Difference between revisions of "Saturation"

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==Example==
 
==Example==
Jones recently became hungry. His saturation is 25. He eats a Packaged Survival Meal which restores up to 100 saturation. His saturation caps out at 100.
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Jones recently became hungry. His saturation is 25. He eats a Packaged Survival Meal which restores up to 90 saturation. His saturation caps out at 100.
  
  

Revision as of 23:47, 16 January 2017

Saturation is the unseen game mechanic that controls Characters' needs for Food. A character with a higher saturation value has eaten recently, and is more full than another character with a low saturation level.

Levels of Saturation

Characters' saturation level is grouped into four thresholds: Fed, Hungry, Urgently Hungry, and Starving. Each threshold exhibits different effects on a character, especially their Thoughts.

For humanoids, the saturation levels are as follows:

Label Saturation Mood modifier
Fed Greater than 30 none
Hungry 20 to 30 -8
Urgently Hungry 0.01 to 20 -15
Starving Less than 0.01 -25

Saturation caps at 100.

Saturation Changes

Saturation goes down every tick (1/20000 of a game day) depending on the character's current saturation.

Saturation Change per tick Change per day
Fed -0.004 -80
Hungry -0.002 -40
Urgently Hungry -0.001 -20
Starving -0.0006 -12

Starving

Once a character becomes starving they start a clock to take damage from starvation.

After 5000 ticks (1/4 game day) a starving character takes 5 starvation damage and the clock resets.

This means a character with 100 health (full) will die after 5 days of starvation.

Example

Jones recently became hungry. His saturation is 25. He eats a Packaged Survival Meal which restores up to 90 saturation. His saturation caps out at 100.


Jones will become:

Hungry in 17500 ticks (0.875 game days)

Urgently Hungry in 17500 + 5000 = 22500 ticks (1.125 game days)

Starving in 22500 + 19990 = 42490 ticks (2.125 game days)

Dead in 42490 + 100000 = 142490 ticks (7.125 game days)