ARK: Survival Evolved Wiki
(→‎Taming Table doesn't make any sense any more: Extracted food data from Dev Kit)
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As far as I know, with the 190.0 change to Turtle Egg Kibbles the numbers are as follows:
 
As far as I know, with the 190.0 change to Turtle Egg Kibbles the numbers are as follows:
   
  +
'''Replaced by more elaborate and correct table below'''
{| class="wikitable"
 
|-
 
! Food !! Food points restored !! Affinity points gained
 
|-
 
| Mejoberries || 30 || 30
 
|-
 
| Other colored berries || 20 || 20
 
|-
 
| Tier 2 plants || 15 || 15
 
|-
 
| Raw Meat || 50 || 50
 
|-
 
| Cooked Meat || ? || 25 ?
 
|-
 
| Raw Prime Meat || 50 || 150
 
|-
 
| Cooked Prime Meat || 50 || 100
 
|-
 
| Favorite Kibble for everyone except Bronto || 80 || 400
 
|-
 
| Turtle Kibble for Bronto || 53.33 || 426.67
 
|-
 
| Non-favorite Kibble || 90 || ?
 
|}
 
   
 
Feel free to double check against the Dev Kit (I haven't been able to get it to run yet) and add/correct the data which comes from the top of my head but about which I feel fairly confident.
 
Feel free to double check against the Dev Kit (I haven't been able to get it to run yet) and add/correct the data which comes from the top of my head but about which I feel fairly confident.
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::Do you think you could draft an initial version of such a JavaScript calculator that takes the the species and level as an input and tells you how much food you're gonna need for a first version (from the table for food I started above), then we'll expand from there?
 
::Do you think you could draft an initial version of such a JavaScript calculator that takes the the species and level as an input and tells you how much food you're gonna need for a first version (from the table for food I started above), then we'll expand from there?
 
::This is the data I think we need for each dino. Ankylo as an example:
 
::This is the data I think we need for each dino. Ankylo as an example:
  +
::'''Replaced by more elaborate and correct table below'''
{| class="wikitable"
 
|-
 
! Species !! Affinity needed at level 0 !! Affinity needed per additional level !! Base torpor at level 1 !! Additional torpor per level !! Time per food point depleted in seconds !! Time per torpor point depleted in seconds at level 0 !! Time per torpor point depleted per additional level !! Favorite Kibble if applicable
 
|-
 
| Ankylo || 3000 || 150 || 420.0 || 25.2 || 0.55 || 0.30 || 0.0068 || Dilo Kibble
 
|-
 
| commentary || source: taming calc || taming calc || exact linear fit (no error) || dito || stopwatch, multiple levels || stopwatch and linear fit || dito ||
 
|}
 
 
::Okay now I had an interesting find. The torpor loss per second is linearly dependant on the level (and, of course, species).
 
::Okay now I had an interesting find. The torpor loss per second is linearly dependant on the level (and, of course, species).
 
::The columns on needed affinity, food loss and torpor loss are just meant as a starting point, we're gonna have to dig through the dev kit to get hard data for those.
 
::The columns on needed affinity, food loss and torpor loss are just meant as a starting point, we're gonna have to dig through the dev kit to get hard data for those.
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:::Okay guys, I managed to install the Dev Kit. Here we go:
 
:::Okay guys, I managed to install the Dev Kit. Here we go:
{| class="wikitable"
+
:::{| class="wikitable"
 
|-
 
|-
 
! Name !! Affinity needed at level 0 !! Additional affinity needed per level !! Torpor at level 1 !! Additional Torpor/level !! Food consumption Rate Multiplier in Percent (Base is 180) !! Food depletion/sec !! Torpor depletion/sec level 0 !! Torpor depletion/level !! Favorite kibble
 
! Name !! Affinity needed at level 0 !! Additional affinity needed per level !! Torpor at level 1 !! Additional Torpor/level !! Food consumption Rate Multiplier in Percent (Base is 180) !! Food depletion/sec !! Torpor depletion/sec level 0 !! Torpor depletion/level !! Favorite kibble
Line 175: Line 145:
 
| Carbonemys||3000||150||275||16.5||0.3156||0.56808||0.3||0.006||Pteranodon
 
| Carbonemys||3000||150||275||16.5||0.3156||0.56808||0.3||0.006||Pteranodon
 
|-
 
|-
  +
|-
 
| _comment/source||Dev kit: Max Status Values: Food||5% of base Affinity||Dev kit: Max Satus Values: Torpor||6% of base Torpor||Dev Kit: Base Food Consumption Rate, divided by 100 for percentage values. Base value of 180 is extrapolated. ||Rate multiplied by 180||Dev Kit: Knocked Out Torpidity Recovery Rate Multiplier (Base value is 0.1)||2% of depletion at level 0||Took that from [[Kibble]]
 
| _comment/source||Dev kit: Max Status Values: Food||5% of base Affinity||Dev kit: Max Satus Values: Torpor||6% of base Torpor||Dev Kit: Base Food Consumption Rate, divided by 100 for percentage values. Base value of 180 is extrapolated. ||Rate multiplied by 180||Dev Kit: Knocked Out Torpidity Recovery Rate Multiplier (Base value is 0.1)||2% of depletion at level 0||Took that from [[Kibble]]
 
|-
 
|-
|
 
 
|}
 
|}
 
:::Feel free to shoot any questions my way. Hope we get this calculator up and running soon. I'll see if I can find the affinity and food values for the different foodstuffs in the Dev Kit. Also, as many of you know, the Plesio is currently bugged. The level 35 has level 1 stats, but I got a level 76 one that had the proper stats for level 76. So I'm just gonna leave it like this for now. -- [[User:Van dell|van_dell]] ([[User talk:Van dell|talk]]) 14:33, 1 August 2015 (UTC)
 
:::Feel free to shoot any questions my way. Hope we get this calculator up and running soon. I'll see if I can find the affinity and food values for the different foodstuffs in the Dev Kit. Also, as many of you know, the Plesio is currently bugged. The level 35 has level 1 stats, but I got a level 76 one that had the proper stats for level 76. So I'm just gonna leave it like this for now. -- [[User:Van dell|van_dell]] ([[User talk:Van dell|talk]]) 14:33, 1 August 2015 (UTC)
   
 
::::Fantastic work! I'll respond in more detail later, I'm a bit busy this weekend. And I can't commit to a time frame on a calculator right now as I'm working on a bot to help with infobox updates etc. But after that, I'll see what I can do. -- [[User:IllegalOpcode|'''I'''llegal'''O'''pcode]] ([[User talk:IllegalOpcode|talk]]) 15:01, 1 August 2015 (UTC)
 
::::Fantastic work! I'll respond in more detail later, I'm a bit busy this weekend. And I can't commit to a time frame on a calculator right now as I'm working on a bot to help with infobox updates etc. But after that, I'll see what I can do. -- [[User:IllegalOpcode|'''I'''llegal'''O'''pcode]] ([[User talk:IllegalOpcode|talk]]) 15:01, 1 August 2015 (UTC)
  +
  +
:::Okay. I've found in the Dev Kit the reason why Turtle kibbles for Brontos are OP at the moment. They give 10 food points when eaten by humans and were probably supposed to give 15. Tame Brontos fast before they fix it (had to report it, sorry)!
  +
:::Where to find the Data in the Dev Kit:<br />Primal Item Consumable .......
  +
:::Use Item Add Character Status Value / [number] / Base Amount to Add (1.5 for Mejoberry, 20 for Meat, 10/15 for Kibble, that's for humans)
  +
:::Dino Settings ..... Dinoname C
  +
:::Food Effectiveness Multipliers / [number] / Food Effectiveness Multiplier (6 for Kibble_Base(under "13", not "1", 20 for Mejoberry(Herbivores), 5 for Raw Meat(Carnivores))
  +
:::Extra Food Effectiveness Multipliers / 0 / Food Effectiveness Multiplier (1.333 for all kibble creatures except Bronto, where it's 0.888)
  +
:::
  +
:::So you multiply all those values to get how much food points a certain food restores. Affinity is usually overridden and no math is required. Here's the table:
 
:::{| class="wikitable"
 
|-
  +
! Food!!Base amount!!Food EffectivenessMultiplier!!Extra Food EffectivenessMultiplier!!Resulting Food Value!!Affinity!!Acceleration Factor
 
|-
 
| Cooked Meat (Jerky)||20||1.25||1||25||25||1
 
|-
  +
| Cooked Prime (Jerky)||35||1.427||1||49.945||75||1.501651817
 
|-
 
| Raw Meat||10||5||1||50||50||1
 
|-
  +
| Raw Meat for Scorps||10||1.5||1||15||15||1
 
|-
 
| Raw Prime||20||2.5||1||50||150||3
 
|-
  +
| Spoiled Meat||2.5||20||1||50||100||2
  +
|-
  +
| Kibbles:<br />Ankylo<br />Argent<br />Rex<br />Scorpion<br />Spino<br />Stego ||15||6||0.888||79.92||400||5.005005005
 
|-
  +
| dito as a non-favorite||15||6||1||90||60||0.666666667
 
|-
  +
| Spider (unused)||15||6||1||90||60||0.666666667
 
|-
  +
| Kibbles:<br />Boa<br />Carno<br />Dilo<br />Dodo<br />Para<br />Ptero<br />Raptor<br />Sarco<br />Bronto<br />Trike||10||6||1.333||79.98||400||5.001250313
 
|-
  +
| Turtle Kibble||10||6||0.888||53.28||400||7.507507508
 
|-
  +
| dito as a non-favorite||10||6||1||60||60||1
 
|-
  +
| Vegetables||20||2||1||40||40||1
 
|-
  +
| Mejoberry||1.5||20||1||30||30||1
 
|-
  +
| Other Colored Berries||1.5||13.333333||1||19.9999995||20||1.000000025
  +
|-
  +
| Berries for Carnivores<br />Meat for Herbivores||as above but doesn't matter||0||0||0||0||0
  +
|-
 
|}
  +
:::Again, questions my way. I'm gonna try and figure out the numbers for the tranquilizing methods next. -- [[User:Van dell|van_dell]] ([[User talk:Van dell|talk]]) 15:40, 2 August 2015 (UTC)

Revision as of 15:40, 2 August 2015

Removal of "Taming Methods"

I think this section should just be outright removed. "Standard Method" is already covered in the Taming Basics section. The other methods are more suited to a strategy guide than to an information page. And we certainly don't need all these unproven claims, outdated stuff, and proposed narcotic/stimulant/food ratios adding additional clutter. Can I get some other opinions on this? I don't want to remove so much without at least one other opinion. --Mr Pie 5 (talk) 09:01, 21 July 2015 (UTC)

Definitely remove it. I thought about it as well and it definitely makes sense. The game and community has matured quite a bit since these passages were written. -- Azzutee (talk) 20:30, 21 July 2015 (UTC)
I agree. Especially since server settings can also have an impact on taming, and not all people are/will be aware of that or the specific settings of their server. -- IllegalOpcode (talk) 00:25, 22 July 2015 (UTC)
I'd say go for it. I put that it's pretty messy, so you feel weird about it just put whatever you think doesn't belong in Taming (Outdated). --Z3ther (talk) 09:14, 21 July 2015 (UTC)
There's history for that, no reason to have it "easily" accessible so it can confuse more people, so why not just delete it? Just my two cents. :] -- IllegalOpcode (talk) 20:24, 24 July 2015 (UTC)

Login Notice

Due to the massive edits this page is getting, we'll be locking it down to only Autoconfirmed users. --Z3ther (talk) 01:04, 25 June 2015 (UTC)

Narco

The narco section is weird. Does "20" mean 20 berries or narcotics? Also, taming times depend on a lot more than just species. We should clean up the table. - Gtoska (talk) 11:27, 12 June 2015 (UTC)

Pay 2 Win method

According to thsi reddit thread https://www.reddit.com/r/playark/comments/397c9x/dino_science_ep_2_do_narcotics_stimulants_or/ the method described here does not work. Shadowlauch (talk) 15:27, 12 June 2015 (UTC)

Taming times

I've found the following taming time for Dodos with Amarberrys, measured from start of unconsciousness until tamed awakening:
time = 180 + 9*level
where level is the Dodo's level in patch 177. I am going to try to find the influence of non-favourite food as well as times for other creatures. Dodo was just presumably the quickest. Van dell (talk) 20:53, 18 June 2015 (UTC)

Pulmo berry amount wrong

20 berrys is way too low, i think that should be more like 200. Needed 15 narcotics and ~30 berries for one ~~----

That might just as well be. Probably all the times are wrong for one level ore another. The amount of narcotics or berries depends on the time needed for taming which depends on the creature, level and what you're feeding it. I think we should find out the parameters for each creature. To that end, measured taming times would be useful. Taming time is measured from the moment the animal drops unconscious to the moment it wakes up tamed. Pair that with what you were feeding which creature at wich level and we can find out the parameters. The formula should be
Total_Time = (Base_Time + Creature_Level * Time_Added_Per_Level) / Food_Taming_Factor
A problem with smaller creatures is that taming progress doesn't increase continuously, but descretely with each piece of food eaten. So level 2 through at least 5 dingos need the same amount of Prime Meat, because 3 pieces of prime meat barely isn't enough, but 4 easily are. So if we set the "Food_Taming_Factor" to 1 for regular raw meat, it would be 2 for cooked prime meat and 4 for raw prime meat. We just need more data for an accurate table. I'm gonna add an "exact times" column as soon as I've gotten the chance to collect parameters for more creatures. Feel free to contribute your times on this page, preferably on my topic on taming times above so it's all in one place. Cheers, Van dell (talk) 06:42, 19 June 2015 (UTC)

Page unorganized

I don´t mean to be a hater or anything, but you guys need to read other peoples edits & all the information on the page. Its repetitive and some parts are already disproven such as the starving technique https://www.reddit.com/r/playark/comments/397c9x/dino_science_ep_2_do_narcotics_stimulants_or/ https://www.reddit.com/r/playark/comments/39wyam/please_be_careful_with_the_info_you_share_as_fact/. Plenty more debunks 1 google search away people. Half of the material in the Taming hint section does not belong in this page, also i don't see why there was a need to create the section when we already have Taming tips which is literally the same and was already there... Im going to try to "tidy up" the page a little, feel free to edit, but if i see one more edit about these unproven and un-cited starving techniques I'm gonna flip a switch. I certainly wont forget to salute you guys that are here fixing and adding relevant stuff, you are the real MVPs. AgiIaz (talk) 14:38, 24 June 2015 (CET)

Less Impact on Taming Effectiveness Using Scorpion

According to this Steam Forums Post (http://steamcommunity.com/app/346110/discussions/0/594820656478834492/)tranq arrows have a greater reduction on taming effectiveness than using a pulminoscorpious to render the target dino unconcious. I tried this on an ankylo and can confirm I got a better initial taming effectiveness with the scorpion. 14:29, 23 June 2015 (CDT)

Force Feeding Debunk

If anyone would like to format these findings and add them to the page, please feel free. I've contributed to the force feeding method on this page, and could have sworn by it previously. However, I spent the last few hours taming 2 Rex's, both level 2, and this is what I've found. I have screenshots and videos I could post if need be.

Dino Method Level Food Start TE End TE TE Lost Total Time End Melee DMG # Narcotic Used # Stimulant Used
Rex Standard 2 Raw Prime Meat 86.5 74.6 11.9 43 minutes 194.5% 40 0
Rex Force Feed 2 Raw Prime Meat 86.3 72.3 14 53 minutes 193.1% 195 164

19:49, 24 June 2015 (CST)

Effectiveness versus efficiency

I reverted a change by Mr Pie 5 from effectiveness to efficiency. The game uses the term taming effectiveness and I believe that is the correct word choice regardless. -- IllegalOpcode (talk) 22:45, 23 July 2015 (UTC)

Double checked, I was indeed wrong. --Mr Pie 5 (talk) 23:14, 23 July 2015 (UTC)
It surely is effectiveness. Efficiency determines with how few resources you can attain an acceptable end result, effectiveness is how well you achieved the end result, without regard to resources. -- Azzutee (talk) 07:09, 24 July 2015 (UTC)
(please try to avoid overwriting the comments of other users when you make your own, you've done so at least twice on this page) To be fair, both word choices would be appropriate if we use those definitions. Since Taming Effectiveness decreases every time the dino eats (uses resources), finishing with a higher taming effectiveness would mean that less resources were consumed in the process. But the game says effectiveness, so it's effectiveness. --Mr Pie 5 (talk) 18:33, 24 July 2015 (UTC)

Torpor added by Narcoberry versus Narcotic

There seems to be some confusion around the amount of torpor added by Narcoberry Narcoberries versus Narcotic Narcotics. According to the ARK Dev Kit, 1 Narcoberry adds 7.5 torpor over 3 seconds while 1 Narcotic adds 40 torpor over 16 seconds. That's 2.5 torpor per second either way, so the difference is really just that Narcoberries spoil while Narcotics do not. -- IllegalOpcode (talk) 21:43, 30 July 2015 (UTC)

Thanks for clarification with exact numbers. I had the urge to log on immediately and change it again to 7.5 when I got the notification that it had been changed to 6 -- van_dell (talk) 23:31, 30 July 2015 (UTC)

Taming Table doesn't make any sense any more

There's so many different foods and levels now that most of the table is inaccurate at the least. From my experience on this taming calculator with customizable taming speed multiplier the things that are correct are: Needed affinity, times with berries, raw meat, raw prime meat, cooked prime meat and the time needed for those. As far as I know, with the 190.0 change to Turtle Egg Kibbles the numbers are as follows:

Replaced by more elaborate and correct table below

Feel free to double check against the Dev Kit (I haven't been able to get it to run yet) and add/correct the data which comes from the top of my head but about which I feel fairly confident.

Then there's the matter of

  • Torpor and Food loss per second which should be consistent per species
  • Torpor which should be "Base Torpor + Amount per Level" for each species
  • Torpor gain with a 100% Bow, Crossbow, Compound Bow, Slingshot, punching, Scorp sting depending on Melee Damage with the bows and Slingshot fully drawn depending on the different hitboxes on the dino's body.

which all make a table fairly unwieldy. We need a more accurate calculator which also does knockout methods :D

Should we just remove everything from the table that can't possibly be accurate because of the many variables that play into it? Does anyone know the data (instant damage, instant torpor, torpor over time) for the knockout methods? -- van_dell (talk) 23:31, 30 July 2015 (UTC)

Honestly, I really hate the incredibly wide ranges that are used as estimates for how much time, food, and narcotic you need for each dino. "I need something between 25 and 100 Narcotic? It could take anywhere from 2 to 12 hours?" That's damn-near worthless information. With ranges like those, you might as well just say "a lot". I'd like to have a standard, like maybe a level 30 dino for each species. But even that information becomes worthless for end-game hunters looking for dinos of more than twice that level. The taming calculator is decent, but still needs some work, plus I don't want to replace the information that we're supposed to be providing with an external link. It's a tricky situation that I've been trying to figure out how to handle for a while now. And to answer one of your questions, we do have numbers for the torpor gain on the Bow and Crossbow pages. Something like 450% of the damage dealt if I remember correctly, assuming you wait long enough for it to all take effect. --Mr Pie 5 (talk) 04:00, 31 July 2015 (UTC)
I think we should focus on documenting each variable separately until we understand the system well enough to make accurate predictions. There's a wealth of information in the Dev Kit, but the thing doesn't exactly come with an instruction manual for each blueprint and parameter (or at least I haven't found it yet, but this is my first time using Unreal Engine--or any game engine--for something like this), so a lot of things have to be inferred and subsequently tested, documented, and verified before we can use it, I think. As for a taming calculator, it would be cool to make our own when we have the necessary data--I'd certainly be happy to help with that. (It should be possible to build by including something like <div class="js-taming-calculator"></div> and then building up the UI in JavaScript. I imagine the taming data for each animal should be on the page, perhaps extracted from an infobox, and then read by the taming calculator so other editors can update the information without changing code anywhere.) -- IllegalOpcode (talk) 08:39, 1 August 2015 (UTC)
Do you think you could draft an initial version of such a JavaScript calculator that takes the the species and level as an input and tells you how much food you're gonna need for a first version (from the table for food I started above), then we'll expand from there?
This is the data I think we need for each dino. Ankylo as an example:
Replaced by more elaborate and correct table below
Okay now I had an interesting find. The torpor loss per second is linearly dependant on the level (and, of course, species).
The columns on needed affinity, food loss and torpor loss are just meant as a starting point, we're gonna have to dig through the dev kit to get hard data for those.
Note that affinity and base torpor per second have level 0 as a base because the numbers for those look more likely to be found in the dev kit. Like "okay let's type 3000 here and make that 420 and that one 0.3 and calculate everything else from there". The server side taming speed multiplier apparently just divides the required affinity points by the multiplier, so that should be easy to implement. -- van_dell (talk) 11:13, 1 August 2015 (UTC)
Okay guys, I managed to install the Dev Kit. Here we go:
Name Affinity needed at level 0 Additional affinity needed per level Torpor at level 1 Additional Torpor/level Food consumption Rate Multiplier in Percent (Base is 180) Food depletion/sec Torpor depletion/sec level 0 Torpor depletion/level Favorite kibble
Ankylo 3000 150 420 25.2 0.3156 0.56808 0.3 0.006 Dilo
Argentavis 2000 100 600 36 0.1852 0.33336 0.3 0.006 Stego
Carno 2000 100 350 21 0.1852 0.33336 0.3 0.006 Ankylo
Dilo 450 22.5 75 4.5 0.0868 0.15624 0.3 0.006
Dimorphodon 900 45 100 6 0.1302 0.23436 0.8333 0.016666
Dodo 450 22.5 30 1.8 0.0868 0.15624 0.3 0.006
Ichthy 1000 50 300 18 0.1929 0.34722 0.2082 0.004164 Dodo
Mammoth 5000 250 550 33 0.4133 0.74394 0.3 0.006 Raptor
Megalodon 2000 100 800 48 0.1852 0.33336 0.3 0.006 Spino
Parasaur 1500 75 150 9 0.1929 0.34722 0.3 0.006
Phiomia 3000 150 240 14.4 0.3156 0.56808 0.3 0.006
Plesiosaur 5000 250 1600 96 0.3858 0.69444 2.133332 0.04266664 Rex
Pteranodon 1200 60 120 7.2 0.1543 0.27774 0.3 0.006 Titanoboa
Raptor 1200 60 180 10.8 0.1543 0.27774 0.3 0.006 Parasaur
Rex 3000 150 1550 93 0.2314 0.41652 0.725 0.0145 Pulminoscorpius
Sabertooth 1200 60 500 30 0.1543 0.27774 0.3 0.006 Bronto
Sarco 1500 75 400 24 0.1578 0.28404 0.3 0.006 Trike
Bronto 10000 500 1600 96 0.7716 1.38888 0.3 0.006 Carbonemys
Pulminoscorpius 1500 75 150 9 0.1929 0.34722 0.3 0.006
Spino 2600 130 850 51 0.2066 0.37188 2.133332 0.04266664 Argent
Stego 6000 300 500 30 0.5341 0.96138 0.3 0.006 Sarco
Trike 3000 150 250 15 0.3156 0.56808 0.3 0.006 Carno
Carbonemys 3000 150 275 16.5 0.3156 0.56808 0.3 0.006 Pteranodon
_comment/source Dev kit: Max Status Values: Food 5% of base Affinity Dev kit: Max Satus Values: Torpor 6% of base Torpor Dev Kit: Base Food Consumption Rate, divided by 100 for percentage values. Base value of 180 is extrapolated. Rate multiplied by 180 Dev Kit: Knocked Out Torpidity Recovery Rate Multiplier (Base value is 0.1) 2% of depletion at level 0 Took that from Kibble
Feel free to shoot any questions my way. Hope we get this calculator up and running soon. I'll see if I can find the affinity and food values for the different foodstuffs in the Dev Kit. Also, as many of you know, the Plesio is currently bugged. The level 35 has level 1 stats, but I got a level 76 one that had the proper stats for level 76. So I'm just gonna leave it like this for now. -- van_dell (talk) 14:33, 1 August 2015 (UTC)
Fantastic work! I'll respond in more detail later, I'm a bit busy this weekend. And I can't commit to a time frame on a calculator right now as I'm working on a bot to help with infobox updates etc. But after that, I'll see what I can do. -- IllegalOpcode (talk) 15:01, 1 August 2015 (UTC)
Okay. I've found in the Dev Kit the reason why Turtle kibbles for Brontos are OP at the moment. They give 10 food points when eaten by humans and were probably supposed to give 15. Tame Brontos fast before they fix it (had to report it, sorry)!
Where to find the Data in the Dev Kit:
Primal Item Consumable .......
Use Item Add Character Status Value / [number] / Base Amount to Add (1.5 for Mejoberry, 20 for Meat, 10/15 for Kibble, that's for humans)
Dino Settings ..... Dinoname C
Food Effectiveness Multipliers / [number] / Food Effectiveness Multiplier (6 for Kibble_Base(under "13", not "1", 20 for Mejoberry(Herbivores), 5 for Raw Meat(Carnivores))
Extra Food Effectiveness Multipliers / 0 / Food Effectiveness Multiplier (1.333 for all kibble creatures except Bronto, where it's 0.888)
So you multiply all those values to get how much food points a certain food restores. Affinity is usually overridden and no math is required. Here's the table:
Food Base amount Food EffectivenessMultiplier Extra Food EffectivenessMultiplier Resulting Food Value Affinity Acceleration Factor
Cooked Meat (Jerky) 20 1.25 1 25 25 1
Cooked Prime (Jerky) 35 1.427 1 49.945 75 1.501651817
Raw Meat 10 5 1 50 50 1
Raw Meat for Scorps 10 1.5 1 15 15 1
Raw Prime 20 2.5 1 50 150 3
Spoiled Meat 2.5 20 1 50 100 2
Kibbles:
Ankylo
Argent
Rex
Scorpion
Spino
Stego
15 6 0.888 79.92 400 5.005005005
dito as a non-favorite 15 6 1 90 60 0.666666667
Spider (unused) 15 6 1 90 60 0.666666667
Kibbles:
Boa
Carno
Dilo
Dodo
Para
Ptero
Raptor
Sarco
Bronto
Trike
10 6 1.333 79.98 400 5.001250313
Turtle Kibble 10 6 0.888 53.28 400 7.507507508
dito as a non-favorite 10 6 1 60 60 1
Vegetables 20 2 1 40 40 1
Mejoberry 1.5 20 1 30 30 1
Other Colored Berries 1.5 13.333333 1 19.9999995 20 1.000000025
Berries for Carnivores
Meat for Herbivores
as above but doesn't matter 0 0 0 0 0
Again, questions my way. I'm gonna try and figure out the numbers for the tranquilizing methods next. -- van_dell (talk) 15:40, 2 August 2015 (UTC)