at 0%). &lt;br /&gt;
&lt;br /&gt;
For as long as the malnutrition ailment is active, pawns will gain increased hunger. This does not increase the rate of malnutrition severity, just the amount of food eaten after a pawn has been fed. The malnutrition severity decreases at the same rate it increases.&lt;br /&gt;
&lt;br /&gt;
== Saturation changes ==&lt;br /&gt;
Saturation goes down every tick (1/2500 of a game hour), depending on the character's current saturation and modifiers on their hunger rate.&lt;br /&gt;
&lt;br /&gt;
The following table describes saturation changes of an adult baseline human (100% hunger rate, 1.6 nutrition/day, 1.0 max nutrition):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Saturation&lt;br /&gt;
! Threshold range&lt;br /&gt;
! Change per hour&lt;br /&gt;
! Change per day&lt;br /&gt;
! Game time in state&amp;lt;ref&amp;gt;Game time spent in the state from the upper threshold before crossing the lower threshold, assuming nothing is eaten&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time since 100% food&amp;lt;ref&amp;gt;Game time spent before entering the state, assuming nothing is eaten and the starting saturation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fed&lt;br /&gt;
| 100% - 25%&lt;br /&gt;
| -6.67%&lt;br /&gt;
| -160%&lt;br /&gt;
| {{#expr: 0.75 / (1.6/24) round 3}} hours  &amp;lt;!-- (% Saturation) / (Hunger Rate per hour) ---&amp;gt;&lt;br /&gt;
| {{#expr: 0 round 3}} hours&lt;br /&gt;
|-&lt;br /&gt;
| Hungry&lt;br /&gt;
| 25% - 12.5%&lt;br /&gt;
| -3.33%&lt;br /&gt;
| -80%&lt;br /&gt;
| {{#expr: 0.125 / (0.8/24) round 3}} hours &lt;br /&gt;
| {{#expr: (0.75 / (1.6/24) ) round 3}} hours  &lt;br /&gt;
|-&lt;br /&gt;
| Ravenously Hungry&lt;br /&gt;
| 25% - &amp;gt;0%&lt;br /&gt;
| -1.67%&lt;br /&gt;
| -40%&lt;br /&gt;
| {{#expr: 0.125 / (0.4/24) round 3}} hours &lt;br /&gt;
| {{#expr: (0.75 / (1.6/24) ) + ( 0.125 / (0.8/24) ) round 3}} hours&lt;br /&gt;
|-&lt;br /&gt;
| Malnourished&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A &amp;lt;ref&amp;gt;Malnourished does not impact saturation directly. Rather, it increases the &amp;quot;[[Malnutrition]]&amp;quot; [[ailment]] by 2% per hour, and when this reaches 100%, a pawn dies. This ailment will increase hunger rate of a pawn, but only when they have access to food again.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| 50 hours&lt;br /&gt;
| {{#expr: (0.75 / (1.6/24) ) + ( 0.125 / (0.8/24) ) + (0.125 / (0.4/24) )  round 3}} hours&lt;br /&gt;
|}&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
From 100% saturation, a human can survive up to 72.5 hours before dying from malnutrition.&lt;br /&gt;
&lt;br /&gt;
Saturation is increased by [[eating]] [[food]]. For reference, 1 unit of [[raw food]] ([[rice]], [[meat]], etc.) gives 0.05 nutrition, or 5% of a human's saturation meter. A [[simple meal]], [[fine meal]], or [[nutrient paste meal]] gives 0.9 nutrition, or 90% of a human's meter.&lt;br /&gt;
&lt;br /&gt;
== Hunger Rate Factor ==&lt;br /&gt;
{{Stub|section=1|reason=Verify (and add?) modifiers from biotech. Verify in which order the modifiers are applied.}}&lt;br /&gt;
The following things will modify hunger rate:&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
All hunger rate factor ''offset'' modifiers stack additively. Once added up, they stack multiplicatively with other modifiers to hunger.&lt;br /&gt;
&lt;br /&gt;
* [[Smokeleaf joint#Stoned on smokeleaf|Stoned on smokeleaf]]: {{++|30%}}&lt;br /&gt;
* [[Go-juice#Withdrawal|Go-juice withdrawal]]: {{++|50%}}&lt;br /&gt;
* [[Gut worms]]: {{++|100%}}&lt;br /&gt;
* [[Hypothermic slowdown]]:&lt;br /&gt;
** Moderate: {{---|10%}}&lt;br /&gt;
** Serious: {{---|40%}}&lt;br /&gt;
** Extreme: {{---|95%}}&lt;br /&gt;
* [[Malnutrition]]:&lt;br /&gt;
** Trivial: {{++|50%}}&lt;br /&gt;
** Minor, Moderate, Severe and Extreme: {{++|60%}}&lt;br /&gt;
* Hunger pangs [[persona trait]]{{RoyaltyIcon}}: {{++|50%}}&lt;br /&gt;
* [[Neural supercharger]]{{IdeologyIcon}}: {{++|20%}}&lt;br /&gt;
* [[Growth vat#Summary|Bio-starvation]] (outside of [[growth vat|vat]]){{BiotechIcon}}: {{++|50%}}&lt;br /&gt;
* Genetic [[metabolic efficiency]] {{BiotechIcon}}: &lt;br /&gt;
** Positive sum of metabolic efficiency: {{---|10%}} per point. Max. {{---|50%}}&lt;br /&gt;
** Negative sum of metabolic efficiency: {{++|25%}} per point. Max. {{++|225%}}&lt;br /&gt;
&lt;br /&gt;
=== Multipliers ===&lt;br /&gt;
All of these modifiers stack multiplicatively with each other and with the hunger rate factor offsets listed above.&lt;br /&gt;
&lt;br /&gt;
* [[Psycasts|Psychic hangover]]: {{Bad|x150%}}&lt;br /&gt;
* [[Gourmand]] trait: {{Bad|x150%}}&lt;br /&gt;
* Stomach implants:&lt;br /&gt;
** [[Reprocessor stomach]]{{RoyaltyIcon}}: {{Good|x75%}}&lt;br /&gt;
** [[Nuclear stomach]]{{RoyaltyIcon}}: {{Good|x25%}}&lt;br /&gt;
* Life stages:&lt;br /&gt;
** Human [[baby]]: {{Good|x12.5%}}&lt;br /&gt;
** Human [[child]]: {{Good|x80%}}&lt;br /&gt;
** Human [[teenager]]: {{Good|x90%}}&lt;br /&gt;
** Insect larva: {{Good|x40%}}&lt;br /&gt;
** Insect immature: {{Good|x75%}}&lt;br /&gt;
** Other animal baby (including birds): {{Good|x40%}}&lt;br /&gt;
** Other animal juvenile: {{Good|x75%}}&lt;br /&gt;
&lt;br /&gt;
Despite its name and description, the [[Metabolism]] stat has no impact on hunger rate.&lt;br /&gt;
&lt;br /&gt;
=== Bed Hunger Rate Multiplier ===&lt;br /&gt;
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. &lt;br /&gt;
* [[Sleep accelerator]]{{IdeologyIcon}}: {{++|20%}}&lt;br /&gt;
&lt;br /&gt;
== Overeating ==&lt;br /&gt;
Pawns will attempt to eat as their next action once their saturation level reaches 30% to avoid being hungry. Pawns make no effort to avoid &amp;quot;overeating&amp;quot;, so any excess nutrition in the food is lost.  A default pawn that eats a simple meal (0.9 nutrition) as soon as it is hungry (0.30 saturation) will go to 1.0 saturation and waste up to 0.20 nutrition of food (22% of the meal). In practice, the process of eating takes some time, so not all the food is wasted.&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
An adult baseline human will eat roughly 2 [[simple meal]]s, 32 units of [[pemmican]], or 32 units of [[raw food]] per day.&lt;br /&gt;
&lt;br /&gt;
Cooking food effectively &amp;quot;creates&amp;quot; nutrition. A [[simple meal]] is worth 0.9 nutrition, but only costs 0.5 nutrition of food to make. This gives simple meals a 180% ''nutrition efficiency'', before the overeating described above.&lt;br /&gt;
&lt;br /&gt;
Due to the low food consumption of animals, as well as the efficiency of meals, it is possible to violate the laws of thermodynamics. For example, a female [[cow]] produces {{Icon Small|milk}} {{Q|Cow|Daily Milk Average}} per day, or {{#vardefineecho:milk_nutr_per_day|{{#expr:{{Q|Cow|Daily Milk Average}}*0.05}}}} [[nutrition]] in milk per day. A cow consumes {{Q|Cow|Real Hunger Rate}} nutrition per day. While cows cannot consume milk, almost all animals can consume meals, no matter what the meal is made out of. So when a cow's milk is turned into [[nutrient paste meal]]s or even [[simple meal]]s, it can feed itself with plenty of food to spare. This gets even sillier with [[chicken]]s, which produce more nutrition in [[egg]]s than it consumes per day, even before the eggs are cooked. (Note that chickens cannot eat their own eggs, and that they are very prone to overeating.)&lt;br /&gt;
&lt;br /&gt;
=== Conserving food via malnutrition ===&lt;br /&gt;
In extreme situations, it may be advisable to stay in a hungry state to benefit from the reduced hunger. Note that this requires significant micromanagement to pull off. Forbid the food and unforbid it when pawns are about to fall unconscious.&lt;br /&gt;
&lt;br /&gt;
Consider, for example, a human at 0% saturation and 0% malnourishment. This pawn has 0.9 nutrition (one simple meal) to eat. &lt;br /&gt;
&lt;br /&gt;
If the food is eaten immediately, such human survives:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Hours survived !! State&lt;br /&gt;
|-&lt;br /&gt;
| 9.75 || Fed&lt;br /&gt;
|-&lt;br /&gt;
| 3.75 || Hungry&lt;br /&gt;
|-&lt;br /&gt;
| 7.50 || Ravenously hungry&lt;br /&gt;
|-&lt;br /&gt;
| 50 || Starving until death from malnourishment&lt;br /&gt;
|}&lt;br /&gt;
Giving a total of 71 hours alive.&lt;br /&gt;
&lt;br /&gt;
If we instead let the human remain malnourished for 13.75 hours, before eating, the pawn survives:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Hours survived !! State&lt;br /&gt;
|-&lt;br /&gt;
| 13.75 || Starving up to 27.5% malnourishment (minor)&lt;br /&gt;
|-&lt;br /&gt;
| 3.75 || Fed state with 27.5–20% malnourishment (minor)&lt;br /&gt;
|-&lt;br /&gt;
| 2.50 || Fed state with 20–15% malnourishment (trivial)&lt;br /&gt;
|-&lt;br /&gt;
| 2.50 || Hungry state with 15–10% malnourishment (trivial)&lt;br /&gt;
|-&lt;br /&gt;
| 5.00 || Ravenously hungry state with 10–0% malnourishment (trivial)&lt;br /&gt;
|-&lt;br /&gt;
| 50 || Starving until death from malnourishment&lt;br /&gt;
|}&lt;br /&gt;
Giving a total of 77.5 hours alive.&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>StoneWolf</name></author>
	</entry>
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