Food

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Nutrition

There are five different categories of food: Fruit, Vegetable, Grain, Protein, and Dairy.

Fruit Template:GridImageBanana Template:GridImage Blackberries Template:GridImage Blueberries Template:GridImage Bunchberries Template:GridImage Cherry Template:GridImage Cloudberries
Template:GridImage Cranberries Template:GridImage Elderberries Template:GridImage Gooseberries Template:GridImage Green Apple Template:GridImage Lemon Template:GridImage Olive
Template:GridImage Orange Template:GridImage Peach Template:GridImage Plum Template:GridImage Raspberries Template:GridImage Red Apple Template:GridImage Snowberries
Template:GridImage Strawberries Template:GridImage Wintergreen Berries
Vegetable Template:GridImage Cabbage Template:GridImage Carrot Template:GridImage Garlic Template:GridImage Green Beans Template:GridImage Green Bell Pepper Template:GridImage Onion
Template:GridImage Potato Template:GridImage Red Bell Pepper Template:GridImage Rutabaga Template:GridImage Sea Weed Template:GridImage Squash Template:GridImage Tomato
Template:GridImage Yellow Bell Pepper
Grain Template:GridImage Barley Bread Template:GridImage Barley Grain Template:GridImage Cornbread Template:GridImage Maize Ear Template:GridImage Oat Bread Template:GridImage Oat Grain
Template:GridImage Rice Bread Template:GridImage Rice Grain Template:GridImage Rye Bread Template:GridImage Rye Grain Template:GridImage Wheat Bread Template:GridImage Wheat Grain
Protein Template:GridImage Cooked Beef Template:GridImage Cooked Calamari Template:GridImage Cooked Egg Template:GridImage Cooked Fish Template:GridImage Cooked Horse Meat Template:GridImage Cooked Mutton
Template:GridImage Cooked Pork Template:GridImage Cooked Poultry Template:GridImage Cooked Venison Template:GridImage Soybeans
Dairy Template:GridImage Cheese Template:GridImage Milk
  • Other food items are listed under these categories in-game for searching purposes, but are inedible (e.g. Dough & Raw Meat)
  • While some foods are biologically different from their categories (tomatoes are actually a fruit), they have been placed in the category that is typically used by society. "Knowledge is knowing that a tomato is a fruit, wisdom is not putting it in a fruit salad." ― Miles Kington


Health Inventory Tab


When spawning, The Player starts with each category of nutritional value completely full. Each of these categories' levels are represented with a visual bar on the health tab of the player's inventory. As the player's hunger depletes, their nutrition bars will slowly deplete as well.

In order to replenish the bar, the player must eat some food in that category. When the player is satisfied, they will gain residual nutrition based upon the player's current nutritional levels with more nutrition gained when the player is malnourished than if they aren't.

The first four categories account for 25% of the player's max health, with the dairy bar giving an additional boost of up to 25% the possible max health. For example, a starting player with no levels has a possible max health of 800HP with all four of the first categories filled. If one of these categories are empty while the other three are full, the player will have a max health of 600HP. If the player has a full dairy bar in addition to all four of the main categories being full, they will have a max health of 1,000HP.

As the player's max health changes, the numbers overlayed on the health bar will update to match.

Taste

Every piece of food consists of five separate taste categories: Sweet, Sour, Salty, Bitter, and Savory. These taste values are affected by changes to the food such as cooking, salting, pickling, etc. For crops, the taste of the harvested product is dependent on the pH and drainage levels of the area. For animal drops, the modified taste values are completely random. Combining two pieces of a single food with different taste values will result in an item with the default taste values for that specific food. Note: The text displayed in the tooltip is entirely relative to the player's taste profile. A food that says "Not Sweet" means that the sweet value is less than the player's desired sweet value, it does not mean that the food has no sweetness to it.

Each player has their own individual taste profile, which changes depending on the username and world seed. This profile is a number for each of the categories that the player finds perfect. Depending on the player's cooking skill, the advanced tooltip (Default: L-Ctrl) on a piece of food will be more or less descriptive of how close the taste of that food is to the desired taste profile. For prepared food such as sandwiches and salads, the tooltip is dependent on the skill level of the player that created the meal. This means that a player with a low skill level will be able to see the highly descriptive tooltips of a meal that was created by a player with an expert skill level.

Decay

For the majority of food, the decay level is represented via the durability bar on the item, as well as a numerical percentage on the tool-tip. The exception to this rule is milk, which has a tool-tip message of Fresh, Old, or Sour. The durability bar is green during the first 10% of decay, and then turns red. The rate at which a piece of food decays is dependent on the item, as well as the ambient temperature. Light levels affect temperature, so the best place to store food is in a cool, dark place. These general types of food decay for non-preserved items in order of fastest to slowest: Raw Meat & Cooked Eggs --> Fruit --> Whole Grains, Flour, Dough, Bread, Vegetables & Soybeans --> Cheese, Raw Eggs & Refined Grains.

Raw beef of different decay amounts, sorted smallest to largest.

Regardless of the type of food, decay rates are compounding (i.e. An apple with 50% decay will decay faster than an apple with 5% decay). To circumvent this, the decay can be trimmed from all food in a player's crafting inventory by keeping a knife in the inventory or crafting grid, and pressing D while the crafting inventory is open. Alternatively, a piece of food that is decayed can be crafted with a knife to remove the decayed portion (e.g. crafting a 100 oz potato that is 25% decayed with a knife will result in a 75 oz potato with 0% decay). Milk cannot have its decay removed.

The tracking of decay is based off of the calendar date and time, so skipping time forwards through the use of a bed or commands will result in the food decaying the same amount as if that time frame had passed normally. This also means that items in environments that do not tick properly (such as on the ground, or in other mod's containers) will instantly update and make up the lost decay as soon as it enters a player's inventory. For example: A player kills a pig, and then walks away so that the items are in unloaded chunks. The player returns a few weeks later to pick up the pork that did not despawn because the chunks were unloaded. As soon as the pork enters the player's inventory, it will rapidly make up for the lost time, quickly decaying until it disintegrates in the player's hands.

Preservation

There are many different ways to preserve food and change the rate at which it decays. Each method results in a decay modifier, meaning that if two methods stack together, the resulting effect on the decay is a multiplier equal to the two method modifiers multiplied together. When multiplying these two numbers together, it results in a smaller number, meaning that the food will decay slower. The majority of preservation methods can be used in combination to stack the modifiers. The combination of pickling and salting, and the combination of cooking and drying are the only two combinations of directly altering food that will not stack multipliers when used. Storage decay modifiers such as the ceramic vessel obviously cannot be used in combination with other storage decay modifiers such as storing in a barrel of vinegar.

Template:GridImage Ceramic Vessel

Ceramic vessels can store food up to 80 oz in weight. Food stored in a small ceramic vessel item has a decay modifier of 0.5. Note: Large ceramic vessels have no effect on decay rates.

Cooking

All foods can be cooked in either a firepit or on a grill. Food heated to temperatures over Template:Font color result in burning and loss of the item. Cooked meat falls into one of five stages: Rare, Medium Rare, Medium, Medium Well, and Well Done. All other foods have cooked stages of: Very Light, Light, Medium, Dark, and Very Dark. The cooking stages of a piece of food simply affects the taste. The fuel used to cook the food also has an effect on its taste. All cooked foods have the same decay modifier, regardless of the stage it is cooked to. While cooked food has a decay modifier of 0.75, it affects the effectiveness of other preservation methods. For example, salted raw beef will simply have the salted 0.5 modifier, while salted cooked beef has a modifier of cooked 0.75 * salted 0.75 = 0.5625.

Template:Grid/Firepit

Salt

Main article: Salt

Salt is used to extend the shelf life meat, and increase its saltiness. Salted raw meat has a salted decay modifier of 0.5, while salted cooked meat has a salted decay modifier of 0.75.

Template:Grid/Inventory Table

Pickling

Main article: Pickling

All foods except those in the grain category can be pickled. Pickled raw food has a pickled decay modifier of 0.5, while pickled cooked food has a pickled decay modifier of 0.75. As long as pickled food is sealed within a barrel of vinegar, it has an additional decay modifier of 0.1.

Pickling Storage
Template:Grid/Barrel Template:Grid/Barrel

Smoking & Drying

Main article: Smoke Rack

Cheese and brined meats can be hung on a smoke rack to smoke and/or dry the food. All smoked foods have a decay modifier of 0.75, while dried food has a decay modifier of 0.25. Note: Cooking dried food removes the dried decay modifier.

Grain Refining

For cereal crops, the harvest must first be refined by crafting it with a knife to get grains. These refined grains have a much slower decay rate than all other stages of cereal crops (Harvest, Flour, Dough, Bread).

Template:Grid/Inventory Table


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