Mods / Food and Spawn tweaks
Author: Kenoomish
Side: Both
Created: Oct 5th at 12:15 AM
Last modified: Oct 20th at 2:41 PM
Downloads: 440
Follow Unfollow 23
Recommended download (for Vintage Story 1.21.0 - 1.21.5):
knfoodandspawntweaks_1.2.0.zip
1-click install
Buffs fruit tree harvests, balances fruit and other food satiety, and improves artificial light protection against animal and drifter spawns.
Many aspects of the mod can be adjusted using Config lib.
Changes
Fruit trees
Goal was to bring orchards more in line with farmland and make them more rewarding than berry bushes.
- Greatly increased harvests
- Buffed tree fruit satiety
- Cherries and similar: 80 sat. (small/berry type)
- Apples and similar: 100 sat. (normal type)
- Breadfruit: 300 sat. (large/cabbage type)
- Nerfed olives to 80 sat., but fixed their cooked satiety (making them fill the "berry" niche for vegetables)
- Adjusted apple tree varieties to ripen in different seasons: early summer, late summer, and fall.
Other food
Cheesemaking loses a lot of satiety. This mod improves the situation slightly and adds viability to blue cheese through better satiety. Yes, cheddar is more calorie-dense, but the same amount of milk can produce more blue cheese, resulting in higher total satiety.
- Buffed cheese slice satiety
- Cheddar: 300 sat.
- Blue cheese: 340 sat.
- Nerfs pickled olive satiety to 60, matching their new raw satiety
- Doubled yield of pumpkin slices from pumpkins to 8
- Changed pumpkin seed craft to use pumpkin slices instead of whole pumpkins
- Bamboo shoots are considered vegetable instead of typeless
Rot
Temporary, will rewrite
- Adjusted how much rot is generated by food items
- Small fruit:0.3 rot (was 0.25)
- Normal fruit:0.4 rot (0.25)
- Large fruit:1 rot (0.25)
- Pineapple whole:3.6 rot (2)
- Small vegetable:0.35 rot (0.5)
- Normal vegetable:0.45 rot (0.5)
- Large vegetable:1 rot (0.5)
- Pickled vegetables are same as raw, so 0.35/0.45/1 (0.5)
- Pumpkin slice:0.55 rot (0.55)
- Pumpkin whole:4.5 rot (2)
- Cassava variants:0.5 rot (0.5 - 1)
- Grains:0.5 rot (0.25)
- Flours:0.5 rot (0.25)
- Doughs:0.5 rot (1)
- Breads:0.5 rot (1)
- Legumes:0.5 rot (0.33)
- Termites:0.35 rot (0.5)
- Cheese:1 rot per slice (1)
- Meat:1 rot (1)
Spawns
There is a lot of inconsistency in spawn behavior, this mod curbs that a little and makes artificial light provide much better protection.
- Artificial light now blocks all natural spawns, be it drifters or animals, both passive and hostile, at any light level
- This greatly increases the protection radius allowing easier spawn-proofing of open areas
- Natural light no longer affects spawn behaviour
Configuration
You can adjust variety of the values in this mod if you have Config lib. The things that can be changed are currently:

- How many days in a month?
- Required to ensure trees grow correctly, as the game does not align their growth periods with the actual length of the year. Does not affect trees that are already grown.
- This setting is a bit finicky. If you want to use a different month length than the default 9 days, it’s best to start a temporary world, set the value, then restart and create a new world with your desired configuration. Otherwise, trees spawned in the original world will continue using the old schedule, and only newly spawned trees will follow the updated one.
- Yield of small/normal/breadfruit fruit
- Adjusts the average yield per branch of the three fruit tree categories
- Chance of cutting taking root/being grafted
- Percentage chance that a cutting from a fruit tree will successfully take root in the ground or gets grafted onto another tree.
- Maximum light for animals/enemies
- Maximum level of artificial light that allows animal spawns (both passive and hostile) and enemy spawns (such as drifters). A value of 0 blocks spawns at any artificial light level; 24 allows them to ignore artificial light entirely. The vanilla value is 7.
All settings currently apply only after restarting the world.
Why?
Fruit
Fruit satiety in early game is something everyone keeps high, but I found out that once I got animals and a farm going, fruit satiety started lagging behind other types, despite having an orchard and bunch of berry bushes. I've always liked the idea of having an orchard in the game, but never felt rewarded by it. I don't see a problem with how the game handles tree growth, but the results always felt a bit lacking.
Fruit generally lacks high satiety options, which makes meals made with it feel lackluster, with the improved satiety the meals should feel on par with vegetables, but vegetables keep their versatility in meals. This should make it easier to keep fruit satiety up in later game.
Vanilla fruit trees feel... lacking. After looking into the details they genuinely feel like an afterthought that was hastily slapped into the game. They are inconsistent, unintuitive and outclassed by everything. Did you know, that pink apples are the superior apple type and red are the worst? That olives offer higher satiety, but get no bonus from being cooked? Trees are still unaffected by the amount of days in a month? Berry bushes completely outclass fruit trees due to the 16ish day regrowth with comparable yield (4 berries on average, trees drop 4-6).
With this mod a branch should yield comparable amount to a patch of vegetables, so every tree with normal fruit (100 sat.) yields 16 fruit with slight chance for more (up to 24, but the chance is very low, so the average is still close to 16), trees with small type or 'berry' type (80 sat.) (cherry, olive and lychee) yield 21 (up to 31, again average is still close to 21) and breadfruit (300 sat.), like cabbage, yields 3 (up to 5).
Eventually I would like to give all trees a little bit of their own identity, currently only pears (very long ripe period, but only 15 per branch), olives (treated as vegetables), breadfruit (300 sat.) and lychee (60 sat. like cranberries, but longer fresness than other small types) feel different. If you have suggestions I would like to hear them, but keep in mind that I do not want to deviate too much from reality.
Cheese
1 liter of milk gives 150 satiety, 1 liter of cottage cheese gives 140, and a quarter wheel of cheese gives 240 satiety. Or, more digestibly:
25 liters of milk (3750 sat.) → 25 liters of cottage cheese (3500 sat.) → 1 wheel of cheddar (960 sat.)
Some loss of nutrition during processing is expected, but this drop feels excessive, especially taking into account how watered down the milk is (realistically it should be much more nutritious), hence the increase. Also with this there is now an incentive to try to make blue cheese. It still spoils faster and can't be waxed, but it gives a bit more nutrition, rewarding the extra effort.
Spawns
This started with a pack of wolves spawning in year 3 in my chicken enclosure. Thankfully, despite the loss of gen. 10 chickens, it was not too bad as I had been giving reject chickens to a friend when breeding. This got me thinking of spawn proofing larger areas and especially those where grass is wanted.
Digging in the files, I again found spawning to be inconsistent. Wolves cannot spawn in areas where artificial light is above level 7, but hyenas ignore artificial light and so forth. So I have decided to make the spawning more predictable by making all natural spawns susceptible to artificial light. For now, I haven’t touched some denizens of the depths though, so deep underground you may still get a surprise visitor.
Compatibility
This mod is designed to be simple content mod and should therefore be compatible with all other mods, unless another mod directly overrides the same parameters.
- If another mod changes the same values (e.g., fruit yields, satiety, spawn behavior), the result will simply reflect whichever mod loads last. No crashes or errors should occur.
- This mod does not affect content added by other mods. For example, custom trees, animals, or enemies introduced by other mods will retain their original behavior and values unless explicitly patched.
No known compatibility issues at this time.
Future plans
- Add compatibility with Expanded Foods once it’s updated to 1.21
Ensure values aren’t overridden and that meal inclusion behaves as expected - Adjust rot amounts produced by foods
Balance rot amount produced to better reflect food type and satiety - Look at juice production
Possibly adjust satiety values and/or output quantity to improve consistency and usefulness - Vanilla fish deserve a touch, but for now eat them in meals
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 1.2.0 | 231 | Oct 20th at 2:41 PM | knfoodandspawntweaks_1.2.0.zip | 1-click install | ||
TL;DR
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| 1.1.0 | 133 | Oct 10th at 8:37 PM | knfoodandspawntweaks_1.1.0.zip | 1-click install | ||
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| 1.0.0 | 76 | Oct 5th at 1:25 AM | Empty | knfoodandspawntweaks_1.0.0.zip | 1-click install | |
Great mod.
Nothing should spawn inside an area enclosed by a fence. That's just silly. I know it's a game but realistically something has to "move into an area" and since nothing can jump a fence nothing should be able spawn inside a fence either. I love this mechanic in Project Zomboid. Zombies don't spawn inside your base as long as it's surrounded by a wall. IMO this concept should apply, in some form, in every game where players build bases.
Hey, thanks for making this! All your changes seem well thought out and, and while I first downloaded the mod because BEARS kept spawning in my goat enclosure, I'm really happy with your fruit adjustments now.