

Description
<div class="markdown-heading" dir="auto"> <div class="spoiler"> <div class="spoiler-toggle">Change Log (click to reveal)</div> <div class="spoiler-text"> <h3>v.1.4.1</h3> <ul> <li>Added: SlowTox compatibility — fat level now scales alcohol tolerance (fatter = harder to get drunk) and<br />intoxication decay rate (fatter = longer to sober up). Both effects are tunable via slowToxFatToleranceScale and<br />slowToxFatDecayRateScale in the server config. <ul> <li>Fat level now interacts with SlowTox's intoxication system. Fatter players build up a higher alcohol tolerance,<br />making it harder to get drunk. They also take longer to sober up, as stored fat causes intoxication to linger longer. <ul> <li>- Both effects are tunable via two new server config values: <strong>slowToxFatToleranceScale</strong> and <strong>slowToxFatDecayRateScale</strong><br />(defaults: 0.5 each).</li> <li>- Gracefully disables itself if SlowTox is not installed — no impact on vanilla or other mod setups.</li> </ul> </li> </ul> </li> </ul> <h3>v.1.4.0</h3> <ul> <li>Updated to 1.22.0-rc.8</li> <li>Major architecture overhaul of entire codebase.</li> <li>Included some functional changes as a result: <ul> <li>Fixed: Eating meals from bowls always required two eating attempts and the process was a bit clunky <ul> <li>Expanded stomach now absorbs overflow from bowl meals correctly in two situations: (a) the base hunger meter was already full before eating, or (b) the combined base headroom and expanded stomach capacity is large enough to finish the entire bowl in one interaction. This prevents the expanded stomach from silently absorbing satiety on a player's first bite of a large meal before the base meter is even full.</li> <li>Each meal ingredient's food category (fruit, vegetable, protein, grain, dairy) is now credited to its own nutrition slot proportionally, rather than using only the first ingredient's category.</li> </ul> </li> <li>Fixed: Drinking liquids would sometimes fail to apply the correct saturation values or would affect the nutrition values accidentally. <ul> <li>Each sip's overflow is absorbed into the expanded stomach immediately. Drinking is a deliberate per-sip action, so no gate is applied.</li> <li>Liquids with no food category (e.g. plain water from Hydrate or Diedrate) correctly fill the expanded stomach meter without incorrectly crediting nutrition.</li> </ul> </li> <li>Fixed: Food items would sometimes not properly apply the correct amount to the expanded stomach or would miscalculate health as nutrition. <ul> <li>BrainFreeze compatibility: overflow is now calculated analytically from pre-eat headroom rather than by comparing saturation before and after. This prevents BrainFreeze's temperature penalty from being misread as expanded stomach overflow.</li> <li>A Culinary Artillery / Expanded Foods: expandedSats per-category nutrition is read before the item is consumed (the slot is cleared mid-method), and each category is credited to its own nutrition slot separately.</li> <li>Health effects (healing food, poison) are untouched — handled entirely by the base game now.</li> </ul> </li> <li>Fixed: Hunger drain would sometimes not touch the expanded stomach, especially when affected by other mods. <ul> <li>Expanded stomach now drains first on every hunger tick, before the base saturation meter is touched. If the expanded stomach can cover the full drain, the base meter is unchanged. If the expanded stomach runs dry mid-tick, the base meter absorbs only the proportional remainder.</li> <li>Drain is correctly skipped during saturation-loss delay windows (i.e. immediately after eating), matching the base game's own behaviour.</li> </ul> </li> <li>Fixed: Fat bonuses to temperature resistance would sometimes not apply correctly due to the calculation getting skipped during a game update. <ul> <li>Fat level now accurately and consistently contributes up to +10 °C of effective temperature resistance at maximum fat (100%), scaling linearly.</li> <li>Fixed a bug in the previous implementation where equipping clothing mid-tick would cause the new clothing's temperature bonus to be silently discarded for that tick. The fat bonus reapplies cleanly on the following tick — a one-tick gap that is imperceptible during normal play.</li> </ul> </li> <li>Added: <a href="https://mods.vintagestory.at/ithaniacannedgoods" target="_blank" rel="noopener">Ithania Canned Goods</a> compatibility <ul> <li>Canned food overflow into the expanded stomach now credits each ingredient's food category proportionally, ensuring a seamless experience.</li> </ul> </li> </ul> </li> </ul> <h3>v1.3.1-rc.2</h3> <ul> <li>Updated to 1.22.0-pre.4</li> <li>Fixed an issue related to the honey changes</li> </ul> <h3>v1.3.1-rc.1</h3> <ul> <li>Added a fat loss mechanic. Now you can starve yourself to lose fat!</li> <li>Hunger damage prevented will be tracked and applied once the player has burned 10% of their fat level, before continuing to tick as normal</li> <li>Eating a meal and restoring the full 1500 satiety will reset the damage tracker, allowing the player to continue burning fat.</li> <li>Fixed a problem with client-side commands crashing the game when used in multiplayer.</li> </ul> <h3>v1.3.0</h3> <ul> <li>Updated to 1.22.0-pre.3</li> </ul> <h3>v1.2.7</h3> <ul> <li> <p>Added a bit where if you look at someone it will tell you an estimate of how fat they are. :)</p> </li> <li> <p>Fixed Maintenance mode finally??</p> </li> <li> <p>Added language support for ES, FR, RU, and JA. If anyone has better translations for these files, PLEASE feel free to submit them and I will replace them.</p> </li> </ul> <h3>v1.2.6</h3> <div> <div> <div class="release-changelog"> <ul> <li>Fixed another issue with a client-side command</li> <li>Fixed an issue when drinking alcohol that would fill the stomach before the normal satiety meter.</li> </ul> </div> </div> </div> <h3>v1.2.5</h3> <div> <div> <div class="release-changelog
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