@TheMurderUnicorn
I think that cooking is something players will naturally do, even if it’s at a slight loss. … I think the average player will naturally assume cooking food is better for them, and so they’ll do it whether it’s true or not. Only the players that want to min-max will change their behavior for a small (>5) difference in nutrition (I’m talking after you balance things).
This is good to hear. Part of my motivation here is that I tend to min-max a lot, but I don’t particularly like min-maxing, I just naturally do it, unless there’s not much to be gained from doing so. So this project for me is an effort to get myself to stop crunching numbers and just enjoy the game
But it’s good to hear that people with other playstyles/mindsets see this as a positive change.
I’m a human being and assumed that food needs to be cooked. … I think that if you balance cooked foods, so that they provide a better distribution of vitamins, then there will be added incentive to those min-maxers to spend the time cooking things.
The goal is to make the motivation for min-maxers three-fold. Firstly, the most nutrient dense foods either need to be cooked or are pretty harmful uncooked (flour, raw meat, raw fat). The other two benefits are morale increase, and the slight nutrition bonus most recipes provide (about 10%). For players who aren’t min-maxing, the motivation for cooking is unnecessary, because as you so elegantly put it, they are human beings and will assume food is better off cooked (and if I do a good job, they will be right).
It’s particularly bothersome to me that my character survives on around one bottle of water each day. Real life MurderUnicorn drinks 2 liters + every day of the week, and he’s not out there culling zombies and running marathons.
I did some quick testing with a brand new character (fixed scenario) without any of the thirst traits, waited 24 hours, then drank clean water til slaked, and she drank 1.5 L of water (3 bottles). This is on par with the numbers: characters lose 288 nutrition and 288 quench daily AFAIK, and 1.5 L of clean water is worth 300 quench. Check to see if your character really is drinking only 1 bottle of water, and if so, make sure you don’t have any relevant mutations or bionics (e.g. recycling unit), and that the food you’re eating isn’t super high on quench (e.g. soup).
In any case, I agree that characters should be going through more food/water when they are exerting themselves (which isn’t really the case right now) but that’s kind of out of scope for this project at the moment, maybe I’ll work on that next.
@Gunpowder17
You think nutrition values should be increased relative to what? Their current values, or the total nutrition of the ingredients? The goal is for the primary return from time spent cooking to be big morale bonuses, which are actually highly impactful. If there is a huge nutrition bonus to cooking food, it leads to silly stuff like starving characters spending 5+ hours cooking a perfectly spiced masterpiece, whereas realistically they would just be charring it over the fire and putting it in their mouth as fast as possible. Only survivors with a comfortable food supply would be spending extra time making it real tasty.
I do intend to add lots of batch-time-bonuses to recipes that don’t yet have them, though.
As I’ve mentioned, I’m not messing with vitamins in this project, that’s a whole can of worms I just don’t have the interest or experience to open.