Mods / Malnutrition Matters
- Tags:
- Author:
- Praxis_IX
- Side:
- Server
- Created:
- Jun 15th at 8:46 PM
- Last modified:
- Jun 16th at 7:18 PM
- Downloads:
- 585
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Latest release (for Vintage Story 1.22.0 - 1.22.3, potentially outdated):
malnutritionmatters_1.0.2.zip 1-click install
Malnutrition Matters
In the harsh, unforgiving world of Vintage Story, surviving the winter requires foresight, grit, and a full cellar. But filling your belly is no longer enough. The Seraph body is a delicate machine, and the rust world does not care if you only have grain to get you through the snow.
Malnutrition Matters completely overhauls the game’s hunger mechanics, transforming nutrition from a simple bar-filling chore into a critical, long-term balancing act. If you want to survive you must eat like a survivor, not a machine.
Your Body is a Battleground
No longer can you subsist entirely on a single bumper crop or a mountain of bush meat. Neglecting specific food groups triggers progressive, terrifyingly immersive deficiencies that will erode your ability to function, work, and stay alive:
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The Fruit & Vegetable Track (Vitamin C): Slacking on your greens leads from mild Hypovitaminosis to full-blown Scurvy, eventually culminating in a terrifying Scorbutic Crisis where your wounds refuse to heal and your very life force begins to tick away.
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The Protein Track: Without meat, nuts, or legumes, your muscles wither. Hypoproteinemia and Kwashiorkor will sluggishly slow your mining and action speeds, eventually driving you into Cachexia, a state of severe muscle wasting and accelerated hunger.
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The Grain Track (B3/Energy): Relying entirely on meat will leave you suffering from Fatigue Syndrome. Left unchecked, it spirals into Pellagra Gravis, inflicting severe movement penalties, hunger drain, and a disorienting mental confusion.
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The Dairy Track (Calcium): Neglecting calcium weakens your framework. What begins as minor Hypocalcemia can rapidly worsen into Osteomalacia and severe Osteoporosis, leaving you fragile and multiplying the damage you take from every single fall.
The True Cost of Neglect
The most desperate survivors will face the ultimate nightmare: Combinational Afflictions. Neglect multiple food groups simultaneously and you will face complex horrors like Beriberi (leaving you slow and perpetually dazed/drunk) or Xerophthalmia, which narrows your vision into a darkening vignette and reduces your physical interaction range. Ignore everything, and Starvation Syndrome will claim you.
Balance is Your Shield
The world is brutal, but your body is resilient.
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Forgiving Graces: The mod respects the early-game struggle. Built-in grace periods give you time to establish yourself before deficiencies take hold, with protein and dairy tracking allowing for longer periods of absence before the rot sets in.
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The Reward of the Hearth: For those who successfully conquer the seasons and maintain a perfectly balanced diet, your body rewards you. Achieving optimal nutrition yields a noticeable satiety-drop buff, letting your food stretch further over time. It won't replace the need for winter preparation, but it makes a thriving, diverse homestead truly feel like a sanctuary.
Will you master the land and feed your body what it craves? Or will you become just another fragile skeleton lost to the rust?
Compatability:
No known issues at time of release. Mods that significantly alter the hunger system or `EntityBehaviorHunger` may cause unexpected behavior. Please utilize the Issue Tracker to report any issues you may have. Please include your game version, mod version, and a description of what happened when reporting bugs. Utilize the /mmstatus console command to print the current mod behavior to your chat box.
6/25: Expanded Foods recent update has introduced an error (System.NullReferenceException: Object reference not set to an instance of an object.) that has rarely been affecting other mods that touch on the `EntityBehaviorHunger` and specificaly has been crashing new worlds. - Investigation ongoing.
Mod Page Highlights:
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4 Distinct Nutritional Tracks: Fruit/Veg, Protein, Grain, and Dairy, each with 3 tiers of escalating, immersive debuffs.
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Combinational Syndromes: Unique diseases that trigger when multiple nutritional pillars collapse at once.
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Dynamic Visual & Gameplay Effects: Experience everything from reduced mining speeds and fall damage multipliers to screen-darkening vignettes and confusion.
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Balanced & Fair Play: Built-in grace periods (especially for harder-to-get Protein and Dairy) ensure the early game remains fair.
- Existing World Grace Period: Extra grace period for existing worlds. You have seven days to prepare.
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Grace in Death: Small grace period applied on death to allow players to avoid malnutrition induced death spirals.
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Respawned Nutrition: Respawn restores some nutrition to active categories, allowing players to stave off immediate malnutrition.
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Satiety Efficiency Buff: Maintaining a balanced diet noticeably slows your hunger drain, rewarding thriving late-game players.
Planned Feautures:
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Hud Icons: Small unobtrusive HUD icon above hunger bar showing active disease states.
- Handbook Inclusion: In-game guide to the Malnutrition Matters mechanics.
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Starvation Overhaul: Chronic hunger system tracking sustained low food bar as separate mechanic from nutritional deficiency.
- Balance Feedback: Tuning systems based on player feedback.
Statement on the use of Generative AI: Generative AI was utilized to develop the thumbnail and (currently unimplemented) HUD Icons - only. All of the code is certified homegrown, organic, farm-fresh, pasture-raised, non-gmo, cruelty-free, nutritionally balanced, 100% human created. If any player would like to create unique pieces to replace these please reach out! I am more than happy to feature actual artists and their work and be able to remove this statement.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.2 | malnutritionmatters | 492 | Jun 16th at 7:18 PM | malnutritionmatters_1.0.2.zip | 1-click install | ||
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### 1.0.2 | |||||||
| 1.0.1 | malnutritionmatters | 58 | Jun 16th at 2:11 AM | malnutritionmatters1.0.1.zip | 1-click install | ||
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### 1.0.1 | |||||||
| 1.0.0 | malnutritionmatters | 35 | Jun 15th at 8:50 PM | malnutrionmatters_1.0.0.zip | 1-click install | ||
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# Malnutrition Matters --- ## Overview Malnutrition Matters adds a realistic nutritional deficiency and disease system to Vintage Story. The base game rewards balanced nutrition with a health bonus, but does not penalize neglect. This mod changes that — ignore your diet long enough and your body will show it. Deficiency diseases are named after their real-world counterparts, grounded in adult pathology. The system is designed to add urgency and depth to the nutrition mechanic without being immediately punishing to new players. --- ## How It Works ### Nutrition Categories | Mod Category | Game Foods | ### Deficiency Threshold ### Grace Periods | Category | Day Floor | Notes | **Hybrid grace logic:** A category goes live when either: A player who finds dairy on day 10 starts their dairy clock immediately. A player who hasn't found dairy by day 42 starts their clock then regardless. --- ## Disease System ### Solo Disease Tracks Each category has three tiers of escalating disease, named after real adult malnutrition conditions. **Fruit & Veg — Vitamin C deficiency** **Protein deficiency** **Grain — B3/energy deficiency** **Dairy — Calcium deficiency** --- ### Combinational Diseases When multiple categories are deficient simultaneously, additional diseases can trigger on top of solo track effects. | Trigger | Disease | Effects | Starvation Syndrome is intentionally severe — it stacks on top of every active solo and combinational debuff simultaneously. --- ### Tier Escalation A category must be deficient for a sustained period before the disease worsens. The grace window shrinks as severity increases, representing the body's resilience wearing down. | Transition | Time Deficient Required | --- ### Recovery Recovery occurs when a category's nutrition value rises above the deficiency threshold. Tiers step back down one at a time — there is no instant cure. The player will receive chat notifications as each tier improves. --- ## Balance Reward Maintaining all four categories above the deficiency threshold is rewarded with a scaling reduction to hunger drain rate. The bonus scales up over 3 in-game days of sustained balance, reaching a maximum of **30% reduced hunger drain**. The bonus resets immediately if any category becomes deficient. --- ## Notifications The mod communicates disease state through chat notifications. Players will be informed when: --- ## Technical Notes ### Architecture ### Save Data ### Stat Modifiers ### Nutrition Reading The mod uses the higher of `fruitLevel` and `vegetableLevel` for the combined Fruit & Veg category. ### Performance ### Debug Commands - `/mmstatus` — displays current nutrition values, tier state, grace period status, and balance timer --- ## Compatibility - **Vintage Story:** 1.22.3 --- ## Planned Features - Small unobtrusive HUD icon above the hunger bar showing active disease state --- ## Credits **Design & Development:** SeaWolf *Malnutrition Matters was built with the goal of making Vintage Story's nutrition system feel meaningful — not punishing for the sake of punishment, but grounded in the real consequences of dietary neglect.* | |||||||


This sounds great! I've been looking for a mod like this. Is it still being updated? Please do change up the thumbnail asap! It's a relief that the mod isn't AI so we don't need to worry about it breaking stuff, but yeah... the thumbnail looks so bad HAHA
Is the issue with EF resolved?
Expanded Foods recent update has introduced an error (System.NullReferenceException: Object reference not set to an instance of an object.) that has rarely been affecting other mods that touch on the `EntityBehaviorHunger` and specificaly has been crashing new worlds. - Investigation ongoing.
Assuming an established character/world (No grace periods apply) what happens if we die a few times and end up with 0 or close to 0 nutrition? For example getting stuck outside during a temporal storm 😬
Is this just going to cause a deeper death spiral with the stacking penalties?
Established worlds get a flat 7-day grace period on first encounter before you start to progress in malnutrition to give those players time to balance. Next update theres a plan to significantly change hunger behavior. Instead of damage ticks when the hunger bar is empty, you'll experience tiered debuffs corresponding to Persistent Hunger > Chronic Hunger > Starvation, with starvation beginning the damage per tick. Basically making starvation more realistic, and taking days to play out.
Pushed a quick update to prevent those death spirals.
Amazing, I really appreciate your responsiveness. Thank you!
Will definitely give it a try now.
I mean the grace period is fine, but irl dairy isn't essencial and plenty of people can't even metabolize it very well. plus you can get calcium, vitamin D, C, and E from a lot of fruits and vegtables and most meats more than from dairy. tbh I don't know what other purpose dairy has in the game other than to incentivize you to make cheese. Realistically making Fat nutrition a dependancy and making Fat and protien balance the cholesterol so you don't suffer symtoms of stroke, irregular exhaustion, and/or a heart attack.
I personally don't consume dairy products on the regular, I definitely get what you're saying here. The Dairy category 'dairyLevel' is internally named the Calcium Track, and all of the debuffs have to do with your bones. To ensure widest compatability with popular food mods it utilizes preexisting Nutrition values that are read from the entity's `WatchedAttributes` hunger tree each server tick using the following keys:
- `fruitLevel`
- `vegetableLevel`
- `grainLevel`
- `proteinLevel`
- `dairyLevel`
Darcy of Fat Nutrition and I have made contact to talk about just that. More to come!
Great to see the fat attribute added to this list instead of dairy. Needing to go years before fulfilling a nutritional need is a bit of an issue. Love the idea of the mod by the way! Great way to incentivise different foods instead of putting all effort into the ''mass availability'' option.
We haven't reached a conclusion on the swapping of "fat" for "dairy" or including "fat" alongside the five other nutrition categories as an inclusion here. The flat barrier is that most food mods do not utilize a fat category, and this mod is built for wide compatibility. There's realism in the sense of making it a bit more challenging and interactive, and then there is tedium. I'm not opposed to supporting or forking this to support expanded or reclassified categories, but I don't want to force players in that direction and abandon the popular mods that increase the variety of foods available.
Yeah, fair enough. Fat ought to really be something present in more animal meat and fish, as well as nuts and seeds. But adding fat as a nutrient for 1000s of entries in for example Cullinary artillery is too much
Ehhhhh I think it works out so much better considering the "dariy" as calcium rather than "fat". Calcium has an interesting throughput for obtaining and getting that vital calcium. It was a MASSIVE part of early human history being able to reliably have a source of calcium and a lot of human history was spent considering drinking milk for calcium or preserving it for later calcium. I think that fits in a lot better than just a generic "fat" category that takes it from niche calcium to fat being literally a source you can mass produce.
??? people perserved milk irl because it had a lot of fat, sugar, and salt... Also it was valued for it's decent general nutrition and relative ease to produce? They made up the calcium part like 100 years ago. You can test it yourself, some vegetables have more calcium per weight than milk.
Wait are you saying the food pyramid is a scheme and that we all have been lied to for some global conglomerate plan?
-I'm just being mischievous 🙃
What is wrong with this community and it's inability to just...discord regularly? Why do EVERY single one of you think you're superior to others? It's so exhuasting.
Of course calcium isn't only found in dairy nobody said that. If you can read, which I presume you can but your overusage of "?" makes me wonder if you can, I said changing the dairy to fat would be pretty weird and uneccasary and having "Dairy' be considered calcium makes an interesting mechanic...you know...considering the mod page that you're on.
Going to go ahead and block you because genuinely I can't stand people like you.
Ralh - Lets keep it calm and civil here, eh? Potato_Spud you're not quite right on the calcium part.
Oddly enough, I'm an archaeologist by education, my specific field is food preservation in pre-colombian mesoamerican societies. Few things that I present as proofs when it comes to interacting with VS:
- Technologically, the base game corresponds to the Paleolithic into the end of the Middle Ages, with the nutrition system is generally neolithic - Bronze Age, quibbles aside.
The earliest direct evidence of dairying is from around 3000 BCE, with β-lactoglobulin present in dental calque. We utilize this as a species-specific biomarker of dairy consumption, and we identify individuals consuming cattle, sheep, and goat milk products in the archaeological record. Indirect evidence found by analyizing such as lipid isotopic ratios of pottery residues, faunal mortality profiles, and lactase persistence allele frequencies push that date back to about 6500 BCE.
We know that, on average hunter-gatherer societies, Calcium up until that point is primarily derived from the consumption of insects. We also know that as societies developed herding and dairying there is a corrilary decline in insect consuption. Now this varies from culture to culture, as does the flora:fauna consumption ratios. We also know that some hunter-gatherer societies had chronic malnutrition or a prevelance of nutrion related diseases in certain categories simply because certain nutrients were scarce/overabundant in their local environments or there were cultural taboos around the consumption of certain foods.
All that being said, it's a game, and we operate within the boundaries of that game to a certain extent.
Thank you for coming to my Ted talk, please download my mod, and take care not to starve!
um, I don't think they added blocking people. Also "ehhhhh" is ironic considering your opinions. Maybe I just misinterpreted and I really thought the comment was going in a different direction because what you were responding to.
Game mechanic wise I agree with you. Mods that also handle this well like Gourmand or Noveltiy are really fun.
Also please hold back from... that. Stay on topic and don't over react to normal conversations
No gaslighting allowed here sir; you responded in a very anti-social way that genuinely bothered the crap out of me. But, alas, it really dones't matter. I hope your travels are good and your next world spawns you next to a mixed mountain of chalk and bauxite haha
This is amazing and exactly the kind of body horror micromanagement immersive simulation that I want to torture my friends with. Looking forward to more! I would be interested in helping with the art for this mod too, if you have no other offers. I'd also be interested in some kind of collaboration to work in my mod, Fat Nutrition, if that's something you would be interested in. Currently it just works by changing the "Dairy" category to a "Fat" category, but I think more interesting things can definitely be done with it - I just don't have the programming knowledge to do anything with it. If nothing else, I'd at least love to pick your brain about compatibility options!
Sounds rad! As it stands right now Malnutrition Matters doesn't alter any of the foods, so it's pretty wide in it's compatability with food mods. Cosmetic changes or category changes to particular foods wouldn't be in conflict. You can hit me up on discord if you like (the issue tracker tab links directly to the mods discord thread on the VS discord), send me a message!
would this work with modded foods?
They should work just fine, they'll be counted as nutrition as long as those foods are assigned to one of the five base game categories. I didn't find any in my testing that didn't work. This mod doesn't watch the food items themselves, but tracks the following watchedAttributes: fruitLevel, vegetableLevel, grainLevel, proteinLevel, and dairyLevel. I haven't found any yet, but mods that alter EntityBehaviorHunger significantly could produce unexpected results.
yeah i thought it probably worked that way, good to know! sounds like a fun mod
Very cool idea. I was always wondering what else could there be to the nutrition stats other than a slower rate of starvation if at full nutrition values.
More to come! Next update should feature balance tweaks, buffs for maintaining category nutrition values, and a complete replacement of what happens when your hunger bar empties - Persistent Hunger / Chronic Hunger / Starvation.