This guide will delve into the intricate workings of food in Space Haven, aiming to help you make the most efficient meals. If you’re not too concerned about maximizing every detail and just want to enjoy the game, feel free to skip this guide – it won’t affect your gameplay. Please note that the information provided here is accurate for Alpha version 0.17.5 Construir 2 do jogo.
So What’s for Dinner?
In the vast universe of Space Haven, there are an astounding 59,403,777 unique combinations of ingredients like fruit, root vegetables, artificial meat, nuts and seeds, monster meat, and even human meat, all deemed valid by the game’s standards. These combinations work as long as the total “food value” of the meal falls within the range of 75 para 150. But how do you determine which of these 60 million meals is the best for your crew, and what exactly is this “food value”?
For smaller crews, typically around 15 members or less, a straightforward approach is to experiment with meal combinations and adjust as you go. Em tais casos, minor inefficiencies usually won’t significantly impact your gameplay.
No entanto, if you’re ambitiously constructing an endgame megaship housing 50 or more crew members, inefficiencies become crucial. The primary challenges you’ll encounter are the sheer number of grow beds required to sustain your crew and the immense amount of water needed for food production. Unless you want to spend your entire game searching for ice and covering half your ship in grow beds, understanding the mechanics behind the food system becomes vital for optimization.
It’s important to note that in this guide, we focus solely on meals created from combinations of fruit, vegetais, carne, and nuts, ignoring monster and human meat. These are omitted not only because they are less nutritious but also due to the limited and unsustainable sources of these meats in any given map. Afinal, the galaxy has a finite number of warm (e frio) corpos. It’s a somewhat macabre thought that you could technically consume every being in the entire galaxy. But if you’re seeking guidance on toxins and vomiting on a large scale, you won’t find it here.
Nutrient and Food Values
Both raw and cooked foods contain varying amounts of protein, carbohydrates, gordo, and vitamins. Adicionalmente, there’s a concept called “food value” that is entirely derived from these nutrient values. Think of “food value” as a bit like calories but with a different conversion rate in an alternate universe. Especificamente, protein and carbohydrates contribute 2 food value each, while fat adds 3 food value. Vitaminas, por outro lado, don’t contribute to food value but are still important to track as essential nutrients.
To see this in action, you can simply perform some math. In most cases where you encounter information about protein, carbohydrates, and fat content, you can multiply each of these values by 2 (for protein and carbs) ou 3 (for fat), and then sum them up. This sum will correspond to the associated food value. Por exemplo, using the kitchen settings provided, a full crate of root vegetables contains 2 units of protein, 110 units of carbohydrates, e 3 units of fat.
(2 × 2) + (110 × 2) + (3 × 3) = 4 + 220 + 9 = 233
This matches the food value displayed.
It’s worth highlighting that while the kitchen’s user interface displays protein, carbohydrate, and fat values as whole numbers for a full crate of raw food, this is an exception rather than the norm. Internally, all values are tracked using real numbers, including fractions. Como resultado, the numbers you see in the UI often don’t seem to add up precisely. Let’s take the default meal as an example, consisting of 9% fruta, 17% vegetais, 6% carne, e 7% nozes, which claims to provide 10 protein, 26 carbs, e 10 gordo. No entanto, if you calculate it:
(10 × 2) + (26 × 2) + (12 × 3) = 20 + 52 + 30 = 102
This doesn’t match the displayed food value of 100. The reason for this discrepancy is that the UI generally rounds values to the nearest integer and doesn’t display fractional numbers. Na realidade, the default meal contains 9.72 protein, 25.6 carbs, e 9.72 gordo, totaling a food value of 99.8 since it’s composed of fractions of food crates. I won’t delve into the detailed math here, but the provided screenshot contains the necessary information to do this calculation if you’re interested.
Agora, the crucial point here is that the game’s internal operations primarily revolve around protein, carbohydrates, and fat. The food value is derived from these values as needed, mainly for display purposes in the UI. The significance of this will become clearer in the following section.
Digestion
On the crew member status screen, if you click on the food bar, it opens up a detailed page with two main sections: one for the contents of the crew member’s stomach and another for the stored nutrients in their body. Each of these sections shows the levels of protein, carbohydrates, gordo, and vitamins. The numbers displayed next to “stomach” e “stored” at the top simply represent the calculated “food value,” as discussed in the previous section.
When a crew member consumes a meal, the protein, carbohydrates, gordo, and vitamin values from that meal are added to whatever nutrients were present in their stomach. If their stomach was entirely empty before eating, then after the meal, the nutrient values here should match those of the meal they ate.
The nutrients in a crew member’s stomach are gradually digested over several hours and are fully transferred to their stored nutrients without any efficiency losses, unlike real life. The time it takes for this digestion process varies, depending on the size and composition of the meal. Notavelmente, protein and carbohydrates take 50% longer to digest than fat, according to the game’s formula. This means that meals with higher protein and carbohydrate content tend to keep the crew member feeling “completo” for a longer duration.
A fórmula interna do jogo para calcular a taxa de digestão é um tanto complexa porque visa garantir que quantidades desiguais de proteína, carbohydrates, e a gordura são digeridas até zero aproximadamente ao mesmo tempo. Como a gordura é digerida em uma taxa diferente da proteína e dos carboidratos, isso resulta em uma taxa de digestão ligeiramente não linear para os nutrientes individuais, conforme ilustrado no gráfico fornecido. A curva é sutil, mas significa que refeições diferentes com o mesmo “food value” levará diferentes períodos de tempo para digerir, dependendo de sua composição nutricional.
A velocidade de digestão das vitaminas, Contudo, opera independentemente dos outros nutrientes e segue uma fórmula não linear. Esta fórmula resulta em uma taxa de digestão relativamente lenta para vitaminas, é por isso que muitas vezes você ainda pode encontrar vitaminas no estômago de um membro da tripulação muito depois de os outros nutrientes terem sido digeridos. Esta presença prolongada de vitaminas no estômago é benéfica porque significa que o tripulante terá um nível de vitaminas mais elevado do que o fornecido pela última refeição quando fizer a próxima refeição.. Este efeito de empilhamento continua até que um equilíbrio seja alcançado com a taxa de digestão. A consequência geral disto é que os membros da tripulação recuperam mais rapidamente das deficiências vitamínicas se consumirem refeições regulares..
Como nota final, para completar o ciclo digestivo, a frequência dos tripulantes que usam o banheiro é influenciada pela composição nutricional das refeições que consomem. Refeições ricas em proteínas levam ao uso mais frequente do banheiro, while those high in fat result in less frequent toilet trips. The frequency can vary from occurring after every meal to as infrequently as once every 3 meals in extreme cases. This is important because using the toilet reclaims a significant amount of water, much more than what’s obtained from composters or water collectors. The more often crew members use the toilet, the less net water is required for growing food and producing oxygen.
Metabolism
In addition to the ongoing digestion process, crew members continuously metabolize their stored nutrients to sustain their bodies. Todo 10 minutos de tempo (which corresponds to 10 seconds on the slowest speed setting), a fixed quantity of protein, carbohydrates, gordo, and vitamins is consumed from the crew member’s stored nutrients. This metabolic process occurs regardless of the crew member’s activity (whether they are working, resting, or sleeping) and is independent of their health or other conditions. It’s important to clarify that there’s a common misconception that more nutrients are expended when crew members are working compared to when they are at rest, but this is not the case.
Each in-game day, crew members burn through 5 protein, 10 carbohydrates, 5 gordo, e 10 vitamins. Se, em média, they consume less than these amounts over a 24-hour period, they will eventually develop one or more nutrient deficiencies.
It’s noteworthy that the metabolism rate is always slower than the digestion rate, regardless of the type of meal consumed. This means that stored nutrients will consistently increase while a meal is being digested, even though stored nutrients are simultaneously being utilized by the crew member’s metabolism.
As for the maximum levels of nutrients that can be stored, eles são 15 units of protein, 10 units of carbohydrates, 16 ⅔ units of fat (rounded up to 17 in the UI), e 40 units of vitamins. Once these levels are reached, any additional digested nutrients beyond these limits are lost.
Nutrient Deficiencies
Nutrient deficiencies are debuffs that have a chance to be applied every 100 minutos, whenever a crew member’s stored protein, carbohydrates, gordo, and/or vitamins drop below a value of 1. The attribute penalties for each nutrient deficiency debuff are shown in the table below.
These debuffs do not stack, however they won’t be removed until the corresponding stored nutrient value goes back above 5. Note that this can be difficult to gauge from the UI, já que os valores exibidos são arredondados para o número inteiro mais próximo. Por exemplo, se um valor nutricional for aumentado novamente para 4.75, a IU exibirá um valor de 5, mas o debuff não será removido.
As deficiências nutricionais são mais comumente causadas pela não ingestão de refeições com bom equilíbrio nutricional por um longo período de tempo.. Eles também podem ser causados pela falta de várias refeições seguidas. Supondo que os estoques de nutrientes de um membro da tripulação estejam em seus valores máximos, a tabela abaixo mostra quanto tempo o tripulante precisaria ficar sem comer para ter chance de desenvolver deficiência nutricional.
Quando as refeições servidas aos tripulantes contiverem menos do que a ingestão diária necessária de 5 protein, 10 carbohydrates, 5 gordo, e 10 vitaminas que seus corpos metabolizam, você pode estimar quanto tempo levará para que uma deficiência de nutrientes se desenvolva multiplicando as durações mencionadas anteriormente pela porcentagem da deficiência.
Nas fases inicial e intermediária do jogo, deficiências nutricionais podem ser bastante comuns até que um suprimento alimentar estável e confiável seja estabelecido, especialmente se você depende de dispensadores de algas. Uma vez que uma fonte consistente de alimentos esteja garantida e refeições bem balanceadas possam ser consumidas regularmente, a principal causa das deficiências nutricionais são as refeições perdidas devido ao recrutamento dos membros da tripulação durante os intervalos de descanso. Dependendo do tipo de refeição servida e do horário do tripulante, esse problema geralmente se corrige automaticamente quando o membro da tripulação consegue comer novamente. No entanto, in extreme cases where meals provide only the bare minimum daily nutrients or if rest periods are infrequent, you may need to temporarily adjust the crew member’s schedule to allow them to consume an extra meal to prevent nutrient deficiencies from occurring.
Food That’s Not From the Kitchen
Aside from the meals your crew prepares at the kitchen, there are several other sources of food in the game. Some of these might not seem like “comida”, but they do add nutrients to the crew members’ stomachs just like prepared meals do. Each of these is shown in the table below, along with the nutrients they provide.
Notas:
- The values above are for Processed Food that is salvaged, saqueado, bought, or traded for. Processed Food cooked by crew members at a kitchen will have the nutrient values shown in the kitchen settings.
- “Backer Beer” is only produced by the special Alcohol Beverage Machine that was a Kickstarter backer reward.
- IV Fluid is administered when a crew member is resting in a medical bed.
This information is provided for completeness, but as a rule you don’t want to make a habit of eating these things. Em particular, beer uses up a lot of water for very little return in terms of increasing mood. Você também tem um 50% chance to get a “hungover” debuff that negates the mood buff from being intoxicated, so all you’re left with is attribute debuffs in both cases.
Space Food could be an exception to this, since just one of these will completely cure any nutrient deficiencies a crew member has. No entanto, o jogo atualmente não oferece nenhuma maneira de forçar um membro da tripulação a comer uma refeição específica (sem uma quantidade absurda de microgerenciamento, desativando cozinhas e alterando configurações de armazenamento). É melhor apenas agendar para eles algum tempo de descanso extra quando o estômago estiver abaixo 40, e fazê-los comer uma refeição extra na cozinha.
Observe que os membros da tripulação também podem comer frutas cruas, vegetais, carne, e nozes diretamente dos armazéns. Não faça isso. Eles só podem comer uma caixa inteira de comida de cada vez, o que os faz comer demais. Também é um desperdício incrível, e não fornece nutrição balanceada. Certifique-se de selecionar o botão de alternância nas configurações de cada armazenamento que evita que os membros da tripulação comam diretamente deles.
Fome e excessos
Além das deficiências nutricionais, which shouldn’t happen unless something is really wrong, there are two main conditions that can affect your crew that you need to be aware of.
Primeiro, it’s actually possible to overeat. Whenever the “food value” in a crew member’s stomach is above 120, todo 30 minutes of game time there is a chance for a stacking “ate too much” debuff to be applied. This can happen either from eating a meal with a food value over 120, or by eating a meal when their stomach wasn’t empty yet and the new resulting total is over 120. This debuff can stack up to 3 vezes, and applies the following debuffs:
The overeating debuff isn’t crippling, but the energy and working speed penalties can be significant at larger stack sizes. Individually they may not look that bad, but together they really reduce the overall productivity of crew members. That’s because the energy debuff causes crew members to take rest breaks more often, and the working speed debuff means they get less done when they are working.
The bigger issue is that this debuff goes away rather slowly. Uma vez que “food value” in a crew member’s stomach is below 100, todo 6 minutes of game time there is a chance to remove one application of the debuff. That doesn’t seem so bad, but if the crew member has significantly overeaten then it could take as long as 4 hours to drop below the required 100 food value threshold, and then you have to wait for the RNG to start removing it.
Em média, expect this debuff to stack 1-2 times and last for around 3-4 horas.
Segundo, being hungry is not without penalty. Se o “food value” in a crew member’s stomach is below 20, todo 30 minutes of game time there is a chance for a stacking “feeling a little hungry” debuff to be applied. This can stack up to 5 vezes, and applies the following debuffs:
The attribute debuffs are fairly minor, but the mood debuff can get quite high if the crew member is hungry for long enough. Felizmente, this debuff goes away very quickly once the crew member eats a meal. Uma vez que “food value” in a crew member’s stomach is above 20, todo 10 minutes of of game time one application of the debuff is removed (garantido). This means all the debuffs will go away soon after eating, often before the crew member’s rest break ends and they have to go back to work.
Em média, expect this debuff to be applied roughly once every 2-3 horas, which means it takes a fairly long time to reach a full stack.
Great Meals
No jogo, there’s a beneficial buff called “ate a great meal,” and it’s triggered when a crew member consumes a meal comprising three or more different ingredients. Por exemplo, a meal containing fruit, vegetais, and meat qualifies as a great meal, whereas a meal made solely from vegetables and nuts does not. It’s advisable to aim for meals with at least three ingredients to ensure this buff.
O “ate a great meal” buff boosts a crew member’s mood by 5 for a duration of 12 horas, and it doesn’t stack. Importante, it doesn’t reset either. This means that if you already have the buff, but it only has one hour left, and then you eat another great meal, the buff will still have only one hour remaining. Para evitar isso, you should ensure that more than 12 hours elapse between meals.
It’s worth noting that “Space Food,” despite having excellent nutrient composition, does not grant the great meal buff. De forma similar, qualquer “Processed Food” obtained through salvage, saque, comprar, or trade also does not provide this buff. The great meal buff exclusively comes from food prepared in the player’s kitchen.
Timing Is Everything
O principal desafio na otimização do sistema alimentar reside na gestão de buffs e debuffs. Para manter sua equipe com o melhor desempenho, é crucial consumir a quantidade certa de alimentos nos momentos certos para evitar efeitos negativos. Um fator chave na otimização das refeições é entender quanto tempo leva para os alimentos serem digeridos, pois isso determina os intervalos entre as refeições e evita excessos. Também influencia o tempo que os tripulantes podem passar entre as refeições sem sentir fome significativa ou deficiências nutricionais..
No entanto, fica ainda mais complexo. Os membros da tripulação pretendem comer durante os horários de descanso programados, quando seu estômago está “food value” cai abaixo 35 (ou 40 se sua programação foi ajustada). Portanto, you must carefully set the time between rest periods to ensure crew members don’t eat before their previous meal has been fully or mostly digested. Eating on a non-empty stomach risks debuffs from overeating.
Idealmente, crew members should eat no more frequently than every 12 hours to consistently benefit from the great meal buff.
Reflecting on these points, you’ll realize that the “optimal meal” depends entirely on your crew’s schedule. What’s best for one schedule may not work for another. Infelizmente, finding a meal that suits your specific schedule can be quite challenging, if not impossible. In the quest to optimize your meals, it’s often the meals themselves that dictate your schedule, rather than the other way around.
Going With the Defaults
To see all of this in action, let’s take a closer look at the default meal, when paired with the default schedule. Both are shown below for reference.
The default meal takes 15 horas e 10 minutes to completely digest, and lasts 11 horas e 50 minutes before crew members start being subject to hunger debuffs. The soonest a crew member will (normalmente) be interested in eating is 9 horas e 30 minutes after their previous meal.
The default schedule has alternating 17 e 7 hour intervals between meal opportunities. This means that if they eat in the morning, they’ll be hungry again in the evening. If they eat in the evening, they normally wouldn’t be ready to eat again in the morning. No entanto, there’s an internal game mechanic where crew members will attempt to eat immediately after waking up if they have rest time scheduled and the “food value” in their stomach is below 60, which usually results in overeating.
The default meal and default schedule don’t work together well, and result in a lot of debuffs being applied. Over the course of 3 dias, here’s how the crew members will fare if they start with empty stomachs:
To address the issue of days 2 e 3 repeating indefinitely, it’s crucial to make a change. A practical solution is to adjust the crew’s schedule so that they have a designated rest period every 8 horas. This modification will lead to them consuming this particular meal once every 16 horas, and they will experience hunger debuffs for approximately 4 horas e 10 minutes before their next meal. While this isn’t ideal, it’s a better alternative than overeating, and it should result in only 1 ou 2 instances of the hunger debuff each time.
The key lesson to learn here is the importance of harmonizing your schedule with your meal choices. This synergy between schedule and meal selection is vital for minimizing food-related debuffs as much as possible.
Flawless Victory?
So given everything above, is it possible to completely avoid food related debuffs? Em teoria, sim. Na realidade, não. But let’s try anyway.
Technically there are a small number of meals (755 para ser exato) qual, if scheduled properly, can result in always having between roughly 25 e 115 food value in the crew member’s stomach — just missing the debuff cutoffs on either side. The most efficient of these, in terms of grow beds, água, and fertilizer required to grow the meal, is shown below along with the schedule required to make it work.
Um problema gritante dessa abordagem é a complexidade do cronograma necessário para que essa refeição funcione de maneira eficaz.. A razão para esta complexidade é que refeições como a descrita envolvem um processo de várias etapas: comendo uma vez para preparar o estômago, comer novamente em um intervalo específico para encher o estômago sem comer demais, e então manter essa saciedade nas refeições subsequentes.
No caso da refeição mencionada, leva 12 horas para digerir e pode ser consumido novamente após 8 horas sem comer demais. Sustenta um tripulante por 9 horas até que seu estômago esteja “food value” cai abaixo 20. Consequentemente, o horário precisa acomodar intervalos de 8 e 12 horas para comer. A única maneira de fazer isso funcionar sem intervenção manual constante é programar períodos de descanso a cada 4 horas.
It’s worth noting that, neste cenário, é necessário agendar pelo menos uma hora de trabalho imediatamente após o período de sono. Isso ocorre porque os tripulantes tendem a tentar comer logo após acordar se tiverem um horário de descanso programado e se o estômago estiver “food value” está abaixo 60 (menos da metade cheio). Para evitar isso, você deve garantir que eles não comam imediatamente ao acordar para evitar comer demais.
Este cronograma pode ser ajustado mudando-o em 6 horas, permitindo turnos escalonados e exigindo apenas um leito para cada 4 membros da tripulação. No entanto, esta é uma das poucas vantagens desta abordagem.
Geral, este horário é altamente ineficiente, pois faz com que os tripulantes se movam constantemente para frente e para trás em direção à área de lazer. Adicionalmente, este plano de refeições garante que os membros da tripulação comam duas vezes por dia, making it less efficient in terms of resource usage compared to the default meal plan (assuming the modified schedule with rest breaks every 8 hours is used). Although it requires less water to grow the ingredients, it still has its drawbacks.
Então, while it may avoid debuffs, it does come with its own set of challenges and inefficiencies.
Failure Is the Only Option
It’s time to face a harsh reality: it’s impossible to completely avoid food-related debuffs. If you had a hunch about that, consider your instincts correct.
The main issue with the “perfeito” meal plan from the previous section (and similar ones) is that it leaves virtually no margin for error. Crew members must make it to the kitchen on time for every meal, without fail. If they’re late for any reason and miss a meal, they’ll end up with hunger debuffs. This could happen because they were drafted, their mining pod took longer than expected, they were engrossed in refining an energy rod, or even because they needed a bathroom break – everyday occurrences entirely out of your control.
These mishaps aren’t rare; they happen regularly. The only way you could somewhat reliably avoid this is if your crew did nothing but hang out by the kitchen and sleep. Even if you somehow managed to prevent all these issues, como mencionado anteriormente, the specific schedule required to make these meals work is highly inefficient.
Timing can also work against you. If a crew member is slightly late for one meal and on time for the next, slightly less than 12 hours will have passed between meals. This prevents the “ate a great meal” buff from being applied. O “perfeito” meal plan (and similar ones) only work on a strict 12-hour schedule, so in the worst case, you might only have 50% uptime on that buff.
It would be fantastic if there were a way to completely avoid these problems without introducing massive inefficiencies or requiring excessive micromanagement, but currently, that’s not possible. This is somewhat understandable since the game leans more toward survival simulation rather than a leisurely cruise.
Given the impracticality of 100% debuff avoidance, the next best approach is to find ways to keep these debuffs at a predictable and manageable level. This opens up more possibilities and allows us to truly optimize food usage.
Hunger is Your Friend
Como mencionado anteriormente, the overeating debuff is generally worse than the hunger debuff. Overeating drastically reduces crew productivity, necessitating more crew members to maintain the same level of work output, which in turn requires more food production. This is the opposite of our goal.
Em contraste, the hunger debuff is mostly benign. Its attribute penalties are minor, and it disappears almost immediately after eating. The primary concern with the hunger debuff is its mood penalty, which can reach -25 if left unattended for too long. So the real challenge here is preventing it from escalating.
Digite o “ate a great meal” Buff. With its +5 mood boost lasting for 12 horas, it acts as a counterbalance to the mood penalty caused by the hunger debuff. Essencialmente, it nullifies any long-term effects of hunger as long as the average mood penalty from hunger over a 12-hour period is -5 ou menos. This allows us to tolerate larger stacks of the hunger debuff than we would otherwise accept.
The Optimal 16-Hour Meal
To ensure we always get the “ate a great meal buff”, the interval between meals needs to be more than 12 horas. One way to accomplish this, without requiring an inefficient schedule, is to plan a meal that needs to be eaten every 16 horas. In order to ensure the crew members can recover on their own quickly from missed meals (without any micromanagement), we need to be able to schedule rest breaks every 8 horas, without any risk of them overeating.
Há 83,435 meals that satisfy the criteria above, where the meal takes 16 hours or less to digest, but takes at least 9 hours to digest down to a food value below 35, and that won’t result in any long-term nutrient deficiencies. The most efficient of these, in terms of water and fertilizer required to grow the meal, is shown below along with the schedule required to make it work.
Como mencionado anteriormente, the game has a mechanic where crew members will try to eat immediately after waking up if they have rest time scheduled and their stomach’s “food value” está abaixo 60 (menos da metade cheio). Portanto, we must ensure that there’s no rest time scheduled right after sleeping to prevent overeating.
Além disso, this schedule follows a fairly standard pattern with three meal breaks spaced at 8-hour intervals. It can be shifted by 6 hours and overlapped, allowing for 4 staggered shifts, which means only one bed is needed for every 4 membros da tripulação, making it highly space-efficient.
Once consumed, this meal keeps crew members feeling full for approximately 11 horas e 20 minutos. They experience hunger debuffs for the subsequent 4 horas e 40 minutes until their next meal. Em média, this results in only 1-2 applications of the hunger debuff, resulting in a mood penalty of -10 or less and relatively minor attribute debuffs.
In terms of debuffs, this meal is comparable to the default meal when using the same schedule. No entanto, it is more resource-efficient to produce, exigindo 3% fewer grow beds, 76% less water, e 15% less fertilizer (assuming all biomatter is being composted). Adicionalmente, it generates 39% less biomatter than the default meal due to the high use of artificial meat. This means you’ll only need about 60% as many composters, saving even more space.
The most advantageous aspect of this meal is that it’s entirely maintenance-free. If a crew member misses a meal for any reason, the worst that happens is they might have a couple of extra applications of the hunger debuff. They will automatically feed themselves at the next meal break and quickly recover from any nutrient deficiencies that were starting to accumulate. Importante, there’s no risk of overeating at any point.
The Minimal 24-hour Meal
The meal in the previous section is great if you want the freedom to draft crew members as needed, without having to worry about the consequences. But what if you’re willing to be a little more hands-on? And what if you don’t care about letting a full stack of hunger debuffs accumulate?
The longest you can make crew members go without a meal is 24 horas, because that’s the limit of the scheduling tool. The schedule used for any 24-hour meal is the one below.
So what are you looking at here? 18 glorious uninterrupted hours of work time, which is the most you can possibly get while still getting enough sleep. In this case we will schedule the rest time directly after sleeping, to ensure the crew members always eat before starting their day. This also ensures no meals will be missed (unless crew members are drafted), because it should never take them more than an hour to walk from their beds to the kitchen.
Como antes, this schedule can be shifted by 6 hours and overlapped, allowing for 4 staggered shifts. This in turn means that only one bed is needed for every 4 membros da tripulação, making it very space efficient. It also has the additional benefit of ensuring 75% of your headcount is on an active work shift at all times.
So what about the meal itself? Como se vê, há 72,733 meals that provide enough nutrients to be eaten only once per day, without developing any long-term nutrient deficiencies, and still have under 120 food value so they don’t result in overeating. That’s a lot to choose from. Let’s start with the absolute most efficient meal, in terms of grow beds required, como mostrado abaixo.
The main issue with this meal is that it’s very high in fat. This means the crew members will use the toilet much less frequently – only once every 3 refeições – meaning you won’t be able to reclaim as much water. Compared to the optimal 16-hour meal, this requires 47% fewer grow beds and 42% less fertilizer, but requires 97% more water. (No entanto, it still requires about half as much water as the default meal.) With this meal, you’re essentially trading water efficiency for space efficiency.
The other problem with the high fat content of this meal is that it doesn’t keep your crew members feeling full for very long. They will only feel full for 6 horas e 40 minutes after eating this meal, which means they’ll be subject to hunger debuffs for 17 horas e 20 minutos. This pretty much guarantees a full stack of hunger debuffs, for a -25 mood penalty. If you’re in the endgame and have comfort maxed out in the rest/sleep areas, you can probably weather this without issues. But it’s something to be aware of.
The other option is to aim for the best possible water efficiency, which you get from the meal below.
When comparing this meal to the optimal 16-hour meal, there are several advantages to consider. This meal requires significantly fewer resources, com 36% fewer grow beds, 38% less water, e 32% less fertilizer needed. Although it does require 21% more grow beds than the previous 24-hour meal, the reduction in water usage makes it a more attractive choice, particularly for larger crews where space constraints are less of an issue. For every 10 membros da tripulação, você vai precisar 3 grande (5-cama) grow tables, which is manageable.
This meal is notably high in protein, keeping crew members feeling full for around 10 horas e 50 minutos. No entanto, they will still experience hunger debuffs for 13 horas e 10 minutos, which is enough time to accumulate a full stack of hunger debuffs. Portanto, like the previously discussed meal, this one should only be used if all other aspects of your crew’s comfort are optimized.
The main drawback of both of these meals is that, while they are resource-efficient, they only meet the minimal daily nutrient requirements. If a crew member misses a meal due to being drafted during their rest time, they will have to wait a full day for another chance to eat. This can deplete their nutrient stores significantly, and since these meals don’t provide any surplus nutrients, it can take months to recover from such a deficit.
To address this issue, you must be vigilant when drafting crew members to ensure they don’t miss a meal. alternativamente, você pode ajustar manualmente a programação deles após o rascunho para proporcionar-lhes tempo de descanso para compensar a refeição perdida. Este problema normalmente surge com grupos de embarque ou tripulantes feridos em leitos médicos., já que o fluido intravenoso não fornece gordura suficiente para cobrir a taxa de queima metabólica diária de um membro da tripulação.
Os esforços para aumentar o teor de nutrientes destas refeições para mitigar este problema muitas vezes neutralizam o seu espaço e eficiência de recursos sem reduzir significativamente os efeitos negativos da fome.. Portanto, usar essas refeições requer algum grau de microgerenciamento para maximizar sua eficiência. Se você preferir uma abordagem mais simples, a refeição ideal de 16 horas mencionada anteriormente pode ser uma escolha mais adequada.
Refugiados e Prisioneiros
Pode ser tentador tratar refugiados e prisioneiros como indivíduos de menor prioridade em seu navio e fazer com que eles dependam de dispensadores básicos de algas para seu sustento.. Embora isso possa ser suficiente para uma breve estadia, é importante observar que no terceiro dia, eles já estarão enfrentando uma deficiência de proteína, e no quarto dia, eles também sofrerão de deficiências de gordura e vitaminas. Além deste ponto, seu humor irá deteriorar-se rapidamente, potencialmente levando a um comportamento perturbador, como iniciar incêndios, o que pode ser altamente problemático.
Dar refeições adequadas aos seus refugiados e prisioneiros não é apenas a coisa mais humana a fazer; também pode ser mais eficiente em termos de recursos, especialmente em termos de consumo de água. Além disso, desempenha um papel crucial no aumento de suas chances de persuadir os prisioneiros a se juntarem à sua tripulação, se esse for um dos seus objetivos. No entanto, o calendário imutável de refugiados e prisioneiros representa um desafio significativo.
Equilibrar o bem-estar desses indivíduos com os recursos e a segurança do seu navio é uma tarefa complexa. Garantir que tenham acesso a refeições nutritivas não é apenas benéfico para o seu humor, mas também pode contribuir para um ambiente de navio mais estável e produtivo..
Este horário basicamente permite que eles comam praticamente sempre que quiserem. Dado que, a melhor refeição que você pode dar a eles é a mais barata, e essa é a segunda refeição mínima de 24 horas da seção anterior:
Eles cairão no padrão de comer esta refeição duas vezes por dia, o que os impedirá de desenvolver quaisquer deficiências nutricionais. O melhor de tudo, isso fará com que eles usem o banheiro duas vezes por dia, então você receberá uma boa quantidade de água deles. Se você estiver compostando toda a sua biomatéria, essa refeição acaba custando 72% menos água do que um dispensador de algas.
A única coisa que você precisa fazer a mais é manter um excedente de frutas, vegetais, e carne em seus armazéns, para que seus refugiados não comam toda a comida da sua tripulação. Isso também significa que você pode querer garantir que suas fazendas possam produzir um pouco mais do que apenas o necessário para alimentar sua equipe., para que você possa repor esse excedente.
Considerações Finais
Explorar os meandros do sistema alimentar de Space Haven parece uma jornada e tanto! É fascinante ver como os designers do jogo incorporaram peculiaridades interessantes e mecânicas bem pensadas.. A evolução do jogo em direção ao seu 1.0 lançamento promete desenvolvimentos ainda mais emocionantes.
Sua dedicação à otimização do sistema é impressionante, especialmente com a transição das planilhas para um programa de computador capaz de lidar com um grande número de permutações. Embora um aplicativo da web possa não estar no horizonte por enquanto, seus insights e cálculos são valiosos para jogadores que buscam aproveitar ao máximo o sistema alimentar do jogo.
Se houver alguma dúvida ou discussão adicional sobre este tópico, sua disposição em compartilhar seu conhecimento e experiência nos comentários é muito apreciada. É evidente que você se esforçou muito para entender e melhorar esse aspecto do jogo, e seus insights provavelmente beneficiarão outros jogadores também.
Isso é tudo o que estamos compartilhando hoje para isso Refúgio Espacial guia. Este guia foi originalmente criado e escrito por cão espacial. Caso não atualizemos este guia, você pode encontrar a atualização mais recente seguindo este link.