Mods / Realistic Physiology and Survival Sim

Tags:
Utility Gameplay Nutrition Survival AI Combat Difficulty Immersion
Author:
EnderVain
Side:
Both
Created:
Aug 5th at 4:11 AM
Last modified:
3 days ago
Downloads:
212
Recommended download (for Vintage Story 1.22.3 - 1.22.6):
bodyphys_2.2.0.zip  1-click install

Mod is being actively developed and in early stages. Expect weirdness. Please delete bodyphys mod config files before everytime you update so they regenerate.

 

  • Hard dependency: Natural Fertilizer (manure / slurry sanitation)
  • Soft: Rivers - enables River water classification
  • Soft: Blood Trail - allows a bleeding particle effect for the player as well 

Features at a glance

  • Consciousness health — the red bar is tied to blood and brain consciousness, not HP
  • Body-part trauma — typed wound hediffs, bleeding, coagulation, gradual tending/healing
  • First-person body map — silhouette when hurt, low on blood, or bleeding
  • Real nutrition — stomach → glycogen / fat / muscle
  • Micronutrients — Iron/Zinc, Vitamins A & C, Calcium, B-complex; all with out-of-band penalties
  • Hydration with purity — Ocean / Lake / Pond / River / Rain / Well / Distilled; dirtiness → blood waste; unboiled → dysentery risk
  • Wells & rain catch — groundwater table (propick like normal to find), craftable wells, buckets/barrels/bowls catch rain
  • Boil & distill — sterilize in a firepit; ocean water → sea salt; distillery for purest water
  • Lactic acid + Blood Toxicity — burst fatigue builds lactic; clearance feeds uncapped blood waste using drunk screen effect
  • Sanitation — Shift+V voiding, manure (Natural Fertilizer), latrine, Soiling, food taint, food poisoning, wound infection
  • Immunity — bodily function that scales sickness and infection races
  • Thermoregulation — felt ambient = climate − windchill + contact heat + room air; shiver / sweat / hypo / heat
  • Sleep — bed quality caps; vignette + blackouts
  • Deep handbook — Overview, Water, Nutrition, Health, Stamina, Thermoregulation, Sanitation
  • Configurable — ModConfig/bodyphys.json + bodyphys-foods.json

How the systems connect

  1. Nutrition — Eat → stomach → glycogen / fat / muscle → burn for life, work, shiver, healing. Burn, healing, lactic clearance, dirty water, alcohol, and excess micronutrients create blood waste. Leftovers + filtered waste fill the bowel.
  2. Water — Source purity stamps liquids. Dirty drinks queue waste with stomach water; unboiled water can inflict Dysentery. Ocean salt trades hydration for electrolytes. Filtration clears waste into the bowel.
  3. Thermoregulation — Heat in (burned kcal) vs heat out to felt ambient (climate, wind, fire contact, heated rooms). Cold → shiver; heat → sweat water; sweat failure → Overheating.
  4. Health — Parts, wounds, blood, bodily functions, Blood Toxicity, infection, death.
  5. Stamina — Oxygen + lactic acid gate bursts; lactic clears into blood waste → Blood Toxicity tiers.
  6. Sanitation — Void cleanly (latrine) or get Soiled; taint food; raise sickness and wound-infection risk. Immunity (and Vitamin C) decides how hard that hits.

Systems (player-facing detail)

Consciousness & bodily functions

Damage and status change capacities:

  • Moving / Manipulation / Breathing
  • Blood filtration / pumping / Digestion
  • Immunity — default 100%; lowered by out-of-band Vitamin C; used for disease rolls and wound-infection local immunity

Death when: effective head ≤ 0, torso ≤ 0, blood ≤ 0, consciousness collapses, or a wound infection hits 100% before local immunity.

Vanilla hurt sound, vignette, and camera shake still play — HP packets are converted into part wounds.

Trauma & blood

  • Typed wounds (laceration, puncture, bruise, burn, frostbite, etc.); fall splits to both legs with spillover.
  • Bleeding in mL/min; bandage/poultice stops bleed and speeds heal (no instant limb restore).
  • Wound infection — open wounds can start a race: infection % vs local immunity; infection win = death.
  • Blood regenerates only if hydrated enough, not bleeding too hard, and muscle remains.

Nutrition & micronutrients

  • Solids and liquids use composition (water / carb / fat / protein / alcohol). Alcohol → blood waste only (no kcal); drunk camera follows Blood Toxicity.
  • Meals, pies, pots: composition from real ingredients / servings.
  • Micronutrients (spawn ~50%, safe 20–80%): protein→Iron/Zinc, veg→Vitamin A (fog), fruit→Vitamin C (immunity), dairy→Calcium, grain→B-complex.
  • Salt curing stamps electrolytes; sea salt can cure meat but lowers digestibility (~85%).

Hydration, purity & infrastructure

  • Look-at shows water kind: Ocean, Lake, Pond, River (Rivers mod), Rain, Well, Distilled.
  • Dirtiness % → blood waste; unboiled → dysentery chance; boiling clears sickness risk only.
  • Sneak + empty hand + RMB drinks ~250 mL from a source.
  • Rain catch in open-sky buckets, unsealed barrels, bowls.
  • Water table via propick Density Search (depth + abundance).
  • Craft well walls + well head; shaft to gravel at/below table; crank bucket for up to ~10 L (ore dirtiness + nearby manure pollution).

Stamina (oxygen + lactic)

  1. Oxygen — sprint, jump, attack, mining hold, firestarting. Exhausted until you recover and release the action.
  2. Lactic acid (yellow-green bar) — builds from the same burst work; larger muscle mass = larger pool; clears into blood waste while resting. Full lactic blocks actions like O₂ exhaustion.
  3. Blood Toxicity — waste / (blood × 0.25), uncapped; stages impair you; ≥100% can wound the torso. Overexertion hediff is removed.

Thermoregulation

  • Felt ambient stacks climate, windchill (outdoors), fire contact heat, and persistent room air in enclosed spaces.
  • Clothing lowers heat loss; wetness and sweat raise it.
  • Hypothermia stages and frostbite pulses; Overheating when too hot and too dry to sweat.

Sanitation (requires Natural Fertilizer)

  • Hold Shift+V 5s to void (progress bar); auto-void when full; toast at ~80% fill.
  • Ground void → manure pile + Soiled; latrine + barrel/bucket below → slurry, no soiling.
  • Soiled: higher disease risk, faster spoil, food Tainted after exposure; wash in water or wait.
  • Food poisoning / Dysentery / wound infection all respect Immunity.

Sleep

  • BodyPhys sleep gauge; bed quality sets restore rate and wake cap.
  • Low sleep → “I am getting very tired” + vignette; zero → nodding-off blackouts.

UI & controls

Control

What it does

HUD (bottom)

Water + glycogen + fat

HUD (left)

Consciousness, lactic acid (when elevated), oxygen

Body map

When parts / blood / bleeding aren’t nominal

C

Character Body Physiology + Hediffs

P

Full Body Physiology dialog

Shift+V (hold 5s)

Void bowel

Survival Handbook → Body Physiology (incl. Sanitation).

AI Disclosure

  • I am using AI for code. I absolutely hate writing coding. I will always use AI to code in my ideas, if this is not something you are okay with, you should not download my mod.

Compatibility & config

  • Config: ModConfig/bodyphys.json (delete after updates for new defaults)
  • Foods: ModConfig/bodyphys-foods.json (/bodyphys genfoods force)
  • Admin: /bodyphys — get, set, drink, eat, hurt, void, reset, demand, thermo, setbodytemp, recalc, reloadconfig, genfoods

Partial / planned

Partial today-

  • Electrolytes pool tracked (ocean salt / sweat); hitting 0 g has no full failure cascade yet
  • Vitamin A nearsight overlay exists; camera polish still on the roadmap

Planned directions-

  • Richer indoor heating / adjustable stoves beyond room-air bonus
  • Adrenaline bursts after damage
  • Broader food-mod auto-porting; HUD / blood-trail / smoke / skills compat

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
2.2.0 bodyphys
1.22.3 - 1.22.6
81 3 days ago bodyphys_2.2.0.zip 1-click install

1. Added a campfire (upgraded firepit)!!
    - Increased efficiencies for fuels based on firepit placement conditions. 
2. Added blood trails compatability. Player now has a blood trail when bleeding.
3. Changed max bowel storage
4. Bugfix for Wells
5. Flat increased food mass by 25%
    - Increased food mass, lowered water content of food - overall food should provide more energy to player.
6. Added "kidney hyperactivity" hediff to make the body process excess bloodwaste faster under strained conditions. 
7. Lessened the sleeping blackouts
8. Digging while out of breath will hopefully actually prevent you from digging
9. Added visible timers for illnesses, as per player recommendation
10. Fixed some tooltips for meals not being accurate.
11. Fixed being able to mine without stamina, particle effects should stop too.
    - this also now has a toast notifcation and sound effect.
12. Sleep deprivation blackouts now use a more refined vanilla sleep animation and indicate dozing off with text.
13. Tweaked character UI to organize and colorize stats better - will continue to work on UI.
14. Stomach water now stops processing when body water is full. It stays in stomach instead of being processed into nothing.
15. Overexertion now clearly tells user with toast and sound.
16. Increased amount of well walls from crafting.
17. micronutrient defficiency starts at 0%. Thought there was no real reason to have it above 0% if going to 0% didn't do anything.
    - The increase of micronutrient is logarythmic now. So going up from 0 to 50 is quick, and beyond that is slower.
18. Gravel and sand can be used for well bottom
19. Latrine now supports all types of wood.
20. Various minor/small bugfixes

2.0.7 bodyphys
1.22.3 - 1.22.6
45 5 days ago Release Retracted

Retraction Reason:

I believe my personal information may be in this mod release

Changelog:

Dependencies

  • Hard dependency: Natural Fertilizer (manure / slurry)
  • Soft-require: Rivers (River water type)

Sanitation (new)

  • Shift+V hold 5s to void (was tap V); progress bar; toast at ~80% bowel
  • Ground void → Natural Fertilizer manure + Soiled (legacy humwaste sidelined)
  • Craftable latrine (barrel/bucket shaft → slurry, no soiling)
  • Food taint / food poisoning, dysentery, wound infection (infection race can kill)
  • New handbook page: Sanitation

Water & infrastructure (new / major)

  • Source kinds: Ocean / Lake / Pond / River / Rain / Well / Distilled + dirtiness / sickness tooltips
  • Drink purity → blood waste; unboiled → dysentery; boil clears sickness risk only
  • Rain catch (bucket / unsealed barrel / bowl)
  • Groundwater table (propick) + craftable wells
  • Direct drink from world water (sneak + empty hand + RMB)
  • Firepit boil/evaporate; sea salt; distillery salt take

Stamina & toxicity

  • Lactic acid bar (build from sprint/jump/attack/mine/firestart; clears → blood waste)
  • Blood waste uncapped; Blood Toxicity tiers; Overexertion removed
  • Drunk camera driven by toxicity; vanilla food intoxication suppressed
  • O₂ regen scaled by blood pumping; firestarting costs stamina

Nutrition & needs

  • Drink L→g composition (incl. alcohol → waste, no kcal) — not flat sip restore
  • Micronutrients active (were stubs): Iron/Zinc, A, C, Calcium, B-complex
  • Immunity bodily function (Vitamin C out-of-band hurts it)
  • Electrolytes tracked (ocean/sweat/salt curing); zero still mostly stub
  • Meals/pies/pots from real ingredients; sea-salt curing (impure digest ×0.85)

Thermoregulation

  • Felt ambient = climate − windchill + contact heat + room air (enclosed heat storage)
  • Stronger shiver burn (max mul raised vs prior page)

Health / death

  • Wound infection can kill; vanilla HP kill path more carefully gated into part wounds
  • Capacities section renamed Bodily Functions (incl. Immunity)

UI / controls

  • Left HUD: lactic acid instead of amber blood-waste bar
  • Void: Shift+V hold; water look-at shows source kind
1.6.1 bodyphys
1.22.0 - 1.22.5
4 Aug 7th at 2:01 AM Release Retracted

Retraction Reason:

I believe my personal information may be in this mod release

Changelog:

  • Added lactic acid buildup. Continued sprint and stamina usage builds up lactic acid which processes to blood waste overtime. 
  • Tried to balance the whole stamina system to work better.
  • All drinkables should now have proper composition values.
  • Alcohol now has a physiological effect. Not really realistic - pure alcohol is just treated as waste and does not provide energy (wines and ales still give you macros as they are not 100% alcohol) 
1.4.1 bodyphys
1.22.0 - 1.22.6
54 Aug 6th at 2:53 AM Release Retracted

Retraction Reason:

I believe my personal information may be in this mod release

Changelog:

  • Forgot to update handbook. Updated with handbook.
1.4.0 bodyphys
1.22.0 - 1.22.5
3 Aug 6th at 2:31 AM Release Retracted

Retraction Reason:

I believe my personal information may be in this mod release

Changelog:

  • Added a 1st person health UI
  • Made some balance adjustments (nowhere near complete)
  • Reworked Thermoregulation 
  • Fixed some bugs related to fall damage handling and mining exertion
1.1.4 bodyphys
1.22.0 - 1.22.6
25 Aug 5th at 4:16 AM Release Retracted

Retraction Reason:

I believe my personal information may be in this mod release

Changelog:


58 Comments (oldest first | newest first) (threaded | flat)

midvightmirage, 14 hours ago

also the text in the ui is broken

midvightmirage, 15 hours ago

when i spawn i very quickly become weak and slow

HaRUSo, 1 day ago

Этот мод золото по причине, что можно какать

neptunesmoone, 3 days ago

There should def be an AI tag on this mod and a note on it in the description just as a way for people to know what they're downloading, respectfully. Best of luck on the future dev for this!

Pyr1t3, 3 days ago

Is there a discord server or something so i can actively follow mod development?

EnderVain , 3 days ago
@Pyr1t3: Is there a discord server or something so i can actively follow mod development?

I believe if you press the follow button on the mod, it should notify you for when I update it. No currently there is no Discord server; not really planning on it right now. I want to keep this as a passion project/ hobby. Having a Discord server for the mod makes it feel more of a mandatory obligation for me.

Saerkal, 3 days ago (modified 3 days ago)

Love to see this! I've got an EMT/Bio background so I am extra pleased. More than happy to talk if you need anything (I've also got a book on the history of medicine because it's just so cool)--otherwise, I look forward to seeing this project develop!

EnderVain , 2 days ago
@Saerkal: Love to see this! I've got an EMT/Bio background so I am extra pleased. More than happy to talk if you need anything (I've also got a book on the history of medicine because it's just so cool)--otherwise, I look forward to seeing this project develop!

Hey, honored for you saying that you're pleased given your background. I have started drawing up plans for a Combat/Damage rework. I'm conceptualizing around having an adrenaline system (I have a long term play session to test this mod, and the brown bears have been brutal). Also trying to reward being alive longer/ building up fat and muscle on the body. I'll be looking forward to your feedback when I drop the update. Thanks!

TheDarkPlague, 4 days ago (modified 4 days ago)

Ohhhhh, I love the concept! I think I’ll wait a bit until it’s a bit more developed before adding it to my survival build, but I’ll give it a go anyway.

Just out of curiosity, was the mod made by AI or not? (I’m asking because AI-made mods are often more glitchy, so I tend to avoid including them in modpacks)

And as regards infections, will there be several types of infection? (In the sense, for example, that there may be several possible infections for wounds, etc.; e.g. ‘necrotising’ infection, streptococcal or staphylococcal infection)

EnderVain , 3 days ago
@TheDarkPlague: Ohhhhh, I love the concept! I think I’ll wait a bit until it’s a bit more developed before adding it to my survival build, but I’ll give it a go anyway. Just out of curiosity, was the mod made by AI or not? (I’m asking because AI-made mods are often more

Hey, feel free to try it, I'm open for feedback. I have started my own playtest, so far I've been able to put a couple of hours in and am enjoying myself. I have found a couple of bugs and places of polish. So I am actively working on it and playing to make sure everything works as intended. As for AI usage- if you are asking if I am coding with AI, yes, I am using AI for code. I absolutely hate writing coding. I took 4 classes of it in university, hated it. I get no enjoyment from coding. If you are asking if the whole mod and it's features was concieved by AI, no. I have spent a lot of time fine-tuning my ideas to design the mod and features. It's made me appreciate game development in an entirely new way. The smallest things require a lot of thought and design decisions. Also, the block models were designed by me, and the HUD player picture for damage location too. I have no previous modeling experience or art experience, so I try my best. If you disagree with my AI usage, that is fine. This mod is free, I am spending my free time implementing features and bug testing, and spending my money on the cost for credits. While I love seeing my ideas come to life and it brings me joy, the players who download the mod and play it are the biggest benefactors, and they get this mod with no cost attached. If players have reseravations about my AI usage, I really don't care. I do not benefit from more or less people downloading this mod. Seeing the feedback is pretty nice though and warms my heart. So, I want this mod to be bug free and polished for my own sake. If I somehow was able to make this mod without AI, I can assure you it would have 10x the problems and take 100x the time to make. Anyways, I also have my own reservations on AI usage in media I consume, so I understand where you are coming from to an extent.

 

In regards to infections, I'd like to first say I do not have a biology background at all, so I actually have no idea about what those things are. I'm doing research as I go. Right now, I'm thinking about some sort of infection and sickness system that happens just due to being around waste or maybe being in dirty water. There are no current plans for infection types, but I'd have to look into those infection types if they can be meaningfully added to serve a function. Like different type of wound infections incurring different penalties. I'll sleep on it, but currently I'm trying to find bugs, balance, and polish the mod, then move onto some mod compatability.

Lat, 4 days ago

Really hope you manage to add individual organ damage (maybe even failure) and things like blood infections and sepsis

EnderVain , 4 days ago
@Lat: Really hope you manage to add individual organ damage (maybe even failure) and things like blood infections and sepsis

So I actually thought about up to what level I want to simulate. And currently, the mod essentially generalizes the organs in organ systems (and even then, some systems like the Urinary system, is combined with digestive), so not down to an organ level. Obviously, it is not technically feasible to go down to a cellular level due to computing limitations, but around an organ system level I think is a good balance between getting fun out of management for microsystems and actually playing the game. For your recommendation of organ-level damage, I think it would add complexity, but implementing mechanics surrounding why organ damage exist in the setting of Vintage Story seems unplausible. For example, having the liver fail is basically spelling death, but what are you going to do? Get a liver transplant? That is why I decided to make things like extreme blood toxicity cause general torso damage overtime and kill you. That's just my take, I have absolutely 0 biology background. 

 

Sepsis in a way is kind of in the mod. Like if you let an infection get bad enough, it will eventually kill you. But from looking at what sepsis is, I think you might like for a 100% infection to cause bodily damage overtime, then kill you. I am open to this. Will make a note. Thanks.

MSB_1, 4 days ago

Is there a compability with wild craft on nutrition? they have a lots of fruits and u should add the micronutrients of the fruits (i know its a lot of research but it would be nice).Im excited to try this mod out keep working on it! :3

Liliet, 5 days ago

This looks really good! It also looks really new and like it doesn't have the sort of integration with everything that HoD, Immersive Body Temperature and other mature mods already do... so I'll be watching its development with curiousity and waiting for more info :3

darius_s, Aug 9th at 1:33 PM

Hi, just wanted to say great work on the mod, but theres a few issues I'd like to bring up:

1. I adjusted the values you suggested for bloodwaste yet it still the buildup is a bit too crazy (would be nice to have a way to disable it temporarily until the update from you comes).

2. I would love for a way to drink from my hands (like hydrate or dierate) without a jug and bowl as some early starts have been impossible - unable to find berry bushes to fill my hydration where I reach severe dehydration and start dying. Might just be my luck.

3. There's a very odd bug (not due to mod compatability issues I have checked) where my screen goes grey-toned and duller and then the screen goes to black for 0.5s at periods of every 5-30 seconds. It's such a strange one. I think it occured after I ate a berry, not too sure. But yeah it basically makes the game unplayable.

Other than that, I'm pretty damn stoked for this mod, I wanted something hardcore and I cannot wait to see where this goes. Good work mate :)

P.S Good luck with all the bugs, I know how painful it can be to adjust and develop a mod. (might be good to have a discord group so people can post bug-reports!)

EnderVain , 6 days ago
@darius_s: Hi, just wanted to say great work on the mod, but theres a few issues I'd like to bring up:1. I adjusted the values you suggested for bloodwaste yet it still the buildup is a bit too crazy (would be nice to have a way to disable it temporarily until the u

Hey, thanks for letting me know about these issues. Really close to pushing an update, a lot of hyration mechanics were implemented. I think I'm at a point where it might give HoD a run for it's money. I have implemented a drink from hands mechanic, took a little dabble in modelling and also made a water well. Really proud of that even though the model is very simple compared to HoD. Adding micronutrients as well to bring the vanilla nutrient functionality back. I do agree the bloodwaste buildup needs a good bit of tweaking- will work on that. I mainly was focusing on the hydration and micronutrient expansion. Also, for that odd bug you mentioned... are you sure you are not just sleepy? That sounds a lot like the sleep deprivation mechanics I implemented. If it is, then this might be a good indicator to maybe implement some sort of additional notification and player sound to indicate sleepiness. Anyways, really appreciate your feedback!

darius_s, 6 days ago
@EnderVain: Hey, thanks for letting me know about these issues. Really close to pushing an update, a lot of hyration mechanics were implemented. I think I'm at a point where it might give HoD a run for it's money. I have implemented a drink from hands mechanic, took

Had no idea that there was a thing for sleepiness, I'm not too sure but either way if it's as intended then a visual indicator or some noise would be great :)
Once the update comes around, I'm ditching hydrate and dierate FOR sure, I've always wanted more in-depth health/nutrition mechanics so I wish you best of luck. More feedback is to come as the mod progresses! Keep up the good work.

EnderVain , 5 days ago
@darius_s: Had no idea that there was a thing for sleepiness, I'm not too sure but either way if it's as intended then a visual indicator or some noise would be great :)Once the update comes around, I'm ditching hydrate and dierate FOR sure, I've always wanted more

Mod updated. Please see changelog for full info. Let me know what you think of the hydation mechanics and if they are up to your expectations. It was my first time modelling so the models for the Latrine and Well might not be that great. Word of warning... please don't chug pond water.

darius_s, 5 days ago
@EnderVain: Mod updated. Please see changelog for full info. Let me know what you think of the hydation mechanics and if they are up to your expectations. It was my first time modelling so the models for the Latrine and Well might not be that great. Word of warning..

Glad to hear from you! I'm testing it out and I wanted to say the new update is very damn nice. The hydration mechanics are good. Only issue I think I've come to notice right now is unfortunately the mod isn't able to work with bettER prospecting (wont show the Y coords for the well) which is unfortunate, but that's not a mod issue!

I don't think I have noticed any issues regarding human waste, illness and lactic acid/blood waste. The blood waste has been developing much slower, which I will presume can clear out easier when asleep. Great stuff.

I chugged pond water for a test and immediately caught dysentry lmao, but the mechanic works. Only thought I have is about healing from illnesses over time (the dysentry) as I don't see any statistic regarding recovery from dysentry.

The well works, the latrine works, so if I notice anymore issues I shall keep you posted!

Heebeejeebees, Aug 7th at 2:41 AM (modified Aug 7th at 2:43 AM)

Colour me confused; if there are already mods with their own management systems and third-party support, why totally rewrite? Not hating, just confused on why — specifically for hydration, HoD isn't being used as a tandem mod with this one co-opting undesired behaviour, so that other third-party status mods (like Teotale's Player Status HUD and its HoD compatibility) are supported by-default?

Also, someone in the comments mentioned consequences, SlowTox enables such things.

EnderVain , Aug 7th at 2:53 PM
@Heebeejeebees: Colour me confused; if there are already mods with their own management systems and third-party support, why totally rewrite? Not hating, just confused on why — specifically for hydration, HoD isn't being used as a tandem mod with this one co-opting undes

Initially when I started designing the mod, I actually never really thought about uploading it. My goal wasn't to have a management system, but to I guess simulate the human body to somewhere a little above an organ level. By planning out the features and doing some research (i have no biology background), I realized I am going to have to make compromises to realism. HoD and SlowTox are two individual mods that have their individual design implementations. You could patch them to work together, but I thought starting from the bottom meant I could integrate two systems to a deeper level. Anyways, I really don't mind if people don't use this mod for one reason or another, as long as I like it. I thought other people might enjoy what I'm implementing. That doesn't mean I'm not open for critism and feedback. I really want to add integration with other mods that complete the experience and fulfill my vision of the game. For example, I'd like to implement Bloodtrails compatability, make sure the mod is compatible with Real Smoke, and have the player rely more on mounts for long distance traversal, as right now the player is heavily hampered by stamina. 

OhCubed, Aug 7th at 2:40 AM (modified Aug 7th at 2:41 AM)

I have the Expanded Foods and Xskills Fork mods installed, I dunno if they have anything to do with it, but when I try to eat any food that can be partially consumed (pies, bowls with meals), it only eats 1-2% of the meal, and then I can't eat any more of it (Except after a minute or two waiting, and then it only eats 1-2% of it again). Even food that's made from vanilla recipies and ingredients.

EnderVain , Aug 7th at 7:11 PM
@OhCubed: I have the Expanded Foods and Xskills Fork mods installed, I dunno if they have anything to do with it, but when I try to eat any food that can be partially consumed (pies, bowls with meals), it only eats 1-2% of the meal, and then I can't eat any more of

Hey man, I don't want to make any guarantees right now, but I'll make a note of these mods and see if I later down the line I'll check for compatability issues and maybe add compatability. The mod is in it's early stages with tweaks and changes going on, so I have to prioritize the core mod functionality working and compatability later. I personally haven't played with those mods, when I do move onto compatability, I'll first do the mods I play with and focus on the rest later. 

EnderVain , 5 days ago
@OhCubed: Fair enough. I'll peek back in once it's further along.

Hey, I updated the mod. The bug for the food was not a mod related issue, I also experienced and fixed it. I still cannot say that Expanded Foods is fully supported, you can give it a try though. 

OutlawEyes, Aug 6th at 6:59 PM

Forgive me for being big dumb, but how do I hydrate? I tried to drink out of a jug and nothing happened. Didn't consume the water in the jug

EnderVain , Aug 6th at 11:26 PM
@OutlawEyes: Forgive me for being big dumb, but how do I hydrate? I tried to drink out of a jug and nothing happened. Didn't consume the water in the jug

Hi, sorry, I'm still working on hydration. Right now the primary source is food with high water composition. Like berries. I probably should've made that clear. Sorry about that. Think I'll have the base game drinkables have proper composition by tonight.

EnderVain , Aug 7th at 2:05 AM (modified Aug 7th at 2:07 AM)
@OutlawEyes: Thank you! I appreciate your work, so far it's really been fun to use. Great job man!

Hey, quick update: I added composition values for drinkables so they should work as intended. Also made some other improvements and additions. Make sure you delete the old bodyphys config files so they regenerate.

  • Added lactic acid buildup. Continued sprint and stamina usage builds up lactic acid which processes to blood waste overtime. 
  • Tried to balance the whole stamina system to work better.
  • All drinkables should now have proper composition values.
  • Alcohol now has a physiological effect. Not really realistic - pure alcohol is just treated as waste and does not provide energy (wines and ales still give you macros as they are not 100% alcohol)
    • High levels of blood waste causing blood toxicity causes the same vanilla drunk mechanic to be applied.
EnderVain , Aug 7th at 7:03 PM
@OutlawEyes: Thanks man. How do you reduce blood toxicity? Mine goes up endlessly no matter how rested or hydrated I am

I'm still tweaking the default values, so it's more of a balancing problem. If you stand still and do nothing, have no lactic acid buildup, and no food in your stomach, you should start seeing blood waste going down. In my own testing, I do agree this is really slow. I think the big issue is the lactic acid input into blood waste contributes to too much. I think I'll lower that. You can do this by editing the config until I release an update to the values.

Find these values and replace them, and hopefully it will be better. Also, feel free to tweak them to your own specifications:

"LacticClearPerGameHour": 360.0,  to 380
  "LacticToBloodWasteMlPerG": 0.5, to 0.25
  "LacticSprintPerSecond": 1.4, to 1
  "LacticJumpCost": 1.8, to 1.5

There is also  which would be the big determination  to blood waste buildup "BloodWasteClearPerGameHour": 40.0, which you could bump to like 43-45ish. 

EnderVain , 5 days ago
@OutlawEyes: I'll give it a shot. Appreciate you getting back to me so quick

Updated the mod, blood waste should be a lot more manageable. In terms of balancing, I think I'm coming closer to where I'd like, still dialing it in, but I had a couple good hour or so play sessions where the gameplay felt pretty good. Let me know your experience.

Fefa, Aug 6th at 9:57 AM

You should add consequences for drinking alchool, that way people has to think about what they drink, too much alchool could be bad affecting the body functions, too much juices could rise sugar levels lol

EnderVain , Aug 6th at 2:33 PM
@Fefa: You should add consequences for drinking alchool, that way people has to think about what they drink, too much alchool could be bad affecting the body functions, too much juices could rise sugar levels lol

Yeah, I'm still thinking about the best way to deal with alcohol as currently there is no handling for it. I want it to spike blood waste levels dramatically, and have the body metabolize it as well. The mod generalizes a lot of bodily functions (because turns out the body is realllllllyyyyy complex who would've thought). So, I'm having to do a lot of brainstorming to find a decent life-likeish functions that can be implemented. From my understanding, alcohol doesn't follow the same metabolism path like regular macros as the body has to process the toxic ethanol, but those compounds do not turn into glucose, they turn into ATP in a different way. My mod doesn't even simulate down to ATP, just calorie energy draw. So, i'm still trying to decide the best course of approach.

EnderVain , Aug 7th at 11:23 PM
@Fefa: You should add consequences for drinking alchool, that way people has to think about what they drink, too much alchool could be bad affecting the body functions, too much juices could rise sugar levels lol

Quick little update on your consequences suggestion: I have already added consequence to being a drunkard/sodden whoreson/piss-sack in the form of spiking blood toxicity. Working on reintroduction of nutrient types. Having too many or little of one food type will impact the player negatively

Xenomorph311, Aug 6th at 5:20 AM

wow, seems like absolute hell.. I like it : D

but also i wanna suggest minigames for applying healing items.

anyway keep up the great work!

EnderVain , Aug 6th at 2:39 PM
@Xenomorph311: wow, seems like absolute hell.. I like it : Dbut also i wanna suggest minigames for applying healing items.anyway keep up the great work!

Right now I'd say absolute hell is a stretch. Balancing needs to continue to be done to make the systems work in a more life-like way. I obviously want it to be more challening than vanilla, but also don't want the only thing the player to be glued to is the stats panel making sure everything is in check. Also, what do you mean by minigames for healing items? Like manually clicking on a body part in a UI to patch it? Thanks for the suggestion!

EnderVain , Aug 7th at 7:21 PM
@ItzZackyBoi: Wait a min why is ur idea giving.... Casualties: Unknown 👀

Never heard of this game so I looked it up. That is such a complex healing system O_O. I barely was able to design the 1st person damage UI, so uhh I wouldn't bet on it being that complicated. 

Maximusmime, Aug 6th at 4:06 AM

As a fan of all of those games, this is awesome! Insane depth. Can't wait to see the development of this.

Sharksplitter, Aug 6th at 12:53 AM

The attempts at tasteful language are cracking me up, "v to void" lmao

Heebeejeebees, Aug 7th at 2:46 AM (modified Aug 8th at 5:48 AM)
@Sharksplitter: The attempts at tasteful language are cracking me up, "v to void" lmao

It's honestly much-appreciated for family friendliness. Yes even to void oneself when seeing a bear, should it remain PG-13.

That might be a funny addition, honestly; self-voidance and scent trailing for creatures so the player must make way into water, escape, then clean up before being attacked by a pursuing creature again.

EnderVain , Aug 7th at 7:17 PM
@Heebeejeebees: It's honestly much-appreciated for family friendliness. Yes even to void oneself when seeing a bear, should it remain PG-13. That might be a funny addition, honestly; self-voidance and scent trailing for creatures so the player must make way into water, e

It did cross my mind, maybe when I further flesh out the pooping, that having a steaming pile of crap next your base shouldn't be a good thing. If I plan on infection and sickness implemenation, I could tie the two together to promote cleanliness.

MoonyBeasty, Aug 5th at 9:33 AM

This seems like it will be fun to play with, I hope developing this mod goes well!

EnderVain , Aug 5th at 3:08 PM
@MoonyBeasty: This seems like it will be fun to play with, I hope developing this mod goes well!

Thanks! Really would like more eyes on the mod to see where I can balance and fix bugs. Please let me know your thoughts or what could use improvement!

Exmortis, Aug 5th at 7:06 AM

Hey EnderVain
I'm working on an Injury/Medical system inspired by Project Zomboid as well!
Very keen to see your interpretation 

Sounds like you had to rewrite a fair bit of core vanilla behaviour
Is the system functional or still a WIP?

EnderVain , Aug 5th at 2:53 PM
@Exmortis: Hey EnderVainI'm working on an Injury/Medical system inspired by Project Zomboid as well!Very keen to see your interpretation Sounds like you had to rewrite a fair bit of core vanilla behaviourIs the system functional or still a WIP?

Right now it is functional to an extent. There is no individual hitbox for each limb. I'm not sure if I ever planning it on being that complex.

    • It is mostly a weighted random when you get attacked. I am thinking of further fine tuning this to be specific for each mob and change the weights based on the mob. Like a wolf mainly going for your legs, or a bear going for your upper half. 
  • Each body part can recieve damage in the form of a wound type. Some wounds cause you to bleed depending on damage source.
  • Fall damage right now goes to a random leg, I'm planning on making it first damage legs, if legs can't sustain more damage, the upper body will take the rest. So big falls will still be lethal. 
  • Healing is closer to RimWorld: you heal an injury with the poultices which boost the healing rate by using tend quality decided by level of poultice or bandage, they also stop bleeding. 

It's still not fully where I'd like it to be. I'd like to focus on some sort of 1st person UI element to see individual body part damage (like mini health panel mod from PZ), but I have like no clue on how to make a ui, so it'll be rough. Still need to do a lot of balancing by just playing around. I am open to any critiques/features/bugs that you find. Thanks!

Melilith, Aug 5th at 5:27 AM

i love all of those games, this looks interesting!

EnderVain , Aug 5th at 3:06 PM
@Melilith: i love all of those games, this looks interesting!

Me too! I haven't been able to find any games which go this deep into survival. Would love to know what you thought of it as well, let me know what you think needs balancing, any bugs you find, or features you'd like to see. I'm trying to bring this mod's hydration mechanics up to snuff with Hydrate or Diedrate; let me know if you think other systems could use improvement.

DirtTastesBad, Aug 5th at 4:52 AM

One step closer to Vintage Story brain surgery (Genuinely though, been wanting a more in depth health/body system recently, and this looks dope, wishing you luck)

EnderVain , Aug 5th at 3:01 PM
@DirtTastesBad: One step closer to Vintage Story brain surgery (Genuinely though, been wanting a more in depth health/body system recently, and this looks dope, wishing you luck)

Hmmmm..... Will probably add brain surgury along with the erection/boner mechanics update /s. Thanks for your interest! I would highly appreciate if you could let me know about any tweaks/balances/bugs you find or just what you think about the mod after trying it.