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The motherland has been hit by a drought, causing famine and economic depression. The price of food items has exploded and the zone gets to feel the effects exponentially. As industrial food becomes even less affordable for Stalkers, they turn to hunting mutants for nourishment.
This addon makes the food economy harder. Industrial food prices have been adjusted towards a base line of 1000 roubles per 400 calories, with Stalkers needing between 3500 and 4500 calories daily. Drinks, smokes and cooking have also been rebalanced. Read the detailed description for a complete list of changes.
Arszis Campfire Roasting is REQUIRED for this addon to work! Let items_monster.ltx & arszi_campfire_roasting.script from this addon overwrite the one from Campfire Roasting.
FILLABLE CANTEENS is REQUIRED for this addon to work! Let cook.ltx and items_fillable.ltx overwrite the one from Fillable Canteens.
BETA2 changes: Removed damage from mutant food(too annoying with BHS), upped rads instead. Made cigs and alc less effective in removing rads, was too easy before.
BETA 3 changes: ADDED DEPENDENCY: FILLABLE CANTEENS Moddb.com / Made water a bit more expensive. Go get some yourself or pay the price for laziness/comfort. To stop exploits canteens now have only one use. (Otherwise you could split a canteen with 3 uses in 3 single ones, fill them with water and tada you have 9 uses. If you think of other exploits let me know.)
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FOOD REBALANCE (file: items_food.ltx)
Base line of 1000 RU / 400 cal for clean food. 500 RU / 400 cal for mutant meat.
All industrial food items rebalanced for roughly realistic calorie count.
Every food item in Anomaly is affected by these values: Increase of thirst, increase of sleepiness, decrease of hunger. Price base line slightly takes those into account: A quality food item that increases thirst and sleepiness less might cost 1100 RU / 400 cal while an item of lower quality that increases thirst and sleepiness more might cost 900 RU / 400 cal.
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MUTANT MEALS AND COOKING (files: items_monster.ltx, items_cooking.ltx, cook.ltx)
All mutant meats can be roasted at campfires for the zone-produced version. Cooking kits allow stewed versions without further requirements to make them worth using (//stewed could more appropriatley be changed to fried but I have no idea which file defines this//).
Weight of cooking kits decreased. Charcoal & Kerosene prices and weight lowered, changed to 2 uses for better weight management.
"Field cooking kit" changed to "Disposable camping cooker" with 5 uses. Fueled by non-refillabe gas cartridge, ignited by a match.
"Army kettle" changed to 25 uses, no longer a campfire item. Fueled by charcoal, ignited by fire starter included with charcoal.
"Multi-fuel stove" changed to "Camping cooker Mount Everest". Fueled by liquid fuels, ignited mechanically.
Cooked mutant meat drawbacks in comparison to industrial food: Much higher thirstiness and sleepiness penalties. High radiation penalty, according to mutant type. Health damage according to mutant type.
It is NOT more desirable to eat a Bloodsucker than it is to eat a Boar. Bloodsucker will have drastically higher health damage and radiation increase by calories. Exotic, dangerous mutants should only be consumed out of desperation! Chimera is the exception, for gameplay purposes.
Relatively safe to eat: Tushkano, Dog, Flesh, Boar, Chimera.
Do not eat unless you have a good reason: Bloodsucker, Psysucker, Pseudodog, Snork, Lurker.
Rebalanced effects for Purified meat, to be in accord with mutant type and of useful quantity and length.
For some mutants, added low intensity versions of Purified effects to lower quality meals.
Purified variants require Camping cooker "Mount Everest", knowledge of recipe, meat + Stolichnaya Vodka (vodka_quality).
Summing up:
Zone-Produced version, made on campfire: Full rad dose, health decrase, thirstiness increase, sleepiness increase.
Stewed version, made with disposable camping cooker + match OR army kettle + charcoal: Penalties cut in half.
Purified version, made with camping cooker "Mount Everest" + liquid fuel + Stolichnaya Vodka (recipe needed, just like vanilla): Same as stewed, but radiation and health damage removed. Boost effect for actor (except Tushkano). Because of the boost effect, more expensive per calory than even industrial food!
Selling meat is more profitable now.
Regarding health damage: Remember that eating slightly heals over time (digestion). So the health damage from eating mutant meals should be countered over time by the healing effect if enough calories are consumed.
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DRINK & SMOKE REBALANCE (file: items_drink.ltx)
Calorie gain removed from water. Lowered radiation reduction from water. Slight drunkenness & sleepiness reduction from drinking water. Thirstiness reduction from water balanced around the stages of thirstiness.
Made all rad removal effects from drinks take place in 1 sec, 20 secs for cigarettes (matches the animation length of smoking a cigarette with Feel Frieds Item Animations).
Alcohol now more valuable in providing a good amount of calories and high rad removal, at cost of drunkenness, sleepiness and thirst increase, health damage.
Imported Western cigs now more expensive and of higher quality than Soviet ones, in line with the item descriptions.
Cig Tier: Russian Cigs & Tobacco -> Soviet -> Western -> Hand-Rolling Tobbaco -> Cigar
Weed psy protection nerfed.
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FOOD RARITY (death_items.ltx)
Lowered chance for Stalkers to carry food items. Most high quality food items completely removed from low rank tables, with only high ranking Stalkers having a small chance of carrying them.
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CALORIE DISPLAY MANIPULATION (file: utils_ui.script)
Normally, actor would consume low amount of cal / 24h. Calorie display manipulated to 4x, so 500 cal are _displayed_ as 2000 cal, creating illusion of consuming 3500-4500 cal / day. Weight of food increased accordingly. Important: As far as the engine is concerned, you consume 100 cal when an item shows it contains 400 cal. Therefore, problems with excess calories should be minimal (same as vanilla Anomaly!). (That´s also why the price base line in the files is 1000 RU / 100 cal not the 1000 RU / 400 cal mentioned above- 1000 RU / 400 cal is what is displayed ingame.)
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CALORIE REQUIREMENT CHANGE (file: actor.ltx)
Slight change of satiety_v: Was 0.00002, now is 0.0000175.
Vanilla Anomaly: Get hungry after ~7h, start starving to death after ~14h without food.*
Food Economy: Get hungry after ~8h, start starving to death after ~16 hours without food.*
Making this more realistic is not possible with currently availabe variables.
*Sleep not factored in.
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SUMMARY
Desired effects of this addon: Make it harder to survive in the zone. Make player hunt mutants for food and struggle with the side effects of consuming said mutants. Give cooking items a reason to exist. Reduce "gourmet" selection of food (canned meat, chocolate and raisins for desert) and food hoarding just by killing NPCs. Make player feel accomplished for being able to afford decent food types instead of eating rat and dog meat.
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REQUIRED ADDONS
Arszis Campfire Roasting
Let items_monster.ltx & arszi_campfire_roasting.script from this addon overwrite the one from Campfire Roasting.
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ADDONS TO CONSIDER
Dynamic Series,
Dynamic Mutants
Dynamic Nocturnal Mutants
Dynamic Stalker Guards
More mutants to hunt in more places for more meals to cook.
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BETA NOTES
Feedback wanted: General balancing feedback, especially things like "Actor gets thirsty/sleepy too often?", "Too easy to cheese money with selling mutant meals?"
To be done: Next, a sanity and balance check on medical items with changes from this addon in mind.
Maybe a better item for the disposable camping cooker but I can´t provide one.
Average
9.917 votes submitted.
It looks like a good add-on, time to test everything, and the question is, will there be difficulties if you include this addon and thirst from arszi?
Edit: All is well, I would say fine, but I am confused by one point, namely, that drinks remove a large amount of radiation instantly, it makes vodka better than anti-radiotic drugs, because while antiradus removes radiation it will have time to do damage, and when using alcohol damage can only be obtained from it. And overall, as I said the addon is really cool
oh good question i'm running the thirst mod as well all the dynamic series.
I didn´t take Thirst addon from Arszi into consideration since it hasn´t been updated for the most recent version of Anomaly. I took a look now and my addon also changes the file items_drink.ltx, in fact it changes multiple values for every single entry in that file. So a compatibility patch would have to be made. I can look at it more closely later but I don´t really see the point if he doesn´t update it to the current Anomaly version.
Edit: Okay since the demand is there I´ll have a look
There was an unofficial update on the Anomaly Discord server to the RC releases which I easily adapted to 1.5.1
And you can link to the adapted thirst, I will be very grateful, I used to like this mod.
Cdn.discordapp.com
Don't know if you'll be able to use this download link tho. Do note I did some merging on my end to make this work properly. The mod was ported to RC18.
Thank you
arszi thirst is included in arszi rad overhaul
This look very interesting , thank you for making this will have to give it a try , as i enjoy the cooking aspect of the game but vanilla always feels more like role play cooking rather than i must kill / cook this to live etc.
new game required ?
Will probably CTD old saves, but not 100% sure. If it doesn´t CTD it should be fine on old saves.
thank you for prompt reply :)
loading up a game now to test this.
Amazing mod, was only mentioning about the food economy as a suggestion in the Anomaly Discord because the price and availability of clean/healthy food was way too easy and I've never had to use cooking Mutant meat at all even on the hardest difficulties.
Looks pretty interesting man, this is something that kinda fits in Dead Air IMO.
Nice addon.
Mod sounds promising. Just one question: can you make OPTIONAL: water wont reduce radiation only meds vodka etc....Thanks anyways for your work looking forward to try it
It does reduce, but by a smaller margin. However you can open item_drinks and set whatever value you see fit. [flask]:booster_multi is the purified water, the rest is self-explanatory.
Thanks. Gonna try and see if is not too hard to survive in the end of the day....and have a good day stalker.
Prices of clean food should be higher. I know the goal is to consume 4000 kcal daily, but considering one in game day is a few real life hours, 1500 ru for a 400 kcal tuna can seems way too low. Its just not really a problem to buy clean food because days last for so long. You have plenty of free time to make money. This is personal preference but I feel like buying clean food is not punishing enough. Anyways its a really nice mod, and i believe you achieved your goal of immersion, hunting mutants, making cooking kits useful and reducing availability of industrial food. Good job!
In vanilla a bread with 217 cal costs 600RU, in this addon the same bread would cost 2170RU. Factor of more than 3.5
Didn´t want to make it too extreme, but I considered even higher prices when making the addon.
Hello, will there be any problems with this Outfit_parts_overhaul mod?
There one file crosses over.
Not anymore it won't - I patched it out.
This looks really cool! I'll try it out.
It'd be cool if this was dynamic - food prices and availability (and the availlability of mutants to hunt) changed over some cyclic periods.
Different foods become scarce, and if the changes to items were mapped to specific cycles it might be relative abundance or starvation.
It is nice mod. Hovewer - In combination with some other mods it kinda break balance. E.g. dynamic mutants - if you increase price of meat and parts you can break economy.
Also these are only indirect impacts, this mod uses a lot of files so it conflicts with other mods.
I definnetly like the direction that you choose to pursue. More meat roasting and more hunting.
I would opt out for food economy modification only (not drinks), some will definetly like everything.
So I would recomend to make this mod more modular. So you can use that part of mod that is good for your mod list. Also maybe consider making lite version of each modular section when you are at it.
This mod has big potential. i dont want to whimper, just trying to be constructive ... or something like that :)
Anyway good luck mate :)
The couple hundred extra RU from meat shouldn´t break economy, especially since you´ll have to consume most of it yourself & generally have to spend more RU to survive. If you find a specific item which breaks balance, please let me know, but so far it seemed fine to me when playing it.
Parts aren´t changed at all.
If you look at the description, it mentions which files are used for which section.
Alright, will try some more, will give feedback to U.
So this mod doesent work with arzis radiation? anyway to make it compatible?
Why do I need arszi campfire? I want to delete it because it's brokes my campfire save system and i can't save game because of "enemies nearby" Anyone maybe how to fix it or do I need arszi roasting?
Hey, the items_monster.ltx file has references to Arszis scripts.
You should probably head over to Arszis addon page because he would know much better what the issue might be.
And generally, campfire saving is ill advised because there are issues with companion AI (they stop moving) that can be resolved by quicksave/quickload.
Are there any plans to patch compatibility with the Arszis_Radiation_Overhaul mod?
Not right now, I never played with it and the merge would have to make some sense
I deleted a comment asking if I still work on this by accident, yes I´ll probably update it and also release my medical item changes at one point
This addon requires a compatibility mod for Grok's Craft and Repair Overhaul. There's a conflict in death_items.ltx. GCARO removes all recipes from it (crafting is recipe-less there), so that change should be easy to reproduce here.
This addon utterly breaks Arszi's Radiation Overhaul. First, it overwrites actor.ltx, making actor die from radiation quickly (again). Second, it overwrites food & drink (mostly drink), making actor cure radiation with booze/cigarettes quickly once again.
Here's a merge with some FAMINE files that had ARO changes applied to them. I kept FAMINE buff durations, but took ARO effects (specifically, radiation removal and, for smokes, power boost) and rescaled them to these durations (i.e. total effect it the same as in ARO, it just occurs over different time; since you did change buff durations from vanilla, I assume that you had your reasons, so I respected them) - BROKEN VERSION ->>> [link is dead]
WORKING VERSION ->>> [link is also dead; see below]
Note that I did not change your mutant meat radiation dosage, so playing with FAMINE + ARO this way can be more or less difficult, depending on which meat you're eating - kind of the intention of this addon, I guess.
UPDATE: Fixed a typo. Use the working link above.
Both links do not work, you can throw it again, I want to play with this and that mod, thanks in advance.
Sure. Here's a fresh upload: Anonfiles.com
Unable to access the site.Links do not live long or what?)
Or this site does not see me, maybe in another way, google or Yandex disk?
Try this - Www13.zippyshare.com
The same, writes that harmful viral links.
If Google or Yandex disk is not possible, it's a pity, we can do without this wonderful mod ((Eh, and so I wanted to play with both of them (
This addon does weird things to radiation/nutrition balance. Clean food is so expensive, that it might sometimes be cheaper to grill mutant meat on fire, eat it for nutrition, take large dose of radiation, then ask the nearest medic to cure you of radiation poisoning. As opposed to buying clean food (expensive) or preparing purified mutant meat (also expensive, since it requires expensive vodka). Derad costs 1480₽. Masculine meal (+2400 kcal, +600 mZv) costs 4125₽. Total cost: 5605₽ for 2400 kcal. Whereas a can of beef will cost you 7562₽ for 2000 kcal (for 2420 kcal you need to add a can of tomatoes for 1512₽, which brings the total to 9074₽). It's clear which is the most attractive option. If you roast your own meat, the cost is even lower (camping cooker is expensive, but you only need to get it once, and kerosene is dirt-cheap).
Not sure how to fix this. Maybe just acknowledge this, and add a cheap "eat here" dialog option to all barmen (which would either satiate you completely, or add some fixed number of kcal, and cost roughly as much as the radmeat+deard combo, per kcal)? Like, food items cost so much because you can take them with you and eat in the field, not because food is inherently expensive. At least this way it wouldn't feel like an exploit.
Would you ever consider making an "easy mode" to this mod? I like the idea, but it seems like it goes a little too far. Especially with how much calories you need in a day.
I actually had a super similar idea to this mod, but you blew it out of the water in terms of depth! Really outstanding job dude I love this. Literally the only thing we had different in mind is gasoline. You can not cook with gasoline unless you plan on making things go boom and any meat that did survive the blast is going to be inedible.
For some reason I cant light the field kit cooking kit with a match? I definitly have a box of them but its still greyed out.
I'm having the same problem slappingcow is describing. I tried disabling cooking and camping rebalance to see if its affecting Famine. The disposable camping cooker is still not usable. The other items, such as the army kettle, work fine. I also tried separating the items to see if that made a difference and still does not work. Not sure what the problem is.
Playing on survivalist, this mod made it easier in my opinion. I cook food and sell it for easy cash. But I gotta say, it was somewhat more fun to play with this mod. It makes you have more of a hunter mentality because you know you have a lot to gain from hunting. I ran after fleshes the fastest I could, their meat fetched something like 750 rubles from Sidorovitch. Cook it and it's even more valuable.
What I don't like is, gourmet meals being gone. Those meals added some more depth to cooking in the game and also an RPG concept.
However, I don't think it's compatible with:
-Radiation overhaul (items that were designed to not take away radiation, now do, with this mod)
-Fillable canteens (Can't boil water because cooking is redesigned)
A few compability patches would be nice. With more tinkering this mod could really be of big importance, haven't seen any other mod trying to tinker this much with mutant parts.
add IRP-B rations for spirit to vodka barter
Is this mod still being worked on? if so are there any plans for a compatibility patch for Fillable Canteens?
Moddb.com
Here is a mod pack with a DLTX version of Fillable canteens, but you have to alter the radiation values in the "mod_system_fillable_canteens.ltx" because the dirty water gives less radiation than the boiled one.
I'm going to have to test it when I get back home, but I think I successfully merged the two mods. There was only one file that conflicts. Now by any chance do you know how to fix the hunger levels? I noticed you have about one in real life minute before yellow turns to red and that is standing motionless.
edit: never mind it was Arszi's rad overhaul was overwriting Famine in my load order this was more than likely the culprit.
I have the same problem I noticed. My hunger can go to 0 (Displayed with the mod Moddb.com ) and when it hits zero i am still at the grey indicator and then when it gets lower it is instantly red.
Are you also using Arszi's rad overhaul? Be been messing with config files heavily for these two mods. I already successfully merged fillable canteens into both & I believe I fixed the food issue, but the fix is load order dependent.
Yeah I use both Famine and Arszi's rad overhaul. I load Arszi's rad overhaul after FAMINE and changed the food and drink stuff in Arszi's mod. I use the DLTX version of fillable canteens like I said.
I'm having the EXACT same problem as Harald regarding the hunger. For example right now I just slept and my hunger bar is totally greyed out, but I still have the grey hunger icon.
It's really unfortunate, but how did you fix it? My load order is in my comment below
EDIT:
Okay nevermind, I somewhat fixed the issue by defaulting to the radiation overhaul hunger settings. The progress is of course no longer exactly like author intended but atleast the hunger icons and penalties work correct. If you have any better solution please tell