RimWorld

RimWorld

Replimat
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Overfox 9 Mar, 2020 @ 2:53am
Replimat immersion (feedstock usage)
@Sumghai: I think the Replimat feedstock usage should be proportional to the nutritional value of the replicated meal, instead of its weight. Please hear me out.

I understand why Replimat uses mass conversion instead of nutrition conversion. A kilogram of protein and fat has the same nutritional value regardles of whether it is in the form of a a very fancy meal or a very simple one. And since the Replimat does not waste any ingredients whatsoever while preparing a meal, 1Kg of raw ingredients becomes 1Kg of prepared meal. Seems simple and immersive.

But in Rimworld different meals of the same weight can have different nutritional values. Right now your replimat wastes nutrition when preparing a simple meal compared to a lavish one. They weigh the same and use the same feedstock. But the lavish meal has more nutrition, more calories while using the same amount of raw materials.

So your Replimat still does have varying efficiencies for the meals - it just doesn't look like it on the first glance. It's still not fully immersive.

If your Replimat used feedstock based on nutritional value of the end product however, this problem would be gone! Then it would be truly immersive: Something that feeds more has more calories, and ergo would use up more raw materials. Then a survival meal, which is as filling as a fine meal, would use the same amount of raw resources. A lavish meal fills you up more, but it also needs proportionally more ingredients.

And while the survival meal is lighter than the fine meal, one could argue that it's concentrated/freezedryed for better storage and transportation, the same way it works in real life.

This would also solve the problem with non-vanilla ingredients. For example in Vegetable Garden - which you seem to like and recommend - watermelons have more weight per nutrition compared to vanilla crops. Which makes sense, since they are mostly water. With your current setup a Kilogram of watermelonis as nutritious as a kilogram of meat.
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sumghai  [developer] 10 Mar, 2020 @ 3:33am 
The mass of any given meal isn't always fully converted into useful calories/nutrition - some of it will get converted into fiber (in the form of breads, grains etc.), which has no real nutrition but helps the body regulate sugar uptake, and contributes to the feeling of "fullness".

If the feedstock is 100% converted to nutrition (and nothing else), you'd simply end up with what are essentially food pills of various sizes, which would consume very little feedstock mass, but would be pointless as players would want to automatically min-max to the best version of the food pills. And that's not mentioning the Watsonian (in-universe) issue that arises from the lack of fiber.

What really should happen is that there needs to be a variation in the amount of mass per meal:
  • For vanilla simple, fine and lavish meals, this could be as easy as writing an XML patch that consistently changes the mass of each meal type to 0.25, 0.3 and 0.44 kg respectively
  • For meals from third party meals, it would be up to the modder to vary the mass of each meal item themselves, or have another XML patch in Replimat (e.g I doubt that a serving of sushi has the same mass as a hambuger, or a tub of ice cream)

Alternatively, just pretend that the pawns sometimes waste food by not actually eating their entire meal.
Overfox 10 Mar, 2020 @ 5:40am 
Your solution sounds good. My idea was to tie feedstock usage to the nutrition of the replicated meal. If you change less nutritious meals to weigh less, this would automatically be achieved and it would make sense immersion-wise.

Since you mentioned that it would be pretty easy to implement, would you please include this into the mod? Maybe it could be toggleable in the settings.

Regarding third party meals, I think the two most used food-related mods out there are Rim Cuisine and VGP. If you would patch those, you'd actually cover a lot of players out there.
sumghai  [developer] 10 Mar, 2020 @ 11:00pm 
Overfox, I'm not sure if you're understanding this correctly, but nutritional value is not necessarily related to mass. The idea to change the mass of the meals is based on overall differences in portion sizes (e.g. a simple meal of porridge vs a multi-course haute cuisine meal with all courses served together).

It will take some time to develop these compatibility patches, as I have other commitments and collaborations. And no, XML patches cannot be toggled on and off in the Mod Setting menu.
Overfox 11 Mar, 2020 @ 4:36am 
Sumghai, that a change in mass of the meals would be due to different portion sizes is exactly what I had in mind when I wrote that. I am also well aware that nutritional value is not necessarily related to mass. That is why I criticised that your Replimat is using mass instead of nutrition in the first place.

I figured that the Replimat would disassemble ingredients into their core components (fat, protein and carbohydrates, a few minerals, vitamins and some water), and then reassemble those into a new meal. This is why it makes no sense that currently the amount of feedstock gained from an ingredient is related to its mass instead of its nutritional value.

In your mod, filling a kilogram of watermelon, which is mostly water, into the hopper, gives me the same amount of feedstock as filling in a kilogram of meat. That makes no sense. Or can your replimat take any kind of mass and turn it into any kind of output? Take in water and turn it into fat? In that case we should be able to put in hay or heck, anything. The amount of feedstock gained should be proportional to the amount of stuff in the ingredients that is actually usable for sustenance. And Rimworld already has a value for that: Nutrition.

Furthermore, your statement "If the feedstock is 100% converted to nutrition (and nothing else), you'd simply end up with what are essentially food pills of various sizes" is only accurate in the broadest sense. The emphasis would really be on "of various sizes" here.

There are limits to calorie density. The most calorie dense stuff we can eat is fat, which has about 9 calories per gram (it's also the densest in terms of calories per volume). Which would make around 277 grams of fat for 2500 calories. Which would be a very bare minimum for a colonist doing mostly manual labour for 14 hours a day. 277 grams of fat would have a volume of 320ml. Dividing that into 3 meals would be 106ml per serving. Let's say a food pill has a diameter of 1cm so it can be easily swallowed.

That means that 1 meal, 1 serving of food pills, made of the most energy dense food there is, would contain 202 "nutritional pills". And this is disregarding the need for sugar so the body can actually burn the fat. And of course disregarding the need for less-dense ingredients like protein. I think if it's really about minimizing volume and weight, we can do without fiber for a while. But I know what of an effect this would have on intestinal peristalsis and cancer rate.


Your statement is "nutritional value is not necessarily related to mass. And you are right. This is why your mod should disregard mass and convert ingredients into feedstock based on the nutritional value of the ingredients instead. And then turn this feedstock into meals, with the foodstock use proportional to the nutritional value of the replicated meal. This way your mod would make sense. And you'd also actually stick to your own statement.

I don't mean to attack you personally. But I see flaws in your argumentation and in the implementation of the food conversion of your mod.
Last edited by Overfox; 11 Mar, 2020 @ 4:59am
sumghai  [developer] 11 Mar, 2020 @ 5:59am 
I have decided to no longer consider this request. As such, this matter is closed.
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