Space Haven

Space Haven

Kitchen, food ingredients ratio setup
I am kinda not into looking this up in regards to how this works exactly.

Is anyone willing to explain basics about this mixtures?
Per what i caught so far, the final mixture affects hiw often they go to toilet, how often they are hungry, how much their foodbar ia filled, whether they get stuffed or poorly fed after eating the whole meal etc. I simply try to balance everything so that my people are fed and only from freah supplies. But apparently there are mixtures that can be better for them. Anyone care to share his mixtures and what it does to the crew?

Best would be a setup that will keep them properly fed for like 18-19 hours, (from breakfast till dinner without needing to interupt work nor having negative debuffs). I dont want to have too many short shifta as it seriousl hurts activities that are lengthy or require some distance to be traveled. Short shifts simply have huge impact on decreasing effectivity of some actions.
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Simply look at the colours

You need least 100 food, ideally bit more (better to be little overfull and burn it off)

Red means will lead to deficiency
yellow is just enough.
green mean positive effect.
Originally posted by Black Raven:
Simply look at the colours

You need least 100 food, ideally bit more (better to be little overfull and burn it off)

Red means will lead to deficiency
yellow is just enough.
green mean positive effect.

Thats, how I currently work. Was hoping that there would be something more to it.
Originally posted by Swato85:
Originally posted by Black Raven:
Simply look at the colours

You need least 100 food, ideally bit more (better to be little overfull and burn it off)

Red means will lead to deficiency
yellow is just enough.
green mean positive effect.

Thats, how I currently work. Was hoping that there would be something more to it.


There is. It actually gets insanely complicated :)

https://kosgames.com/space-haven-in-depth-food-guide-44174/
Originally posted by Swato85:
I am kinda not into looking this up in regards to how this works exactly.

Is anyone willing to explain basics about this mixtures?
Per what i caught so far, the final mixture affects hiw often they go to toilet, how often they are hungry, how much their foodbar ia filled, whether they get stuffed or poorly fed after eating the whole meal etc. I simply try to balance everything so that my people are fed and only from freah supplies. But apparently there are mixtures that can be better for them. Anyone care to share his mixtures and what it does to the crew?

Best would be a setup that will keep them properly fed for like 18-19 hours, (from breakfast till dinner without needing to interupt work nor having negative debuffs). I dont want to have too many short shifta as it seriousl hurts activities that are lengthy or require some distance to be traveled. Short shifts simply have huge impact on decreasing effectivity of some actions.

So the thing is it is likely not possible like this.
Breakfast->18 hours in between->dinnner. -> 6 hours sleep-> breakfast
It would require two different meal settings. (Well technically it is possible with you building two additional kitchen where you just keep the recipes and copy and switch each time, depending on dinner and breakfast, but i doubt you want that:D And with shifts it becomes even more troublesome.)

Ages ago i probably checked the digestion rate. And digestion rate, and stomach emptying of each nutrient type.

You would need to have 12 hours in between food breaks.
2 hour breakfast 2 hour dinner 6 hour sleep would look something like this:
sleep->breakfast->12 hour work->dinner->2 hour work->sleep
If you increase sleep to 8 hours or the breakfast and food to 3-3 hours, then it is easier achieavable.
Elsewise you would need a timetable where between the two meals the time passed is the same, and then find the proper meal ratio.

So something like this: (2 hour breakfast 2 hour dinner 6 hour sleep)
sleep->2 hour work 2 hour breakfast ->12 hour work-> 2 hour dinner-> sleep
Or you can try with 3 meals, but that is basicly 6 hour stops.(so you would lose 2 hours of work)
Your best option in this regard is most likely a 16 hour work day with 2 hours of breakfast/dinner and 6 hours sleep. And single meal. But with this having the hungry or too full malus not trigger is not really an option.

If you give me the exact digestion rate numbers though, for both food digested per hour, and for nutritient digested per hour, i can come up with something in this regard:P
(Sorry i don't feel like checking these now, i am doing IRL frying, cooking and baking. Aranygaluska->hungarian specialty:P)

edit: you will laugh but a 2 meal setting with 14 hour work shifts would require to separate the sleep time as well. 3 hours of sleep-2 hours food-7 hours of work-3 hours of sleep 2 hours of food 7 hours of work.
Thanks for all the feedback everyone. Have read your remark and the extra huge analysis given through link from DarkBlueAgent. Now I wanted just some simole vectors but this food bussiness is like a game in a game. Incredible, the level of calculus involved and conditions.... Fascinating. The hell if this much effort was put inatead to the ship guns (shop to shop combat) , crew combat, wound system, economy, warfare, simply into anything more apparent, then food economy. You given here so much info and conditions that a player nees to hire a nutrition specialists to set his crew with a food program, lol. But seriously, I like complicated stuff, but giving so much depth here while making childlishly simple stuff in the other import stuff is kinda, atrange to say the least. Thanks for all your comments, gonna lock myself for some hours figuring the most optimised food plan for my crew now 😁
Originally posted by Swato85:
Thanks for all the feedback everyone. Have read your remark and the extra huge analysis given through link from DarkBlueAgent. Now I wanted just some simole vectors but this food bussiness is like a game in a game. Incredible, the level of calculus involved and conditions.... Fascinating. The hell if this much effort was put inatead to the ship guns (shop to shop combat) , crew combat, wound system, economy, warfare, simply into anything more apparent, then food economy. You given here so much info and conditions that a player nees to hire a nutrition specialists to set his crew with a food program, lol. But seriously, I like complicated stuff, but giving so much depth here while making childlishly simple stuff in the other import stuff is kinda, atrange to say the least. Thanks for all your comments, gonna lock myself for some hours figuring the most optimised food plan for my crew now 😁

Actually there is always the off chance that it was supposed to be a simple system but somehow it turned out something like this.
Or that multiple simple systems added together became this complicated.
Or that yes they deliberately made it this complicated. (I am unsure but it seems PZ is heading a way to make their food system into a nutrition minigame:D)
Originally posted by Nordil(Hun):
(I am unsure but it seems PZ is heading a way to make their food system into a nutrition minigame:D)
A quick search tells me there are rabbits in that game. If players can eat rabbits in your game then it's your duty as developers to let your players know that you can starve to death eating rabbits.
Originally posted by Nordil(Hun):
Originally posted by Swato85:
Thanks for all the feedback everyone. Have read your remark and the extra huge analysis given through link from DarkBlueAgent. Now I wanted just some simole vectors but this food bussiness is like a game in a game. Incredible, the level of calculus involved and conditions.... Fascinating. The hell if this much effort was put inatead to the ship guns (shop to shop combat) , crew combat, wound system, economy, warfare, simply into anything more apparent, then food economy. You given here so much info and conditions that a player nees to hire a nutrition specialists to set his crew with a food program, lol. But seriously, I like complicated stuff, but giving so much depth here while making childlishly simple stuff in the other import stuff is kinda, atrange to say the least. Thanks for all your comments, gonna lock myself for some hours figuring the most optimised food plan for my crew now 😁

Actually there is always the off chance that it was supposed to be a simple system but somehow it turned out something like this.
Or that multiple simple systems added together became this complicated.
Or that yes they deliberately made it this complicated. (I am unsure but it seems PZ is heading a way to make their food system into a nutrition minigame:D)

Have played PZ for quite a while and can confirm they really went for realism with the nutrition or at least the dificult variant of it. Yet still most people there even if eating to muhc, end up skinny and starving because of how much constant activity is being given :-D
Originally posted by Swato85:
Originally posted by Nordil(Hun):

Actually there is always the off chance that it was supposed to be a simple system but somehow it turned out something like this.
Or that multiple simple systems added together became this complicated.
Or that yes they deliberately made it this complicated. (I am unsure but it seems PZ is heading a way to make their food system into a nutrition minigame:D)

Have played PZ for quite a while and can confirm they really went for realism with the nutrition or at least the dificult variant of it. Yet still most people there even if eating to muhc, end up skinny and starving because of how much constant activity is being given :-D

If you base this on B42 then there is something wrong with that versions nutrition balance:)
In B41 it was a lot easier to maintain weight.

Though i stopped playing the game mostly as what many call realism feels tedium for me.
(Especially the effing fishing minigame:P I so hate it:D)
the 2x kitchen per leisure room layout doesn't work always and perfect, either, the way the task assignor assigns, probably, if the thing is in-use only so many will queue up, same with the bathroom dance, there's a cap of pending queue, apparently. others will depart for other kitchens and bathrooms, and the bigger the crew count per shift...

some will still overeat, some take the lower-caloric-density meal over and over. there's just no real way I've found besides Nord's protein-heavy 1-meal setup, and I have tried many. even made a "cafeteria" with 8 kitchens, 1 tile apart so the shared access tile is shared with it's opposite, right there, you wanna go to another kitchen? step left one tile! and the little so-n-so's just do what they want.

it'll make you adjust the heavy meal lighter, the lighter meal heavier, whatever you're seeing too much of, to try to have that daily consistency you want. or there's something else at play we don't even know about, yet. 🤷🏻‍♂️
Originally posted by DarkBlueAgent:
Originally posted by Swato85:

Thats, how I currently work. Was hoping that there would be something more to it.


There is. It actually gets insanely complicated :)

https://kosgames.com/space-haven-in-depth-food-guide-44174/

Indeed. That guide goes down the rabbit hole on the subject.

I'd like to add to this, Francis John's analysis about scheduling and meals. It beings fairly early in the following video:

https://www.youtube.com/watch?v=MEfJL-8lRCg
You want the green colours for stuff like vitamins, carbs, protein etc. The portion size depends on how you set up your schedule, with the larger portion being more filling.
Originally posted by Death Approaches:
the 2x kitchen per leisure room layout doesn't work always and perfect, either, the way the task assignor assigns, probably, if the thing is in-use only so many will queue up, same with the bathroom dance, there's a cap of pending queue, apparently. others will depart for other kitchens and bathrooms, and the bigger the crew count per shift...

some will still overeat, some take the lower-caloric-density meal over and over. there's just no real way I've found besides Nord's protein-heavy 1-meal setup, and I have tried many. even made a "cafeteria" with 8 kitchens, 1 tile apart so the shared access tile is shared with it's opposite, right there, you wanna go to another kitchen? step left one tile! and the little so-n-so's just do what they want.

it'll make you adjust the heavy meal lighter, the lighter meal heavier, whatever you're seeing too much of, to try to have that daily consistency you want. or there's something else at play we don't even know about, yet. 🤷🏻‍♂️

There are different versions of my protein-heavy 1 meal setup though:P
Depending if you have access to meat or not, do you want veggies in it and so on:P
And you can also alter the water return ration. Generally it should return at least 50% of the water, but with increased nut and reduced meat i could make it more than 60%.
(I honestly friggin have no clue anymore how i made the 85% returns in the pastXD)

Also multiple leisure rooms i tried it a few times, but it does not seem to work as well as i hoped. Due to relationships. (Having 3 leisure rooms and 2 friends not meeting for 20 days while their breaks intersect.:D)
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