Description

Food degradation system for S.T.A.L.K.E.R. - Anomaly 1.5.1/1.5.2.

Preview
Food Degradation v2.0e [1.5.1/1.5.2]
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deanvitohelmifahreza
deanvitohelmifahreza - - 63 comments

Uh oh the game crashed after I poisoned myself for a while, here's the log, I hope you could fix it, Amazing mod btw

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...ly 1.5.1/bin/..\gamedata\scripts\food_degradation.script:298: attempt to call global 'force_sleep' (a nil value)food_degradation.script:298: attempt to call global 'force_sleep' (a nil value)

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Orleon Author
Orleon - - 213 comments

Ooh, my bad. I'll fix it later today

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deanvitohelmifahreza
deanvitohelmifahreza - - 63 comments

Also it crashes when I tried to cook meat, here's the log

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...data\scripts\zzzz_food_degradation_z_item_cooking.script:27: attempt to call method 'CollectValidItems' (a nil value)

stack trace:

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Orleon Author
Orleon - - 213 comments

Ok, thanks for the report!

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Orleon Author
Orleon - - 213 comments

If you are not using the Keep Crafting Windows Opened mod, then use the file "zzzz_food_degradation_z_item_cooking.script" from the base version of my mod. If you use, then update the mod to the latest version Moddb.com

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deanvitohelmifahreza
deanvitohelmifahreza - - 63 comments

Oh whoops, I thought I already have the mod from the Nitpicker's modpack, sorry

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Orleon Author
Orleon - - 213 comments

No problem :)

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Arka6a
Arka6a - - 35 comments

I have the same problem, open the console and see a lot of spam this error:
~ ------------------------------------------------------------------------
!ERROR: alife_release | no server object!
~ ------------------------------------------------------------------------
~ STACK TRACEBACK:

... _g.script (line: 2160) in function 'alife_release_id'
... food_degradation.script (line: 232) in function 'update_food_condition'
... food_degradation.script (line: 488) in function 'func_or_userdata'
... axr_main.script (line: 246) in function 'make_callback'
... _g.script (line: 119) in function 'SendScriptCallback'
... bind_stalker_ext.script (line: 104) in function 'actor_on_update'
... bind_stalker.script (line: 310) in function <... bind_stalker.script:207>

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elvaspl729
elvaspl729 - - 8 comments

is this mod compatible with the EFT medic item overhaul ? (it replaces all medical items with EFT/EFT styled ones and this mod also edits meds properties)

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Orleon Author
Orleon - - 213 comments

Yes, must be compatible.

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TySG
TySG - - 110 comments

Excelente addon! Aún requiere DLTX (o como se escriba) para funcionar?

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Orleon Author
Orleon - - 213 comments

DLTX is no longer required

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Arka6a
Arka6a - - 35 comments

Thank you for the prompt elimination of errors and the release of new updates, the addon is really good and fits well into the atmosphere of Anomaly!

The only problem is, I can't understand why the NUM 6 button doesn't work and doesn't display the amount of toxins. I thought it was because of the addon USEC 1 - Voiced Actor Taunt, this addon uses custom keybinds and when pressing the M key actor voices the taunt, I thought there could be some conflict because of this, but no, removing this addon still does not work NUM 6 and does not show the amount of toxins.

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Orleon Author
Orleon - - 213 comments

Please check if you have Num lock enabled on your keyboard, and also, if you use the MCM menu, then you can change the key assignment in the settings. If you do not use the MCM menu and NUM 6 still does not work, then in the file "food_degradation_mcm.script" in the "defaults" section, find the line "toxic_bind" and change the text "DIK_keys.DIK_NUMPAD6" to for example: without quotes, for the "L" key - "DIK_keys.DIK_L", for the "K" key - "DIK_keys.DIK_K", etc. You can find the full list of keycodes here: Community.bistudio.com

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Arka6a
Arka6a - - 35 comments

I changed the key button to "L" in the file "food_degradation_mcm.script", as you wrote I did "DIK_keys.DIK_L".
I press "L" in game, but nothing happens... An inscription appeared in red in the console Imgur.com

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Orleon Author
Orleon - - 213 comments

You have the MCM menu installed. Try updating the Mod Configuration Menu and change the key assignment in its settings Moddb.com

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Arka6a
Arka6a - - 35 comments

I have updated the Mod Configuration Menu, but in the section Food Degradation settings there is no way to change the key button, what the problem may be related to, i don't understand, the latest version is installed 0.8.2 Imgur.com

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Orleon Author
Orleon - - 213 comments

If you really have the latest version of the MCM menu v1.6.4, then I do not understand what the problem is, sorry. This looks really weird. :(

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Arka6a
Arka6a - - 35 comments

Really weird :(
Maybe in the next updates of your addon, it will be possible to make the display of toxins on HUD, in the form of a strip that fills up as the toxins increase :)

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SniperHellscream
SniperHellscream - - 981 comments

Hello Friend, excellent work, really immersive plugin but I am afraid I found a problem, with this plugin and the Cold System plugin, the meats of mutants cooked on campfires show their Maximum Health condition of their toxicity plugin, but ignore the condition of heat from cooked food for the cold system plugin leaving it as an unusable alternative to heat buildup, this is not represented as a conflict in the mod organizer, but rather is observable during gameplay

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Orleon Author
Orleon - - 213 comments

Ok, I'll take a look

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SniperHellscream
SniperHellscream - - 981 comments

Thank you very much for the patch for Cold System :)

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Larrylangosta
Larrylangosta - - 364 comments

plss make a patch for cold system :,c

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AyeBlin
AyeBlin - - 365 comments

Is this addon compatible with Banjaji's realistic bodily need? when I eat smell bad food it make me very hungry (from 0 - 15k kcal real quick)

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Orleon Author
Orleon - - 213 comments

Compatible. But as far as I understand, in the MCM menu of this mod, you need to increase value in the "Multiplier for satiety from food and drink" option.

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malgin141285
malgin141285 - - 320 comments

У меня ни чего не происходит при нажатии 6. специально съел тухлое мясо разных животных и стал нажимать 6 но ни чего не пишет ни где! как это исправить? в мсм меню нет такой функции чтоб сменить кнопку.

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Orleon Author
Orleon - - 213 comments

Отобразить кол-во токсинов можно нажатием "numpad 6" на цифровой клавиатуре. По поводу MCM меню, попробуйте обновить его до последней версии Moddb.com

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malgin141285
malgin141285 - - 320 comments

огромное спасибо. получилось!!!!!!!!!!!!

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SniperHellscream
SniperHellscream - - 981 comments

Hello friend, I got this error when I opened the MCM menu and clicked on the food degradation section, the game closed unexpectedly, although I am not sure if it is related to this complement itself, is it possible that it is a problem with MCM?

MCMBTN press
MCM init
* Register UI: UIMCM
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...- anomaly files/anomaly-1.5.1\gamedata\scripts\_g.script:786: attempt to compare string with number
! [SCRIPT ERROR]: ...- anomaly files/anomaly-1.5.1\gamedata\scripts\_g.script:786: attempt to compare string with number

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...- anomaly files/anomaly-1.5.1\gamedata\scripts\_g.script:786: attempt to compare string with number

stack trace:

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Orleon Author
Orleon - - 213 comments

I don't know. If this is an accidental crash, then I think nothing serious. Just in case, you can try updating the MCM menu if your version is out of date.

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TheWorstDude
TheWorstDude - - 81 comments

Not compatible with Banjaji's Bodily Needs addon, ain't it?

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Orleon Author
Orleon - - 213 comments

Must be compatible.

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Krashnikov
Krashnikov - - 78 comments

apologies if this has been brought up already but is there any possibility of a patch to make this compatible with ARSZI'S CAMPFIRE ROASTING so that when you roast a fresh piece of meat the meal you get is fresh?

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DaikyOwO
DaikyOwO - - 22 comments

your mod is very goooood btw O wO,first trying i thought it would not change too much,but i nearly died 10 times bcz i just forgoted bcz food u always just eat and dont care more about hunger dksjkdskdjskdjsk
10/10 for changing the gameplay :>

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Rodhen
Rodhen - - 4 comments

Would it be possible to add visual condition bar to food? Mags Redux adds condition bar to mags if it helps.

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RamseySparrow
RamseySparrow - - 833 comments

My thinking also - check the below

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RamseySparrow
RamseySparrow - - 833 comments

I think this is much better than arti's poisoning because it brings the time factor into food which makes all the difference to gameplay dynamic.

Your mod can be combined with a few others for the ultimate stalker sandbox experience, so I'd like to offer a suggestion:

Introduce a universal 'expiry date' mechanic on all food in player's possession and stashes that each keep track of time (i.e your dog meat will go off in two days, but those baked beans will last another 28) and make it work in the form of the same 'condition' bar that weapons have. The reason for this below.

There's an amazing anomaly ironman metagame system to be had by using a few mods together:

- Ironman Roguelite (you die permanently... but the stashes you created survive onto a new game)
- campfire saving (can only save at campfires)
- money management (brings back real physical money that you can put into stashes)
- NPC Loot Stashes (travelling npcs can spot and loot your ****, but it's balanced unlike dead air)
- food degradation (your mod here)

It goes like so:
if you die, you start from scratch... but the stashes you made in the wild will survive a new game. That way you play the game constantly thinking about leaving some of your loot and money as backup for yourself for the future in case you die, but travelling npcs can also stumble upon and loot your ****, so creating multiple and well hidden hidey holes becomes part of the meta dynamic of the game.

Now, the interesting part is that with every death, each item that has a 'condition bar' mechanic will degrade by x amount (mcm).

This means that if you were to implement food degradation in the form of a universal 'condition meter' that weapons have, the stashed food would continue to slowly expire, with its state dynamically tracked and saved across every new ironman run. It's the ultimate Stalker freeroam system, really.

Think about it.

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Theisgood
Theisgood - - 576 comments

I am dumb sorry for asking this but what is the difference between the food poisioning mod downloaded from github vs this one?

Now does the other one not have food Food degradation system?

Meaning your mod has it all?

Sorry once again.

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Orleon Author
Orleon - - 213 comments

The mod you are talking about is from another author and has nothing to do with my mod. But you can use them together. I think they should work...

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Theisgood
Theisgood - - 576 comments

Awesome thank you for the reply :).

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tint08771
tint08771 - - 669 comments

new version working with 1.5.1 thanks

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Aonestr
Aonestr - - 132 comments

Using same medicine again for compensate body poison restarts the counter to time this medicine provide. Even if there was 5 min to medicine activation. I think it must not work like that.

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Aonestr
Aonestr - - 132 comments

Aight it probably my problem. Forget about it

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SniperHellscream
SniperHellscream - - 981 comments

Hello friend, I have a question, could you share a screenshot of the new disease status screen? is that I would like to see the difference in textures, since I use DX8, and it seems that this new screen texture appears cut off, I would like to know if the problem is me or if the screen really looks like this.
that not bother me, since I can read what the texts say, but the background image seems to be cut off, I would like to know if this was intentional or maybe it is a problem with my resolution or something like that

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Orleon Author
Orleon - - 213 comments

Hello. I tested the mod on a DX10 renderer. When I get to my computer, I'll see what could be wrong.

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Neareb
Neareb - - 68 comments

New update seems to be causing problems with toxic air addon. Everytime I try to equip an oxygen tank I get this crash:
FATAL ERROR

[error]Expression : xml_doc.NavigateToNode(path,index)
[error]Function : CUIXmlInit::InitProgressBar
[error]File : ui\UIXmlInit.cpp
[error]Line : 538
[error]Description : XML node not found
[error]Argument 0 : equipment:cont_belt:cell_1:bar
[error]Argument 1 : ui\ui_inventory_16.xml

Old version was working fine with that addon. I'm still on 1.5.1 though so maybe that is an issue?

BTW good job with the update. I really like the new system.

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Orleon Author
Orleon - - 213 comments

Ok I'll take a look

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Neareb
Neareb - - 68 comments

Works beautifully now. Thank you for quick fix.

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Guest
Guest - - 694,023 comments

Is this compatible with the gamma modpack?

Also, what determines which food items has radiation?

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Orleon Author
Orleon - - 213 comments

About the compatibility of mods with modpacks, ask the authors of these modpacks.

Food can be contaminated with radiation with some chance (configurable in the MCM menu) when found on the bodies of dead stalkers, stashes or when picked up from the ground. However, by default, raw meat cannot be irradiated by my mod, because they already have radiation damage in their stats.

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Guest
Guest - - 694,023 comments

Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : ..\xrServerEntities\script_engine.cpp
Line : 204
Description : fatal error
Arguments : LUA error: ...ta\scripts\zzzz_food_degradation_z_ui_mutant_loot.script:57: attempt to compare number with nil

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Orleon Author
Orleon - - 213 comments

My bad, corrected.

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Guest
Guest - - 694,023 comments

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