Mods / Balanceable Breakfast
- Tags:
- Author:
- TheFifthRider
- Side:
- Server
- Created:
- Nov 26th 2025 at 8:05 PM
- Last modified:
- May 9th at 5:59 PM
- Downloads:
- 333
-
Latest release (for Vintage Story 1.22.0-pre.1 - 1.22.2, potentially outdated):
balanceablebreakfast_1.3.2.zip 1-click install
By default, Vintage Story caps nutrition benefits for maxing out each category to 2.5 health per category. But what if you could change that?
Want to make a vegetarian server where eating animals holds no benefit?
Set the max health bonus for protein to 0.0!
Want to extoll the value of cheese as a superfood?
Set the max health bonus for eating dairy to 10.0!
Want to create a server where death has a little more kick?
Set starting modifiers to give players debuffs and pair them with nutrition buffs that counterbalance them as they become more nourished!
Note: Probably best to not go 1:1 with these unless you really want to be punishing. Staying at 1500 sat in every nutrient is very hard!
Want carbs to help you run?
Set a walkspeed bonus for grain saturation!
Want proteins to fill you up?
Set a hunger rate reduction for protein saturation!
Want fructose to give you energy?
Set a mining speed bonus for fruit saturation!
Comes with built in ConfigLib support for ease of configuration.
Advanced Config Options (since 1.3.0):
Want to configure other modifiers? You can specify any registered Stat with the advanced options!
You can use a regular linear scale (that is, the percentage of max sat you have is what percentage of the modifier you get) by providing your modifier in the following format:
"advanced": {
"rangedWeaponAccuracyModifier": {
"entityStatName": "rangedWeaponsAcc",
"modifierStyle": "LINEAR",
"startingModifier": -0.1,
"maxFruitModifier": 0.05,
"maxVegetableModifier": 0.05,
"maxProteinModifier": 0.05,
"maxGrainModifier": 0.05,
"maxDairyValue": 0.05,
},
}
Or you can use a "threshold" or "step-up" scale (that is, your modifier gets set to specific levels once it passes certain thresholds) by providing your modifier in the following format:
"advanced": {
"rangedWeaponDrawModifier": {
"entityStatName": "rangedWeaponsSpeed",
"modifierStyle": "THRESHOLD",
"startingModifier": -0.1,
"fruitPercentageToModifier": {
"0.25": 0.02,
"0.5": 0.05,
"0.75": 0.07
},
"vegetablePercentageToModifier": {
"0.25": 0.02,
"0.5": 0.05,
"0.75": 0.07
},
"proteinPercentageToModifier": {
"0.25": 0.02,
"0.5": 0.05,
"0.75": 0.07
},
"grainPercentageToModifier": {
"0.25": 0.02,
"0.5": 0.05,
"0.75": 0.07
},
"dairyPercentageToModifier": {
"0.25": 0.02,
"0.5": 0.05,
"0.75": 0.07
},
}
In either case, the key you use for your modifier (eg rangedWeaponAccuracyModifier and rangedWeaponDrawModifier in the examples) will be prefixed with the modid (and Starting for the starting modifier) and used as the id of the stat modifier in the game, which means that if you put the same entry in multiple times the last one wins.
I use:
HealthModifier
WalkSpeedModifier
HealingEffectivenessModifier
HungerRateModifier
MiningSpeedModifier
For the basic config values, so be careful not to use those or you'll find your basic config having no effect!
Full list of registered stats: https://github.com/anegostudios/vsapi/blob/a2e2ca074c351d9154101107c704fd4d63161d51/Common/Entity/EntityPlayer.cs#L328-L358
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.3.2 | balanceablebreakfast | 68 | May 9th at 5:59 PM | Empty | balanceablebreakfast_1.3.2.zip | 1-click install | |
| 1.3.1 | balanceablebreakfast | 109 | Dec 13th 2025 at 11:41 PM | balanceablebreakfast_1.3.1.zip | 1-click install | ||
|
Added support for advanced modifiers! Now you can specify your own modifiers to any entityStat applied in vanilla or any mod, just as long as you know the identifier! See the readme for full details. | |||||||
| 1.2.0 | balanceablebreakfast | 58 | Dec 5th 2025 at 9:19 PM | balanceablebreakfast_1.2.0.zip | 1-click install | ||
|
-Added hunger rate modifier -Added healing effectiveness modifier (lol it's misspelled in vanilla as 'effectivness') -Added mining speed modifier -Added starting modifiers so you can configure debuffs for being malnourished that go away as you become more nourished! | |||||||
| 1.1.0 | balanceablebreakfast | 46 | Dec 1st 2025 at 12:48 AM | balanceablebreakfast_1.1.0.zip | 1-click install | ||
|
Added the ability to configure walkspeed with nutrition as well! | |||||||
| 1.0.0 | balanceablebreakfast | 52 | Nov 26th 2025 at 8:06 PM | Empty | balanceablebreakfast_1.0.0.zip | 1-click install | |

Is this safe to remove? I want to try it, but don't want to commit, and I am uncertain if it is invasive, i.e. removal doesn't revert the changes. Or maybe just using a "Blank" config?
Totally safe to remove! At base level it's a harmony patch that, at runtime, replaces the method that VS calls to calculate the benefits of nutrients (scaling your max health in vanilla) and replaces it with whatever you configure! If you remove the mod later, the harmony patch will simply not be registered and VS will call the vanilla method.
nilWizard turns out I just needed to bump the SDK version and recompile, enjoy the mod!
Hresvelgr so glad you found it helpful!
nilWizard absolutely! I just haven't been working on vintage story modding for a bit. I'll take a look at it Saturday and see what all needs to be done to get it 1.22 ready-- It's pretty light touch so I'm hopeful it'll be easy to update if it isn't already compatible!
Hi, I really love this mod, is it likely to be updated for the latest version?
I had just started work on a mod with a pretty similar concept to this one, but then while looking for resources to help figure out how to do some things I found this lol. This'll either really help with my mod or remove the need for me to make that mod all together, so thanks.
FNXR I did some digging and unfortunately if Balanceable Breakfast is to remain a server-side only mod there's no way for me to update the client-side UI. I have started experimenting with a companion client side mod that shows active buffs and debuffs, but I'm not sure if that will be available at any time in the near future. A bit busy with other things in life right now, unfortunately 🙂
If/when I end up releasing that, I'll be sure to ping you!
Leuc sorry for the delay! I just got back from traveling abroad.
As with most mods, the config for Balanceable Breakfast should be in a BalanceableBreakfast.json file in your ModConfig folder.
The advanced modifiers are just another field in that json file! Here's a sample config configured with advanced modifiers, one threshold and one linear.
{"fruitModifier": 5.0,
"proteinModifier": 5.0,
"grainModifier": 5.0,
"vegetableModifier": 5.0,
"dairyModifier": 5.0,
"fruitWalkspeedModifier": 0.05,
"vegetableWalkspeedModifier": 0.05,
"grainWalkspeedModifier": 0.05,
"proteinWalkspeedModifier": 0.05,
"dairyWalkspeedModifier": 0.05,
"startingHealthModifier": -5.0,
"startingWalkspeedModifier": -0.1,
"startingHealingEffectivenessModifier": -0.2,
"fruitHealingEffectivenessModifier": 0.15,
"vegetableHealingEffectivenessModifier": 0.15,
"grainHealingEffectivenessModifier": 0.15,
"proteinHealingEffectivenessModifier": 0.15,
"dairyHealingEffectivenessModifier": 0.15,
"startingHungerRateModifier": 0.01,
"startingMiningSpeedModifier": -0.1,
"fruitHungerRateModifier": -0.05,
"fruitMiningSpeedModifier": 0.05,
"vegetableHungerRateModifier": -0.05,
"vegetableMiningSpeedModifier": 0.05,
"grainHungerRateModifier": -0.05,
"grainMiningSpeedModifier": 0.05,
"proteinHungerRateModifier": -0.05,
"proteinMiningSpeedModifier": 0.05,
"dairyHungerRateModifier": -0.05,
"dairyMiningSpeedModifier": 0.05,
"advanced": {
"rangedWeaponAccuracyModifier": {
"entityStatName": "rangedWeaponsAcc",
"modifierStyle": "LINEAR",
"startingModifier": -0.1,
"maxFruitModifier": 0.05,
"maxVegetableModifier": 0.05,
"maxProteinModifier": 0.05,
"maxGrainModifier": 0.05,
"maxDairyValue": 0.05,
},
"rangedWeaponDrawModifier": {
"entityStatName": "rangedWeaponsSpeed",
"modifierStyle": "THRESHOLD",
"startingModifier": -0.1,
"fruitPercentageToModifier": {
"0.25": 0.02,
"0.5": 0.05,
"0.75": 0.07
},
"vegetablePercentageToModifier": {
"0.25": 0.02,
"0.5": 0.05,
"0.75": 0.07
},
"proteinPercentageToModifier": {
"0.25": 0.02,
"0.5": 0.05,
"0.75": 0.07
},
"grainPercentageToModifier": {
"0.25": 0.02,
"0.5": 0.05,
"0.75": 0.07
},
"dairyPercentageToModifier": {
"0.25": 0.02,
"0.5": 0.05,
"0.75": 0.07
},
},
}
}
I'm having a bit of trouble getting this mod to work. Could you tell me where I'm supposed to add the advanced modifiers and where the file should be?
thank you!
FNXR that's a really good point, I was thinking about something like that. Let me look into what it takes to modify that screen and see if I can't put some more details in there!
Would be nice if i could see the mining stat affected by this, not sure if any move expand the character stats window.
@Satomi Makes total sense! Glad you're enjoying the mod 😁
@TheFifthRider Thank you so much for this. I wanted this cuz this would mimic a "sufficient micronutrient " style bonus as in as long as they have some of the target nutrient they would get the full bonus.
Satomi 1.3.1 has been released which contains support for threshold modifiers 🙂
It's only supported in advanced config options mostly because it would basically require completely redoing the basic options to swap mode-- seemed to just make sense that if somebody wanted to do threshold they could just leave the basic ones along and run with advanced!
Satomi oh yeah totally! Actually, I've been kicking around the idea for an "advanced" field to let people set whatever the heck they want (and support modded stats, if those exist).
Maybe something like this?
{advanced: {
"dairyRangedWeaponsModifier": {
"nutritionCategory": "DAIRY",
"entityStatName": "rangedWeaponsAcc",
"modifierStyle": "LINEAR",
"startingValue": 0.0,
"maxValue": 0.05
},
"vegetableTranslatorRepairCostModifier" : {
"nutritionCategory": "VEGETABLE",
"entityStatName": "temporalGearTLRepairCost",
"modifierStyle": "THRESHOLD",
"thresholdValues" {
0.0: 1.0,
0.33: 0.0,
0.66: -1.0
}
}
}
}
Got a busy week this week, but I'll plink away at this during my lunch breaks and ping you when it's ready 🙂
would it be possible to have a step up bonus tier mode also?
as in providing different bonus at 25%,75% and 90% instead of fully linearly scale bonueses .
phol thank you for the kind words! 💜
Added mining speed, hunger rate, and healing effectiveness. Also added some starting modifiers so you can configure a starting stat debuff for being malnourished that goes away as you eat more things!
TheFifthRider yeah, mining speed as a possible boost feels right. From the more esoteric things, maybe hunger rate? IRL proteins keep you feeling full faster and for longer than if you were to eat some carbs from grains...
I'm glad! the mod's criminally unknown, thank you!
phol walkspeed version released! Pondering other entity stats to attach... nothing immediately jumped out at me. Maybe mining speed?
phol Of course! I've got a version working with a walkspeed modifier, but I'm running into some brambles with ConfigLib. I'll ping Maltiez and then tag you when the new version updates 🙂
I'll see about adding some other stat modifiers, feel free to throw out any requests you've got!
Would it be possible to make the bonus not only max health but also something (like walking speed etc)?