This mod reworks hunger thirst and/or sleep with associated items to match real life needs (modifiable). Based on research and scientific articles. Don't mind the blood on the preview image!
Features
General features:
- Intuitive values that relate to real life.
- Most values an be changed in the MCM options menu.
- By default you need 2 l of water/day, 2100 kcal/day and 8 h of sleep per day. Values come from high sitting lifestyle.
- In addition to base needs you'll need more food and water depending on how much and how fast you move (walking, running, sprinting).
- Your game will be miserable with default settings (just like in real life).
- You can survive 6.25 days without water, 9.5 days without food when not moving and will pass out (for certain) after 3 days without sleep. Before max values were respectively at 28 h, 14 h and 31 h. However, if you sprint all day long you'll die after 6.9 h and 11.3 h without drink and food respectively.
- Resource caps are now higher (less wasted resources): 12.5 l of water, 20 000 kcal of food and 72 h of sleep (before they were respectively 1.1 l, 1000 kcal and 31 h). Gray indicator is now a reminder not start of penalties.
- Normal values apply only if you are otherwise healthy. Eg. if you don't sleep 8 h/day then you will use more water per day and without drinking or eating you will die from dehydration or hunger in less time. Note that everything is about in-game time. Anomaly 1.5.1 has 6x faster time than in real life.
- LTX values make more sense. Now 1 unit is 1 l of water (before was 0.336 units), 1 unit of sleep is 1 h awake (before was 3.09 h) and 1 unit of satiety is 20 000 kcal (sorry, scale is hardcoded in engine, before was 1000 kcal).
- You can walk (not run which is the default movement) with backpack full even when you are hungry, thirsty and tired. Before in some conditions you would be stuck.
- I didn't touch values that I knew nothing about (eg. drugs, medicine or smokes etc. although I did research and add some nuances). I just scaled those to the new scales.
- I didn't touch item costs. Those can be modified with game difficulty sliders anyways. And sometimes people make wrong judgements and think something is very good if it is in fact pointless in their situation (glucose).
- Non-DLTX version has associated comments with calculations and references in every file.
- I don't chase absolute realism. If I have to choose between fun and realism I choose fun.
Hunger:
- Adult outside of the Zone needs 2100 kcal per day with a sitting lifestyle but you'll need more because of exercise.
- Just being alive burns 100 kcal/h and walking, running and sprinting burn extra 170, 820 and 1670 kcal/h respectively. I didn't include energy loss from carrying weight since the game needs to be fun too.
- You will die after 9.5 days of no food even if you don't move. If you sleep more than 8 h/day you'll die later.
- You lose less calories while asleep so you can postpone death by starvation when sleeping extra. You lose 100 kcal/h while awake and standing still and 65 kcal/h while asleep.
- Maximum stamina (also referred to as max power or max strength) is 20% lower after 48 h without sleep (before it was about the same). Any sleep fully recovers max stamina.
- Milestones: gray icon = 2000 kcal, yellow icon = 6000 kcal, orange icon = 10 000 kcal, red icon = 16 000 kcal, 18 000 kcal energy deficit is the start of small amount of damage, 20 000 lost kcals = death.
- Hallucinations of fleshes when red indicator lights. Hallucinations get worse the more near you are to death.
- I modified everything that had satiety to match real world values according to its mass. Eg. mineral water doesn't give calories but chocolate gives a lot more.
- Modified cooked meats to be consistent with (vanilla) recipes and real life effects. Again everything is based on research.
- You have 3000 kcal fat reserve. Excess energy goes into that.
Thirst:
- Adult outside of the Zone needs 2 l of water per day with a sitting lifestyle (about 1.5 l without food intake) but you need more because of exercise.
- Walking increases water loss (relative to body weight) by 0.3 %/h (150 ml/h), running by 0.5 %/h (300 ml/h) and sprinting by 2 %/h (1.7 l/h). I didn't include water loss from carrying weight since the game needs to be fun too.
- You will die after 6.25 days of no water even if you don't move. If you sleep more than 8 h/day you'll die later.
- You lose less water while asleep so you can postpone death by dehydration when sleeping extra. You lose 100 ml of water per hour while awake (without exercise) and 42 ml/h while asleep.
- Now food contains water. In real life we get 25 % of needed water from food and even peanuts and chocolate have some water that our bodies absorb.
- Exponential damage function starting at red icon. The more thirsty you are the more damage you get. It becomes successively harder to stay alive.
- Milestones: gray icon = 1.5 l of water deficit, yellow icon and start of penalties = 3 l, orange icon = 5.5 l, red icon and damage start = 8 l, 10.5 l chance to pass out and if you do then chance to die, 12.5 l = death.
- Chance to hallucinate when red indicator. Chance rises at 11.5 l.
- I modified everything that had thirstiness value to match real world values according to its mass. Eg. 1 l water gives 1 l water equivalent of thirstiness reduction and 200 g of bread gives 70 ml water equivalent of thirstiness reduction.
- Took into account the diuretic effect of alcohol and caffeine.
- Diarrhea (water loss) from old meat, can of tuna and raw meats. Old meat isn't the best/cheapest thing anymore if you consider water loss. However, the character has a very strong immune system and diarrhea lasts only for a day (balance between engine coding and game fun).
- Cooking makes meat 33% lighter (water loss) and decreases satiety 1.05 times.
- You have 500 ml water reserve. Excess water goes into that but you'll pee the rest after 500 ml.
Sleep:
- You need 8 h of sleep per day.
- You will pass out after 72 h of being awake.
- Now passing out and sleeping that way actually reduces tiredness.
- Milestones: gray icon = 16 h of being awake, yellow icon and start of penalties = 20 h, orange icon = 30 h, red icon = 40 h, 48 h chance to pass out, 60 h more annoying effects, 72 h = pass out for certain.
- Chance to hallucinate when red indicator (40 h). Chance rises at 60 h.
- Added an empirical (not researched) rest function (rest effectiveness is log-norm function so rest gained is like slanted "S"). Sleep is most effective in the middle of the sleep but long sleeps are still more effective than short ones. I made it that way instead of decreasing exponent in order to prevent players from taking three 1 h naps to get their 8 h need fulfilled.
- Sleepiness has smaller impact on stamina. You are able to run when dead-tired and not carrying too much stuff.
- Tweaked energy drink, caffeine pills, Beard's tea and sleeping pills according to research findings.
- Fixed energy drink: now it removes 1 h of awake time (before it was 2x less potent than water).
- Buffed sleeping pills by 15%. Now 1 pill gives 1 h of awake time equivalent for convenience.
Stamina
- I had to tweak stamina values because of the new scale but stamina isn't based on research. I tried to leave things mostly as they were since I don't feel confident with stamina stats (too many variables in a convoluted form). I also tried not to be on the walking simulator side.
- Stamina regeneration is influenced by the 3 needs, movement style and inventory weight (overweight is extra bad). Sprinting with full backpack without drinking and eating will drain stamina quickly.
- It makes a huge difference whether your backpack is 1/3 full, half full, etc.
- You won't get stuck when almost dead due to hunger thirst and sleep (previously you would a long time before death). You will slowly gain stamina when standing still. with 75% full backpack you can sprint about 10 s or run about 15 s and recover in 40 s.
- When backpack is 75% full and all stats are half-way to the end then you can sprint about 10 s or run about 40 s and you will regain stamina in 15 s when standing still.
- When all needs are satisfied and backpack is 75% full then you can sprint about 25 s or run infinitely. If backpack is 50 % full then you can sprint for 60 s.
- Stamina might not be balanced if you use only one of the stats install. I calculated and somewhat tested only the "everything" version.
More fun facts (both in real life and in game)
Food:
- Cooking shrinks meat mass by 33%
- Considerable amount of ethanol remains with cooked food (after 30 min of cooking at least 10%).
- Cooking reduces kcals by 10% in birds and 5% in land-animals
- Cooking is good for plants because it makes them easier to digest (higher kcals) and for meat because it kills bacteria.
- Body uses about 5% of kcals to convert food into glucose therefore glucose gives about the same amount of energy as same mass of sugar.
- Primarily point of glucose injection is to get energy fast.
- Tobacco and marijuana smokers eat tiny amount more.
- Alcohol doesn't increase appetite and probably just leads to higher energy intake. However, there's no clear evidence for the latter.
Water:
- 1 ml of pure alcohol removes 10 ml of water.
- Low % alcohol (beer) actually hydrates. Sure you pee more but you still keep some extra water. Also beer has minerals in it so that improves its hydration in Stalker sense.
- With normal diet 25% of water intake comes from food.
- Food doesn't dehydrate. Your mouth may dry when you eat crackers but in your whole body nothing changes or you even gain water. Think about eating cucumbers and extrapolate to sausages.
- Diarrhea increases amount of shit (normal is 100 g) from 100 to 1500 g (excess water) depending on severity.
- You pee 1.25x more with energy drinks (400 mg of caffeine).
- Some poor lady did a painful suicide by dehydration. It took about 9 days.
- Adult has about 7% of his body mass as blood.
- 2% of blood volume loss per minute is heavy bleeding.
- Usually people die when they have lost 40-50% of their blood.
Sleep:
- 400 mg of caffeine = 1 h of extra awake time on average
- If you drink coffee in the morning about 20 % of caffeine is still in your body in the evening.
- People don't feel when they have sleep debt (they get used to it) but performance is lower.
- Alcohol consumption decreases sleep quality.
Similar mods
Those mods did similar thing with different values and goals. Check them out too!
- Tkcrits' Immersive sleep - It makes too much sleep impossible. My mod needs to overwrite Immersive sleep and patch needs to overwrite my mod.
- PossuM's FAMINE - Food Economy - it balances foods and makes game harder. Unfortunately attempts similar thing from different angle so files conflict. It would require a large joint effort to combine the features of both mods.
- PossuM's TRAUMA - Health Item Rebalance - it balances medical items. In strict sense that mod isn't compatible but the only problem is that hunger, thirst and sleep scales are different (well that and my calculations about caffeine and glucose). PossuM told me not to make a patch yet.
- Arszi's Thirst overhaul - Included in this mod and patrially taken over/modified.
- TheMrDemonized's Advanced Stamina System (ASS) - modifies stamina somewhat (apply the patch).
Conflicts
I'm willing to look into conflicts and make some patches but I need your input. I won't patch the whole Moddb on my own initiative just because maybe someone wants something someday.
- Soft conflict (no crash): everything that adds new items that have hunger, thirst or sleepiness values. They are probably using the vanilla scale so eating 2 cans of (new) chilli would drain (Vanilla behavior) approximately 2 l of water from you. Just need to multiply hunger, thirst and sleepiness with appropriate constant. By default the respective constants are 0.05, 0.11174 and 0.32323.
- Soft conflict: everything that tries to modify hunger, thirst and/or sleepiness values in item_*.ltx files and actor.ltx. Problem is with different scales and balance but why would you install my mod if you plan to overwrite it?
- Conflict: everything that tries to modify actor_status*.script (* is a wildcard character) files. In case of conflict with actor_status.script (without *) merge/overwrite my changes into the other mod.
Patches/merges/already contained
- HyperionSTG's Exact satiety, hydratation and sleepiness status. Overwrite with my mod and and apply the patch.
- Bvcx's Hunger, thirst, sleepiness bars. Overwrite with my mod and you have the functionality of both. As of v0.71+ you also need to apply my patch.
- Legapon's Patch Hunger, Thirst, Sleepiness Bars. Overwrite with my mod and you have the functionality of both.
- Tkcrits' Immersive sleep. Overwrite Immersive sleep with my mod and then apply the patch! Patch includes also Food drugs & drink animations patch for Immersive sleep.
- Artifax's Outfit Attatchment Overhaul's Github newest version 1.3 (2022.01.24): Github.com. Overwrite with my mod and apply the patch.
- Arszi's Dynamic Radiation Zones and Radiation Overhaul V2.1 thirst features are included (switch on through MCM). Bleeding and movement have been incorporated properly in v3.0.
- BudBone's Food Drug & Drink Visual Accuracy Tweaks v2. Apply the patch.
- Bazingarrey's Actor Rework V1.21 (default version's Actor Rework V1.21 version). Apply the patch. Didn't merge changes to stamina drain because that would mess up my stamina calculations.
- TheMrDemonized's Advanced Stamina System (ASS). Apply the patch)
- Bvcx's Cold System 0.6. Apply the patch.
Installation
Use mod manager or drop and merge gamedata folder to Anomaly main folder. Works with old saves but needs might be initially different (different scale). You could just satisfy your needs completely before installing but not strictly necessary.
- Choose type. Pick DLTX or non-DLTX version. DLTX version requires you to install DLTX (https://www.moddb.com/mods/stalker-anomaly/addons/dltx-differential-ltx-loading) but is compatible with mods that change other aspects of the LTX files (this version merges LTX files). Non-DLTX version is an ordinary mod, it simply overwrites the files.
- Choose sub-mod. Pick which part (hunger, thirst, sleep or everything) you want. If you don't pick the "everything" version then values are changed only for the picked characteristic (hunger, thirst or sleep) and everything else remains the same as in vanilla. Meant to be played with everything and otherwise stamina might not be balanced.
- Install. Drop the picked sub-mod's gamedata folder from into Anomaly's main folder or enable it from the Mod Organizer 2. If you don't set the priority to my mod then it's pointless to install (balance will be off if something overwrites my files).
- Install standalone addons. Drop the standalone's gamedata folder into Anomaly's main folder or enable it from the Mod Organizer 2. IMPORTANT!: if you install new items you probably can't uninstall them without starting a new game.
- Add patches. Add relevant patches depending on the mods you use.
- IMPORTANT!: when updating this mod from v2 to v3 redefine variables in MCM ("default" and then "apply"). If you don't do that then previous version values are used in the new system. Some things will break.
- Uninstall. Revert the files back to previous version or delete them to revert them back to vanilla. Or just disable the mod and patches from Mod Organizer 2. Again this might result in different needs (different scale).
How did I do it?
A month of article hunting, coding and calculating. It all began from the fact that I tried to make LTX values better understandable (1 unit = 1 l of water). Then I thought that while I'm at it I could scale the values more realistically. Then I had to recalculate everything in LTX files that touched hunger, thirst or sleepiness. That grew into higher resource caps and research and so on. Eventually the mod grew into this beast.
I also tried to make hunger more universal but after digging through engine code it became too big of a hassle. I could have done it only by intercepting all communications between LUA scripts and engine code. As of v2 some hunger features are editable through MCM. I made it possible by recalculating stamina and satiety periodically.
Possibilities for improvement
- Balance item costs? I really don't know whether I broke the generic balance or not. Definitely foods and drinks cost more per day now due to increased needs.
Final words
You can modify my changes or ideas in any way you want but if your mod bases largely on my mod then please give credit. If you find problems, bugs, conflicts or generally annoying things then write them in the comments! I haven't had much time to actually play Anomaly so it's possible some bugs slipped through my testing. Finally I did get some inspiration from mentioned mods, included Arszi's thirst features here and used some of Anomaly devs' code.
Used scientific articles
I made sure that everything is accessible with at least 1 click. Nothing is behind a paywall. In non-LTX version files have comments that have those references. It's easier to read comments from files than to read all the articles here. There's an article from which I calculated the kcals of snork hand (human meat). Go on, find it, its a dare!
Nutrition:
Water:
Rest:
Changelog
v1.0:
- First release for hunger, thirst and sleep
- Didn't touch radiation, alcohol sleepiness nor health
- Stamina isn't as good as I'd like but then again it also isn't worse than before.
v2.0
- Added MCM support with most values being editable. Input type options currently don't work in MCM so these are replaced with sliders. Russian speakers can enjoy the wonders of Google Translate.
- Less hardcoded variables and some extra variables for user comfort
- Tested only the biggest things in "everything" version
- Added a patch for Artifax's Outfit Attatchment Overhaul's Github newest version 1.3 (2022.01.24): Github.com. Apply the patch and overwrite with my mod.
- Included thirst features from Arszi's Dynamic Radiation Zones and Radiation Overhaul V2.1 in the files (by default switched off). If you want the features then switch it on from the MCM menu! You can merge the mods with DLTX (items and other features) but let my mod overwrite Arszi's!
- Added a patch for Swergdach's Artefact renovation.
v2.1
- Improved patch for HyperionSTG's Exact satiety, hydratation and sleepiness status
- Fixed MCM variables resetting on game load
v2.2
- Added Spanish translation. Spanish speakers can enjoy the wonders of Google Translate.
- Fixed some cooked foodstuffs that didn't inherit correct values
- Food kcal descriptions change with MCM multiplier for satiety
- Fixed the 3 MREs' descriptions for new kcals (for default values, the text is hardcoded and won't change with MCM multiplier)
- Added a patch for Tkcrits' Immersive sleep v1.2.1 (didn't change script logic). Overwrite Immersive sleep with my mod and then apply the patch!
- Added a patch for Fillable canteens 0.4.7 (weak diarrhea from dirty water)
- Added a patch for Arszi's Campfire roasting
- Couldn't test everything (v2.1 stays as a backup)
v2.3
- Fixed a comment typo (":" instead of ";") in LTX files. dltxify-ing the files (DLTX version) added an empty section which crashed the game.
- Changed my patch for Immersive sleep so that it includes also Food drugs & drink animations patch for Immersive sleep.
- Added a patch for BudBone's Food Drug & Drink Visual Accuracy Tweaks v2
- Added a patch for Bazingarrey's Actor Rework V1.21 (default version's Actor Rework V1.21 version). Didn't merge changes to stamina drain because that would mess up my stamina calculations.
v3.0
Just in case back up your save game before applying this mod! IMPORTANT!: you need to apply default values in MCM and tweak the settings again if you have used this mod before. I don't know how old savegames behave with mod updates but I didn't get any immediate crashes.
- Took movement into account for hunger and thirst. Base needs are lower (2100 kcal/day, 2 l water per day) but movement increases needs according to movement type (extra needs: walking - 170 kcal/h and 0.15 l/h, running - 820 kcal/h and 0.3 l/h or sprinting - 1670 kcal/h and 1.7 l/h).
- Introduced water (0.5 l) and food (3000 kcal) reserve. Eg. now you can build some fat reserves and still die when lacking 20 000 kcals. If you're fat it'll take longer to die.
- Researched bunch of stuff (satiety and sleepiness from alcohol, ethanol retention in cooking, water loss from movement, bleeding amount etc).
- There's speculation but no clear evidence for long-term energy gain from alcohol. Therefore, I divided alcohol satiety gains by 2 (except for 3rd tier meats since ethanol content is lower).
- Alcohol consumption decreases sleep quality but there aren't clear numbers. Calculated sleepiness increase to be 1 h per 75 g of ethanol (3 h from a bottle of 40% vodka).
- Previous estimate for ethanol retention with cooking wasn't far off so I didn't change LTX values.
- Heavy bleeding (hit from sniper round) drains 126 ml of water per minute. Max bleeding can be 420 ml/min (do not confuse with bandage bleeding reduction, it's a different thing).
- Changed Arszi's water loss from bleeding to be correlated with bleeding amount not game difficulty. Also added an MCM variable to tweak that value.
- Reworked hunger and thirst variables from hour-based to liter-based system (movement calculations are more transparent).
- Adjusted thirst damage function to take into account MCM value changes.
- Added optional install for new 4x bigger foodstuffs (essentially copy-paste from original foodstuffs). Those are 2 tiers more rare. You probably can't uninstall this during active save unless you are prepared to start a new game.
- Tested only very basic things. You can expect some bugs.
v3.1
- Fixed MCM values resetting on game load. Problem was that I had to read MCM variables during actor_on_first_update instead of load_state callback.
- Improved my patch for HyperionSTG's Exact satiety, hydratation and sleepiness status. Now thirst amount in item descriptions isn't hardcoded to default MCM values. Added also precise sleep amount in item descriptions.
- Removed a duplicate vodka from standalone bigger foodstuffs. If you have used the standalone before then don't update the standalone unless you want to start a new game!
v3.2
- Fixed tushonka's satiety value (2.4 times more nutritious). Mistake came from misunderstanding "corned beef" meaning in kcal calculator.
- Added a patch for TheMrDemonized's Advanced Stamina System (ASS) (update 8).
- Changed utils_ui.script into a monkeypatch which is loaded last in script load order. Patches for Ishmaeel's Nitpicker's modpack - StatsDisplay and Swergdach's Artefact renovation are now redundant.
v3.3
- Made eat_satiety magnitude (multiplier that modifies cosmetic kcals) be changed on first update and after a pause. Before it was overwritten by some mod that changed stats_table on first update.
v3.4
- Fixed a crash because stats_table wasn't initialized before monkeypatching it. Luki_Hofi helped to test and fix the bug.
v3.5
- Fixed dehydration regenerating health instead of draining it. The problem was a missing minus.
- Fixed hunger calculations acting weird on sleep. Also now there's more (but also correct) hunger drain with sleep. The problem was that I didn't update last_chk_2 on sleep and didn't account for hours slept.
- Fixed fat reserve calculations being off. The problem was that I didn't account for the satiety changes that take place in the engine.
v3.6
- Fixed satiety multiplier not changing kcals amount visually.
- Fixed patch for HyperionSTG's Exact satiety, hydratation and sleepiness status. Satiety multiplier doesn't modify its shown value anymore.
v3.7
- Updated for Anomaly v1.5.2 (status indicator fix).
- Updated patches if parent mod had updated. I advise to do a clean install for them, especially for OAO patch.
v3.8
- Fixed passing out every time you drank if you were deep in red indicator range.
- Added patch for Bvcx's Cold System 0.6.
- Added patch for Bvcx's Hunger, thirst, sleepiness bars 0.71. It's not for Legapon's "Patch Hunger, Thirst, Sleepiness Bars" (patch for that is included in the script already).
Outfit Attachment Overhaul's from 03/02/2022 conflicts with bodily needs with this error:
[error]Arguments : LUA error: ...стол/Новая папка\gamedata\scripts\camelbak_binder.script:78: attempt to call global 'print_dbg' (a nil value)
Installation sequence followed and compatibility patch installed
It's a bit much for me to install all mods and patches and try to understand OAO's inner workings by experimenting so I'll try to help you by guessing stuff and solutions.
At a glance it seems that print_dbg() function gets called and it is loaded at the start of camelbak_binder.script. The function comes from arti_slot_control_mcm.script. Somewhy Anomaly thinks that either arti_slot_control_mcm.script doesn't exist or that print_dbg() function doesn't exist in arti_slot_control_mcm.script. However if arti_slot_control_mcm.script didn't exist then I think another error would have been thrown at line 3.
First, did you also install OAO along with my mod and the patch? If not then arti_slot_control_mcm.script doesn't exist but again it's probably not this case.
Second, the problem might come from script load order. If the function gets called before the other script gets loaded then it gets a nil value (nil means empty, doesn't exist). Since the function is for debugging for modders I think it's safe to comment it out. I'll upload the new patch with lines 62 and 78 commented out in the next mod update (in a moment).
Let me know if the problem got solved! If not then please post the new error!
After the patch everything worked, thanks for the work done
Updated to v3.1.
* Fixed MCM values resetting on game load (again).
* Improved my patch for HyperionSTG's Exact satiety, hydratation and sleepiness status. Added also precise sleep amount in item descriptions.
* Removed a duplicate vodka from standalone bigger foodstuffs. If you have used the standalone before then don't update the standalone unless you want to start a new game!
after installing the new version my game has a problem with the ghost pig mutant I always get two
If it's only fleshes (ghost pig mutant) then you are seeing hallucinations from hunger. If there are also other phantoms (eg. ghost dog) then you are seeing hallucinations because you are either thirsty or sleepy.
If you don't want those hallucinations then change MCM settings. If it's hunger then change "lost kcals until hallucinations start" higher or "chance to hallucinate when starved (%)" lower. If it's thirst then change "chance to hallucinate when parched (%)" lower and if it's because of sleep then change "chance to hallucinate when dead tired (%)" lower.
Thanks for the mod! Great job!
I don't know if i did something wrong, but i got cans of tomatoes only giving 47cal or can of beef only giving 270cal, while a bag of nuts give 600+cal and a loaf of bread 400cal...
I reset the values in mcm and everything.
You're doing everything right.
Those values come from real world nutritional facts and the mass of the food. Tomatoes just are so energy-sparse, nuts so energy-dense and meat somewhat intermediate. Before I too was unaware of the vegetables and nuts being so different. Do note that some items quench more thirst that others. For example tomatoes have 90% of their mass as water so can of tomatoes gives 216 ml of water (2/3 of a sip of purified water). Also note that I assumed plastic bag weight to be 5 g and tin can weight to be 70 g from some cans' info on the internet so some items have less food than their mass states.
You did direct my attention towards Tushonka which has weirdly small value for its mass (1 kcal/g while sausage has 3.3 kcal/g). Thanks! That's because I mistook "corned beef" to be beef with corn while it's actually salted beef. In other words currently tushonka has beef soup value and I want it to be 2.4 times more nutritious. I'll modify it in the next update but if you're brave you can modify tushonka's eat_satiety value in items_food.ltx into 0.0297.
You can check my calorie calculations eg. from here: Nhs.uk. It's difficult to say which specific item is the generic food that's in the game but if you adjust the portions amount so that the total mass is eg. 100 g in total then you can compare different types of foods. I used the site to have the right order of magnitude for the nutrition.
The game is different from real life in that for example chocolate is excellent food ingame due to its calories. However, in real life you'd die from only eating chocolate due to not having vitamins and stuff.
Thx for the response!
What really sparked my curiosity was the discrepancy between bread and the the canned beef, the rest so far many perfect sense.
Really liking the mod, i am cooking mutants like never before and actually using the anomalous bread artifact for something!
thx for the work into the mod!
Can you move this to anomaly addon section by any chance?
What do you mean? Isn't it already in the Anomaly addon section? I've checked and it shows when you open anomaly page and click addons. Also the location of this mod (first line after heading at the top of this page) says " Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : S.T.A.L.K.E.R. Anomaly : Addons ".
nvm for some reason I saw it in regular CoC
After playing the game with this addon for a while I noticed that my character keep hungry and thirsty every 5 seconds (it keep shown hungry and thirsty icons) even I eat big chunk of purify chimera meat and drink full bottle of water....are these normal with this addon? or something wrong with it?
When updating from v2 to v3 did you reapply the default values in MCM settings?
Otherwise you probably just now got to gray icon range. If you're playing with default MCM values in v3 (and you reapplied default values when updating to v3) then you lose 100 kcal/h even if you aren't moving. That's 100 kcal every 10 minutes of real life time. That means you need to eat a sausage every 33 min of real life time when standing still. When moving (standing vs walking, running or sprinting) you'll lose even more satiety per hour.
When gray icon lights you're lacking 2000 kcals. It will take some time to reach that hunger level. So lets say you need 2130 kcals and you eat a sausage then you still need 1800 kcals. After standing still (100 kcal/h) for 20 min of real life time or sprinting (1770 kcal/h) for only 1 min of real life time the indicator will light again since you are lacking 2000 kcal again. If hunger rises too quickly for your taste then most stuff (eg. how filling is the food or how fast moving drains satiety) can be edited with MCM.
Thirst has similar mechanics only with different values.
If you want to see whether stuff works like it should then you can install HyperionSTG's "Exact satiety, hydratation and sleepiness status". Overwrite with my mod and you have the functionality of both. Also use the patch in my compressed file for the new scale. By default pressing "8" with that mod you should see how many kcals, ml H20 and hours of sleep you need to satisfy the needs.
I already reapply value by delete them in axr_option file
Thank you for your answer!
Hi,
Will you create a patch for this mod: Moddb.com
The patch is already in the script files. No additional stuff needed.
Oh, thank you very much.
i mate, do you think that immersive sleep will complement this, or should i just forget it?
It will complement this mod. Be sure to apply the patch from the patches folder! I haven't thoroughly tested the combination but if my memory serves me right then Immersive sleep has new gameplay elements.
Can i enable arsi radition in the script file, i dont use MCM....
If you mean the entire Arszi's Radiation mod then no but if you mean the thirst related part of the mod then yes. I merged (and a bit changed) only Arszi's thirst content into this mod.
Right now you're missing out on a lot of content. Using MCM does nothing bad even if the other mods don't need MCM. Similar thing is with DLTX. Having those mods provides more functionality but no drawbacks (well maybe as for DLTX that LTX conflicts don't come out that easily).
Anyways, yes you can enable/change all the MCM stuff through my scripts. My script logic is that first I wrote default values for variables and then if MCM is installed the script reads the MCM values. So you can edit the default values.
In order to change the Arszi's content's MCM variables through the script you need to edit "actor_status_thirst.script". In the file I separated different code sections with hyphen lines "------------". The changeable variables are under "-- Modder-defined variables" at line 99 and under "-- ARSZI" at line 185.
Arszi's features can be toggled at line 132 and at line 187 ("local enable_thirst_bleeding_features = false" and "local Arszi_enable_thirst_radiation_features = false"). Simply write "true" instead of original "false". The former variable isn't under ARSZI section since I edited that part of Arszi's code.
This post is regarding the fact that you have to eat/drink more than in vanilla.
I finally got around to playing Anomaly (a.k.a testing this mod) properly. I don't see more frequent eating/drinking as a problem in my game but keep in mind that I play with animations switched off. I actually like that now all the food that I loot gets used (previously most of it I just sold or kept in stashes). I even needed to buy some extra but that wasn't too much considering the amount of income from sales and quests. Moreover, I like that when I loot a food item I can immediately eat it, thus keeping inventory lighter. So I'll leave the default settings as they are.
Now I also considered making a settings preset for those that use animations (especially FDDA). The problem with animations is that eating the required amount of food takes much time. So I was testing whether I can make a "vanilla feel" preset for the MCM settings. In other words that preset would require you to eat/drink the same amount of times per day as in vanilla. I can make it (with radio button option) but the problem is that the values depend on how and the amount you move around each day.
Lets say I made a preset for someone who sprinted 2 h/day and the rest of the day tinkered with gear. The preset would be drastically different from someone who sprinted 10 h/day (the latter needs a lot of kcals/day). Therefore, I can't balance the amount of times you need to eat/drink per day, only you can because only you know how you like to play.
Balancing can be done with "multiplier for [satiety/hydration] from food and drink" options in MCM. I calculated that on average you need to eat 4 times (average of bread, tushonka, tomatoes and corn) and drink 3.5 times (purified water) per day in vanilla if you sleep 8 h/day. In order to eat and drink the same amount of times per day with this mod you need to do the following calculation (depending on the values you set in MCM and your movement habits).
For satiety:
times_to_eat = 4
average_food_kcals = 314
satiety_loss_in_day = base_kcals_in_day + hours_of_sprinting_in_day * extra_kcal_loss_sprint + hours_of_running_in_day * extra_kcal_loss_run + hours_of_walking_in_day * extra_kcal_loss_walk
satiety_multiplier = satiety_loss_in_day / (times_to_eat * average_food_kcals)
For example if you change all requirements from movement to 0 then with default base rate of 2100 kcals/day the multiplier would be 1.65.
For thirst:
times_to_drink = 3.5
liters_per_sip = 0.33
water_loss_in_day = base_liters_in_day + hours_of_sprinting_in_day * extra_water_loss_sprint + hours_of_running_in_day * extra_water_loss_run + hours_of_walking_in_day * extra_water_loss_walk
hydration_multiplier = water_loss_in_day / (times_to_drink * liters_per_sip)
For example if you change all requirements from movement to 0 then with default base rate of 2 liters/day the multiplier would be 1.75.
If you calculated the stuff then put the satiety_multiplier and hydration_multiplier in the respective MCM settings and you need to eat/drink on average the same amount of times as in vanilla. Again I could do the calculations in the code but this will give totally different results depending on the play style so the work would be pointless.
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Also figured out how to make dirty water (the OG material, not the metal, but probably be able to convert it into the metal FDDA compatible)
TL:DR Super long process...
So what i did was... I went to FDDA OG, and overwrite the fillable container, but before the realistic and patch in the mod manager. In the the FDDA folder go to
>gamedata>config>items>items>anims_list and added
[dirty_water]:vodka_quality
snd = interface\item_usage\drink_flask5
anm = item_ea_dirty_water
Save.
Then go to (ea_anm_prefetch) and added
t58 = item_ea_dirty_water
Save.
Then go to (ea_snd_prefetch) and added
t28 = interface\item_usage\drink_flask5
Save.
Then go to (items_anm_drinks) and added
[item_ea_dirty_water_hud]
hands_position = -0.0275,-0.03, 0.14
hands_position_16x9 = -0.0275,-0.03, 0.14
item_visual = dynamics\weapons\wpn_eat\drinks\wpn_flask_eat.ogf
anm_ea_show = drink_flask_hands, drink_flask
Save.
Then go back to the FDDA gamedata section.
>gamedata>sounds>interface>item_usage
Copy drink_flask4 and label it as drink_flask5
Save.
Lastly, just noticed this, but the dirty water in the fillable patch is set to
eat_thirstness = -0.033
while the purified is at
eat_thirstness = -0.333
Don't know if that was intentional or not
These comments are better suited for the patch mod's comment section. I encourage you to comment there and leave here only the relevant comments to Realistic bodily needs. I won't comment on FDDA here since it's specific to the other mod.
Anyways, yup I hadn't made a patch for this and my Fillable canteens and Campfire roasting patch since the latter is meant as a lightweight addition to the original mods.
In order to make a patch for the patch, Guest is right. You need to merge the differences in the LTX files. Basically take the hunger, thirst and satiety values from this mod and put them into other mods.
The value -0.333 means that each sip of water (0.333 l from purified water flask which is also 0.333 kg due to metric system) reduces water need by 0.333 l. Doesn't matter whether you drink dirty or purified water, water is water. In dirty water there are simply germs that are bad for health.
Sorry that this question isn't entirely related to the mod, but would you happen to know what exactly to remove to hide the radiation level display from the geiger counter keybind? I've been using your mod (v3.1) and tweaking it here and there to balance it with my gameplay setup, but since I play without as much hud info as I can get away with, I'd like to encourage myself to rely more on the physical geiger counter device while equipped instead of the need's values display when I check them. I've been trying to find these values myself but I just don't have the time to be messing with them rn due to IRL circumstances.
I made a patch for HyperionSTG's Exact satiety, hydratation and sleepiness status and it modified the geiger counter in item_device.script starting from line 233 in the patch. From a quick glance it seems that you are after the line
msg = tostring(rads) .. " " .. rad_unit
Is the Fillable Canteens add-on featured in the DLTX MiniModPack compatible with this add-on?
For others reading this: we're talking about Themrdemonized's modified "Fillable canteens" and not HarukaSai's original "Fillable canteens". The existing patch is for HarukaSai's version and will cause a crash if used with Themrdemonized's version.
So if you don't install the patch for HarukaSai's mod then you won't get a crash. However, hunger, thirst and sleepiness values will be off for dirty_water, boiled_water and water_pills. If a few more people want a patch then I'll add it to the files (might be confusing to have 2 similar patches).
For now I'll walk you through how to patch Themrdemonized's mod. Just open Themrdemonized's gamedata/configs/mod_system_fillable_canteens.ltx and under [dirty_water] change the original values into
eat_satiety = 0
eat_sleepiness = -0.019
eat_thirstiness = -0.333
then under [boiled_water] change the original values into
eat_satiety = 0
eat_sleepiness = -0.019
eat_thirstiness = -0.333
and under [water_pills] change the original values into
eat_satiety = -0.0039
eat_sleepiness = 0.024
eat_thirstiness = 0.0078
Also you mustn't use my patch which is for HarukaSai's mod! Now you're all set. I think Themrdemonized's mod needs to be of higher priority than my mod in mod load order so that the DLTX file overwrites my mod's purified water instead of vanilla purified water. In other words Themrdemonized's mod needs to be loaded after my mod.
"why you make OG starve, bruh?"
i love this, many thanks for this dearly needed addition. :D
There's a bit of a soft compatibility issue with ***. It has a feature that lowers your current maximum health based on bleeding, and requires you to eat or take glucose shots to raise it back. This mod seems to make the amount of max health restored almost nothing for most foods, making it very hard to restore.
It's probably about the new scale (before 1 unit was 1000 kcals but now it's 20000 so you'll get 20x less health from eating). I'll look into making a patch.
Adding to this, I think that the entire scale seems to be broken. Food and water barely restore any hunger and thirst (up to 1 tick as shown by the hunger, thirst and sleepiness bars addon: Moddb.com). Then I tested sleeping for 24 hours through the debug menu. When using the mod, only thirst increased by 2 ticks and hunger didn't change. I also tested the non-DLTX version just in case, but it was the same.
EDIT: I tested running only this addon and the bars addon on vanilla Anomaly and got the same results. I did make sure that the MCM settings were the defaults. I also tested v2.3, which was the same.
Just in case: Bvcx's/Legapon's Hunger, thirst, sleepiness bars needs to be lower priority in load order. Overwrite with my mod and you have the functionality of both.
There's also the fact that if god mode is enabled then the stats don't decrease. So watch out for that.
Anyways if you installed the mods correctly then I think you just aren't used to the new calculations (that come from real life). I'm using both mods constantly and haven't seen an issue.
Basically hunger is a value from 0 to 1 and sleep and thirstiness are from 0 to 10 000. I left the min-max ranges the same (for mods + save game compatibility) but tweaked the meaning of the value. In other words if you had satiety of 0.8 before (200 kcals to full stomach) then after installing the mod you still have satiety of 0.8 but that means you have 4000 kcals to full stomach with the default settings.
Since gray icon starts at 0.9 and yellow at 0.7 satiety then if you are nearly at yellow icon (6000 kcals lost) then you would need 4000 kcals before gray icon disappears. That's 12 sausages or 88 cans of tomatoes (tomatoes really have that low kcals). But don't worry, you still need to eat constantly to keep your reserves where they are.
So yeah, the stats bars need to decrease really slowly because if the bars are depleted it means death. In real life you die (according to scientific articles not random web-pages) in around 6 days without water and around 10 days without food if you sit in one place. By the way, the stats decrease even more slowly during sleep.
In case you aren't satisfied with how the mod works you can modify the MCM settings. I provided almost all setings I could so you can basically tweak them so that you get the vanilla feel back (death in 1 day without food).
Finally, if you doubt the maths and want to see whether stuff works like it should then you can install HyperionSTG's "Exact satiety, hydratation and sleepiness status". Overwrite with my mod and you have the functionality of both. Also use the patch in my compressed file for the new scale. By default pressing "8" with that mod you should see how many kcals, ml H20 and hours of sleep you need to satisfy the needs.
I see, thank you for this detailed explanation. I did load your mod last and god mode wasn't enabled. I guess I'm just not used to the new scale at all.
Added a patch in v3.2.
based
this is art
Not sure what I'm doing wrong, but if I use the patch for HyperionSTG's Exact satiety, I seem to be getting a CTD when going into my inventory. If I remove the two files from the patch and disable HyperionSTG's mod(which actually shows as redundant in MO2 with this patch), the CTD no longer happens. Is there something I can do to fix this?
1. install HyperionSTG's Exact satiety
2. let my mod overwrite the other one (my mod gets a priority/is loaded later)
3. install the patch
If you did that correctly then I think you might be having a sneaky conflict that doesn't show anywhere. It means that some other mod is modifying the same functions with a monkeypatch. You can try disabling all mods besides this one, HyperionSTG's Exact satiety and the patch and see whether the crash keeps happening. If not then you'll need to try out mods until you find the one that is causing the crash. You could fix it by digging deep into the code but that probably requires some know-how for merging the codes. In case the crash is caused by some other mod and you find out which one then please let me know!
Updated to v 3.2. Fixed tushonka kcals, added a patch for TheMrDemonized's Advanced Stamina System (***) and changed utils_ui.script into a monkeypatch so that there are less conflicts. Patches for Ishmaeel's Nitpicker's modpack - StatsDisplay and Swergdach's Artefact renovation are now redundant.
Sorry for disturbing you once again, but...
Found a conflict between this addon's actor.ltx file and ARX's (both the main addon and its 2º module - ABF) one and I am still trying to find out what lines I should merge. Could you help me, please?
For these cases you can get a text comparison program (eg. a plugin for Notepad++ or an online tool) and compare the mod LTX files with the vanilla one. This way you can see what mod changes what lines. In case you haven't done it then you can unpack the vanilla files with db.unpacker.bat program in Anomaly tools folder.
This mod changes the following variables in the file:
satiety_v
satiety_power_v
satiety_health_v
satiety_critical
satiety_v_sleep
satiety_power_v_sleep
satiety_health_v_sleep
max_power_leak_speed_sleep
stand_power
You can always use the DLTX version for more possible mod combinations.
i got a bug where hydration didn't increase even though i drink all 3 mineral water bottle
I tested the mod again (testing hunger and thirst with both Exact satiety mod and Hunger bars mod) and this mod doesn't produce the bug.
I have 3 explanations. One is that you have overwritten this mod's files with some other mod's files (incorrect installation). It's easy to fix. Just give my mod higher priority and in case some DLTX mod overwrites hunger, thirst or sleep then use the DLTX version of this mod and still give my mod higher priority.
Another is that you messed with MCM settings and forgot to set normal values back (eg reduced thirst reduction with consumables to a low value). Just reset to default MCM values (click "default" and then "apply").
But the most probable explanation is that you drank water but the thirst indicator didn't change (eg from yellow to gray). This is because my mod has a different thirst scale from vanilla. Before you had to drink a few times to go from max thirstiness to min thirstiness over ca 1 day (from beyond red icon to icon disappearing). Now it would take 25 sips of mineral water (over ca 6 days). So you still have to constantly drink water but the icons change over bigger steps. If you want a bit more thorough explanation about satiety (similar concept) then read my reply to Coverdrave on Apr 16 (few comments above).
After I install version 3.2 my character keep hungry and keep see hallucinations spawn around me need to back to version 2.3 now I have Nits stats display install
Wait are you talking about updating from 3.1 to 3.2? I didn't change anything that touches satiety decrease speed in the update.
In case you're talking about updating from v2 to v3 then you need to redefine the MCM values. Step 6 from installation: "IMPORTANT!: when updating this mod from v2 to v3 redefine variables in MCM ("default" and then "apply"). If you don't do that then previous version values are used in the new system. Some things will break."