@kuros: Tho something along those lines could help balance out meals that are big per-serving vs meals that have a lot of smaller servings when found or cooked, tho I’m not sure if all meals will play nicely with this. Candies, for example, would certainly into the extreme end of low nutrition, so how will that play with the formula?
@Trigon: the communication with the player is something of an issue, I’ve thought of mainly two ways: the joy column when consuming things, and messages to the player.
When eating something, the usual eating message would vary, notifying you if you like it, if you dislike it, if you’re getting tired of it, or if it just satisfied a craving.
The player would also get notified if they’re starting to crave something. Wondering what X would taste like, or musing that it’s been ages since they ate Y.
Something of an issue would be not knowing how much you would like something before crafting it tho. Not sure how to communicate that other than messing with the crafting screen and making it use the modified joy formula.
Come to think of it, crafting would smell, and that could very well make you really want to eat what you’re making, or make you discover you really didn’t want it.
And yet another (:P) addable thing would be varying things using the player’s hunger. It is said hunger is the best seasoning, after all, so being half-starved would make almost anything delicious, but you’d grow progressively pickier the fuller you are.