Draft:Food

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Omega 0.90.4

Food, shown as %, includes ordinary provisions and several medicinal or dangerous items. Most meals increase your food reserve, but the tablets do not all provide nourishment, and a wafer of lembas combines a meal with healing and cleansing. Hunger explains when to eat and why overeating wastes supplies.[1]

Types

These are the sixteen ordinary food types, ordered by base value and then name. Values are not fixed shop prices. The nourishment column describes actual eating effects, not an unused nutrition rating: one food point ordinarily covers one hourly hunger check.[2]

Food Base value (Au) Weight Item level Food reserve and other effects
Jelly baby 1 1 0 +2
Food ration 2 20 0 +8; sold by Sonder for 5 Au
Cheese-doodles 3 2 2 +3
Pecan twirls 3 2 2 +4
Bag of unmilled grain 5 2 2 +3; also horse feed
Pepperoni pizza pie 5 2 2 +8
Twinkies 5 2 2 +2
Hunan take-out 7 2 2 +6
Nutritab 20 1 3 +36
Poisoned ration 25 20 1 No nourishment; causes poison unless resisted
Stimtab 50 1 3 No nourishment; speed effect, +3 current Strength, -1 current Constitution
Veal piccata with capers 75 2 2 +10
Powtab 100 1 3 No nourishment; sets mana to twice the amount calculated from Power and level
Szechuan pepper 100 2 2 No nourishment; one damage, then sleep immunity
Wafer of lembas 200 10 2 Sets reserve to 40; heals and clears blindness, poison and disease
Immunotab 500 1 3 No nourishment; infection immunity and curing only when blessed

Generation and identification

Ordinary random-object generation can select food, then selects one of the sixteen types before applying the object's level check. Higher-level foods can therefore be less common in shallow loot; the equal type selection is not an equal final drop rate. Newly generated food is unblessed and unenchanted. The pawn shop can stock random food, while noncursed acquirement can produce it. Blessed acquirement lets you choose a type and identifies the resulting item, but does not itself bless that food.[3]

Dependable special sources include Sonder's portable rations and grain in village granaries. A countryside event produces lembas. Restaurant and lodging meals generally change your reserve directly rather than giving an inventory item; see meals and resupply.[4]

Food appearances are fixed. Four different items share small gray tablet: stimtab, powtab, nutritab and immunotab. A safe ration appears as a red and white striped bucket, while a poisoned ration initially appears as food ration. The visible words alone are therefore not a promise of safety.[5]

Eating does not automatically identify every food. A noncursed stimtab identifies its type through its speed effect; the other food effects do not generally set that identification. Ordinary meals choose a random taste message, including unpleasant ones, without changing their nourishment or turning them poisonous.[6]

Eating

Use Eat (e) with a food item accessible in your inventory; one unit is consumed. Ordinary meals add their nourishment and then check for overeating. Blessing or cursing an ordinary meal does not change that nourishment. Special foods follow their own effects, so neither high value nor a positive blessing guarantees that an item will feed you.[7]

A nutritab is unusually light and nourishing but can easily push a partly full character over the limit. Lembas sets a fixed reserve, so it cannot overfill you through its meal effect, but eating it while already above 40 reduces your food reserve to 40.[8]

Remains

Eat also accepts monster remains. Ordinary edible remains provide six food points, but poisonous remains and special organs follow different effects. A creature's attack type or the name of its remains is not enough to establish that they are safe food. Use the creature's own article for its corpse chance, weight and consequences.[9]

For example, rabbit and deer supply ordinary edible remains, while a unicorn horn grants poison immunity without an ordinary meal. Dragonette steak is both food and an ingredient for a fire-resistance ring, so eating it can sacrifice a useful alchemical option.[10]

Feeding creatures

Giving food can end ordinary hostility in a hungry creature. A horse accepts only grain. Other hungry creatures accept ordinary nourishing food, including nutritabs, or poison food; they do not automatically accept lembas or the special medicinal tablets as meals. Greedy or needy creatures evaluate a gift as treasure before considering hunger.[11]

Safe feeding consumes the offered unit and clears hunger and hostility; it does not heal the creature or create a general pet. Accepted poison food instead attempts 100 poison damage, renews hostility and moves alignment two points toward Chaos. See poisoned rations for the restrictions.[12]

Strategy

Buy a reserve before leaving Rampart, then replace bulky rations with lighter nourishing food when it becomes available. A pizza provides the same eight points at one tenth of a ration's weight. Keep grain for obtaining a mount and lembas for its combined healing and cleansing when those uses matter more than an ordinary meal.

Treat the gray tablets as distinct resources. Identify them before relying on one to cure disease, refill mana or prevent starvation. Do not spend an expensive medicinal tablet on a routine meal, and do not feed away a nutritab when cheaper safe food will pacify the same creature. Hunger gives the reserve thresholds and travel considerations behind those choices.

References

  1. defs.h in Omega 0.90.4, line 672; iinit.h in Omega 0.90.4, lines 58–88; command2.c in Omega 0.90.4, lines 130–158; itemf1.c in Omega 0.90.4, lines 390–470.
  2. iinit.h in Omega 0.90.4, lines 58–88; command2.c in Omega 0.90.4, lines 148–150; aux3.c in Omega 0.90.4, lines 31–47.
  3. item.c in Omega 0.90.4, lines 7–60; iinit.h in Omega 0.90.4, lines 58–88; site1.c in Omega 0.90.4, lines 1043–1052; effect1.c in Omega 0.90.4, lines 647–674; effect1.c in Omega 0.90.4, lines 747–784.
  4. site1.c in Omega 0.90.4, lines 603–666; village.c in Omega 0.90.4, lines 172–185; aux3.c in Omega 0.90.4, lines 178–198.
  5. iinit.h in Omega 0.90.4, lines 58–88; item.c in Omega 0.90.4, lines 54–60.
  6. inv.c in Omega 0.90.4, lines 221–277; itemf1.c in Omega 0.90.4, lines 236–242; itemf1.c in Omega 0.90.4, lines 390–470.
  7. command1.c in Omega 0.90.4, lines 63–64; command2.c in Omega 0.90.4, lines 130–158; inv.c in Omega 0.90.4, lines 541–599; itemf1.c in Omega 0.90.4, lines 390–470.
  8. iinit.h in Omega 0.90.4, lines 60–66; itemf1.c in Omega 0.90.4, lines 446–452; aux1.c in Omega 0.90.4, lines 716–745.
  9. item.c in Omega 0.90.4, lines 63–139; command2.c in Omega 0.90.4, lines 130–158; itemf1.c in Omega 0.90.4, lines 663–747.
  10. minit.h in Omega 0.90.4, line 53; minit.h in Omega 0.90.4, line 59; minit.h in Omega 0.90.4, line 163; minit.h in Omega 0.90.4, line 221; item.c in Omega 0.90.4, lines 63–139; itemf1.c in Omega 0.90.4, lines 714–717; site1.c in Omega 0.90.4, lines 845–869.
  11. inv.c in Omega 0.90.4, lines 410–460.
  12. command2.c in Omega 0.90.4, lines 400–454; inv.c in Omega 0.90.4, lines 427–447; mon.c in Omega 0.90.4, lines 112–131.