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Development News / Re: Version 3.86 beta released
« Last post by Sami on April 03, 2025, 09:56:03 AM »
Have cooking nutrition values changed? Previously making green soup didn't seem to add any nutrition compared to raw ingredients but I feel like I am getting more now. Or is it just my imagination?

Your observations are correct.
Nutrition values of ingredients itself haven't changed, but the cooking now better takes into account the whole prepared recipe and its volume when eaten. The system deals with both nutrition and stomach content, like it has done for ages, but now for example the soup water content may get more nutritious and fills your stomach more reasonably than previously.
So, yes, fistful of leaves made into a soup is more nutritious than fistful of leaves eaten raw.
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Development News / Re: Version 3.86 beta released
« Last post by Vahvapito on April 03, 2025, 08:51:03 AM »
Have cooking nutrition values changed? Previously making green soup didn't seem to add any nutrition compared to raw ingredients but I feel like I am getting more now. Or is it just my imagination?
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Suggestions / Re: Account for "NME", boost nutrition for cooked foods
« Last post by Vahvapito on April 03, 2025, 08:46:07 AM »
I agree, right now cooking soups feels counter productive because you are just diluting the nutrition value. Also some water should evaporate from cooking which also increases the nutrition density but at the moment this only happens to roasted and dried foods. But right now 1 pound water and 1 pound vegetables makes exactly 2 pounds of finished soup.

Last patch might have changed some things in cooking, though I am not sure about that.
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Bug reports / Re: [3.85] Riverpig plants appear to be unharvestable
« Last post by Sami on April 03, 2025, 08:31:21 AM »
This will be fixed/added in the upcoming patch. And similar mechanics will apply to water lily as well.
We'll make it so that the character needs to wade to harvest riverpig and water lily plants as a whole, which can be then threshed for their roots.
The roots are can be then for example ground for flour.
It also appears that riverpig and water lily graphics have been mistakenly switched, they should be other way around. This will be fixed as well.

Fixed/added - persists in 3.86b
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Bug reports / Re: [3.86beta] vegetable stew and unlimited appetite
« Last post by Sami on April 03, 2025, 07:16:35 AM »
Ah, the sorrel usage clears it out so its been the appetizing effect.
The effect has a temporary nature in the game but eating appetizing food in succession indeed can end up into loop of never getting satiated - and I also think this calls for adjustments.
It also got me thinking if this report might have been of the same cause:
http://www.unrealworld.fi/forums/index.php?topic=7407.0

I think I'll be adding specific eating messages that indicate the impressive appetite, and also make it so that the appetizing effect can't get into an endless loop.
 
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Bug reports / Re: [3.86beta] vegetable stew and unlimited appetite
« Last post by KVictor on April 02, 2025, 09:01:28 PM »
Thanks for reply and investigation. I double checked and found out that it was not hemp, but sorrel. I use both periodically and did not notice that it was sorrel instead of hemp, when I saw this effect. Sorry for misinformation, it's my mistake.

But I have a question: as far as I can see, the number of repetitions of effect seems unlimited, maybe it need some limit for repeats? Maybe 1 or 2 times after full saturation or per time period or something like? It's only suggestion. Now it looks like character can eat literally tons of food with appetizing herbal effects.
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Bug reports / Re: [3.86beta] vegetable stew and unlimited appetite
« Last post by Sami on April 02, 2025, 07:18:17 PM »
Thanks for the save, it's been investigated now and it appears that the character is experiencing appetizing herbal effect which makes him eat beyond the true need.
And it also appears that the vegetable stew in question contains appetizing herbal effects, so when he keeps eating it the effect persists.
This works as intended, but the question remains how the vegetable stew got its appetizing herbal effect in the mix. If only hemp leaves were used as seasoning they don't cause appetizing effect, but if there were other herbs in use they could have done it... so are you quite sure it was only turnips and hemp leaves in the stew?

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Bug reports / Re: [3.86Beta, minor/missing prompt] More than 10 arrows shafts
« Last post by Sami on April 02, 2025, 12:44:08 PM »
Checked, and this seems to be the case for all the amount asking crafts. Likely been there a long time, if not always. :/
A simple error prompt might be good to add.
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Bug reports / [3.86Beta, minor/missing prompt] More than 10 arrows shafts
« Last post by JP_Finn on April 02, 2025, 12:55:31 AM »
If one enters number of shafts to craft more than 10, nothing happens: no error prompt, no crafting.
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Suggestions / Account for "NME", boost nutrition for cooked foods
« Last post by Madeofmeat on April 01, 2025, 11:26:16 PM »
The wiki on cooking and recipes says the total calories in food doesn't change when the food is cooked. This is not accurate to real life.

Cooking food increases the food's net metabolizable energy (NME) — the calories your body can actually extract — by breaking down cells in advance, reducing your digestive effort. This is the main reason humans cook food.  The extra energy we get from our food by cooking it is the reason we can have huge energy-consuming brains and small stomachs relative to other creatures. It's a big difference, and it makes sense to include this in a simulation of human metabolism of food.

NME bonus calories vary by individual food. By data from nutritionists: Cooking meats typically adds around 20% to their NME. Berries are also close to 20%. Cooking starchy vegetables (such as turnips or reed roots in the game) adds about 50% to NME calories, and processing and cooking grains adds 200-300% compared to eating raw grain.

Some players have commented in the past that making soups and especially porridges doesn't seem worth the effort for the food value you get. The numbers above show that those are the foods most affected by neglecting NME, so to the degree that's a real problem, this is a good explanation for it.

My first suggestion is to just expose a "nutrition multiplier" parameter for each recipe in cooking mod text files. That way I can do all the work for my own idea, and make a NME recipes mod for myself and the players that want to try playing with these changes.

Or if you decide this is a good feature to add for everybody, adding bonuses by cooked food category (20%/50%/250% for meat+berries/veg/grain) would be a simple change that is mostly accurate to real life.  Or to be more cautious against upsetting the current game balance, perhaps cut those values in half as a starting point, then tweak for balance.
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