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Food degradation system for S.T.A.L.K.E.R. - Anomaly 1.5.1/1.5.2.
This mod adds a food degradation system. Now all food in the game will have its own condition scale and when eating food with a low condition, your character can get food poisoning, which must be treated with medicines. Otherwise, you will have negative effects in the form of reduced health and stamina, weight carry, and an increased rate of sleepiness and thirst. You can see all the detailed information on the new disease screen (by default, the NUMPAD6 key) Also in the MCM menu of the mod there are many settings that you can customize for yourself.
This mod should be compatible with any other mod because it doesn't affect the base files.
The archive with the mod also contains patches for mods:
If you do not see any option in the settings, then try updating the MCM menu!
If you want to add other food or medicines to your worklists, or just want to change the values of already added items, then you can see examples of how to do it in "importer.ltx", which are located in the "gamedata\configs\items\settings\food_degradation".
Copy the folder "gamedata" from the archive, which is located in "Food Degradation v2.0" to the folder with the game.
If you don't want to play with this mod, then before uninstalling it, you need to select the "Reset Mod" option during the game in the MCM menu.
This is necessary in order to clear the save from numerous entries from this mod!
You can also use this option if you want to reset all saved data about all food found while playing with this mod. Just don't forget to create a new save and reload him!
History:
v2.0e
v2.0d
v2.0c
v2.0b
v2.0a
Average
9.944 votes submitted.
hello, when I asked a medic to heal me while having a food poisoning status, it kills my character
Fixed
thank you
I really love this mod, have you considered re-release it? I think that way more people might discover it, Personally I didn't know there was an update, I search for it because of the bug with the army kettle
I don’t see the point of re-uploading the mod. Those who need this one will find it. :)
Thanks for the great mod.
Does "anomaly-food-poisoning" have anything to do with your mod?
And will there be conflicts?
I found this mod on github (https://github.com/ahuyn/anomaly-food-poisoning)
This mod has nothing to do with my mod, but I think it should be compatible.
great mod, would there be way for food prices to be based on their durability?
The condition of the food affects its value.
Спасибо за замечательный мод, однако заметил, что мертвые тушки со временем не разлагаются, согласно decay_time = 12000 и по истечении этого времени спокойно можно срезать части монстра, соответственно на экран не выдается надпись "Тушка сильно разложилась".
Возможно какой-то из ваших модов редактирует ui_mutant_loot.script, т.к. мой мод не затрагивает таймер разложения туш мутантов.
Fantastic mod! came from the 1.0a version to the current one and the progress and the changes are very well made!
Some ideas:
1. If possible an icon in the status tab in-front of the medicine name would be beneficial to find the desired item easier.
2. A better description for the "increasing needs" option, right now you can only figure stuff out by looking into the files.
3. If I understand correctly the mod does reduce the maximal stamina by set percentage inside MCM. Would if be possible to reduce the actual stamina regeneration, preferably with mcm support.
Thank you very much for your advice!
However, I'm afraid I won't be able to change the stamina regeneration setting. In the game it depends on many factors and there is no specific variable to change it.
Or I just don't know about it...
yeah there are many values which determine stamina regeneration which are modifying different aspects of stamina regeneration.
I would say "walk_power" would work the best because its value is modified by "sprint_k" and "accel_k" to determine the stamina drain. The best way to implement a manipulation for that value would be percentages like you did for overall health and stamina. I modified the stamina system to my liking and many other mod packs do similar things so changing the flat value would cause to many problems.
Since you already have a flat reduction of carry weight I would not modify "walk_weight_power" or "overweight_walk_k" because they relate to the actor carry weight already. "overweight_walk_k" is in relation to "accel_k" and "sprint_k" too so reducing overall "walk_power" plus reducing the carry weight when sick would reduce stamina drain on both fronts. You could carry less and because of that your stamina drain is higher faster because you get to the limit of your carry weight faster so MCM support would be mandatory to balance things for each install.
Those additions were quick!
For my settings the punishment in stamina regeneration is pretty harsh, so harsh that even a setting of 0.1 for it is to much for my taste.
To make the punishment lighter I could raise the "MOVEMENT_STATES" values?
To change the differences in stamina drain between the different kinds of movements I could change "MOVEMENT_MULT" right?
So in the end making the "result" smaller to reduce the punishment.
Yes, you can experiment with these values. The table "MOVEMENT_MULT" is a modifier for the values in the table in "MOVEMENT_STATES", if these are harsh values for you, then you can reduce them.
Hi, thanks for the great addon! How about adapting to it in Little Bits Food Pack ( Moddb.com ) and Western Goods ( Moddb.com ). And yet, I read the comments, but I still want to clarify again, does Food Poisoning ( Github.com ) not conflict, but only complements this addon?
I don't plan to update this mod anymore, sorry.
If you want to add other food to the work lists, then see how to do it in the 'importer.ltx' file located in "gamedata\configs\items\settings\food_degradation".
It should not conflict with the Food Poisoning mod, to be honest, I did not test it myself.
Блин, не заметил сразу, что ты россиянин, так бы сразу на русском писал. Если не секрет, почему не хочешь больше заниматься этим аддоном? Он закончен на данный момент? Спасибо за подсказку по адаптации еды, попробую обязательно, и Food Poisoning потестирую заодно.
Закончились идеи)
Amazing to see you'd incorporated the condition bar for the roguelite, thanks Orleon, works great!
btw, the new condition window seems quite excessive, maybe an MCM option to have a simple text bark as an alternative? I find that the 'task key' (default tab, I think) is perfect for all of those - by tapping it I get info about current wind strength for radiation mod and similar info for all other mods, like a quick condition preview. Would be great to have a one line poisoning info there too, simply by tapping the key.
best.
I don't plan to update this mod anymore, sorry.
no prob, understood.
Hello. How do I completely disable the visual bar of the state of the food in the inventory? I want it to be a lottery - so that the state of the food is unknown until it is eaten! that would be cool!
Здравствуйте. Как полностью отключить визуальную полосу состояния еды в инвентаре? Хочу чтоб это была лотерея - чтобы было неизвестно состояние еды пока ее не съесть! это было бы круто!
Даже с полосками это всё равно лотерея, т.к. шанс отравления визуально не отображается. Но если вам просто не нравятся полоски, то можно их убрать удалив 'zzzz_food_degradation_z_utils_ui.script'.
hey Orleon, there's one issue I'm finding - it seems that upon cooking raw meat is assigned random condition value as cooked food and you often find yourself turning high quality raw meat into low quality cooked meal at random.
can you make a patch for this Moddb.com?