Mods / SlowTox

Tags:
Alcohol Realism Food QoL Tweak
Author:
XyrVexus
Side:
Both
Created:
Jul 9th 2025 at 8:49 PM
Last modified:
6 days ago
Downloads:
93181
Recommended download (for Vintage Story 1.22.0 - 1.22.6):
slowtox_5.0.0.zip  1-click install

Enjoying the mods I've created? Please consider donating to this unemployed creator ❀️

If you're a creator, and one of your mods interacts with SlowTox, please let me know and I'll link to it from this page!

SlowTox

Make better use of brewed drinks, give purpose to Taverns, or enhance your RP as the server's drunkard, with SlowTox!

 

Has your Seraph ever had a pint of mead to toughen up before a battle?
Perhaps they've drunk their body weight in whiskey and brandy to endure the harsh winter cold and temporal storms?
Have they ever been so sloshed the ocean waves rise up to meet them as the mountains reach out for a big hug?
NO?  Well, now with SlowTox all of this can be experienced!

And now also introducing, the Drunkard class! Thank you Aldi!

 

Why modify vanilla VS Intoxication? 

  • Without mods, alcohol instantly causes drunkeness. So unrealistic!
  • Players cannot sleep off drunkenness (this was finally added to vanilla in 1.22!)
  • The volume of liquid consumed is ignored; drinking a serving of 0.1L yields the same intoxicants as 1L (This was finally changed by vanilla in 1.22!)
  • Even 0.1L of wine impedes the player's abilities 
  • There is a low intoxication limit of 1.1 - that's no fun
  • Alcohols mostly aren't useful even though they require loads of time and resources to make


What does SlowTox do?

  • Realistic ramp up of the effects of alcohol
  • Intoxication respects passage of in-game time so players can sleep off their drunkenness
  • Serving size matters! Consume single servings from the jug or bowl. I also recommend: Daymare's Cup Mod, Liquid Containers, Tankards and Goblets & A Culinary Artillery's bottles.
  • Use drinks for their calories without becoming overwhelmingly drunk
  • No strict intoxication limit. Drinking too much can result in becoming over-intoxicated which hurts the player (but also creates some really wild visuals.) So be cautious with that Aqua Vitae!
  • Benefits! The Seraph, empowered by intoxicants, experiences many useful effects
  • Tolerance to alcohol will build up if your Seraph becomes drunk regularly; abstaining will gradually return tolerance to normal. An occasional bit of wine is not going to create tolerance.
  • Tolerance can be set by class traits to change how much intoxication is gained
  • The /tox command can be used to view intoxication levels. Admins can also set their own values
  • Makes intoxication very configurable
  • And a final note, it is safe for existing worlds to add / remove SlowTox

 

 

Benefits! ...and Consequences!

All that work to create some strong drinks finally pays off!

Strength refers to both mining speed and melee damage. Damage resist can also provide some protection to cold damage.
You'll get maximum benefit when intoxication is near the middle of each effect's range. Benefits at default config settings:

Max HP Regen: 0.1 per 5 seconds

Max Stability Regen: 1% per 8 seconds

Max Attack & Mining Speed boost: 20%

Max Damage Reduction (after armor is applied): 1

    

The penalties increase in severity as intoxication rises.

 

1 liter of mead/ale/wine increases intoxication by roughly 0.13;
1 liter of vodka/whiskey/brandy will yield about 0.85


As your intoxication level rises and falls, the effects will change! So take some drinks with you on your next adventure!

 

Config

Upon start, there will be a configuration file (SlowTox.json) located in the ModConfig directory. It contains these items which you may alter:

 Config Item Name  Default Value  Description
 Enabled  true  Enables SlowTox features
 DefaultTolerance  1  The Tolerance level players should begin with. Ranges from 0.1 to 10. Example: Tolerance of 2 will roughly halve the amount intoxication gained from alcohol.
 CommandsAllowed  true
 Allows use of commands such as /tox. Requires restart to take effect
 IntoxicationSpeed  1
 The overall rate at which intoxicants are processed
 IntakeRate  0.01
 How quickly intoxication builds up (this is carefully tuned, adjusting IntoxicationSpeed is preferred)
 DecayRate  0.0023
 How quickly intoxication is removed (this is carefully tuned, adjusting IntoxicationSpeed is preferred)

 HabitualToleranceChangeRate

 1.0
 The rate at which tolerance adjusts based on habits
 OverintoxicationThreshold  1.2
 Threshold after which intoxication causes self-damage
 HealthRegenIntoxRangeBottom
 0
 Threshold after which health regeneration is given
 HealthRegenIntoxRangeTop
 0.6
 Threshold after which health regeneration is no longer given
 HealthRegenRateMax
 0.02
 The maximum health regeneration rate that intoxication can provide
 StabilityRegenIntoxRangeBottom
 0
 Threshold after which stability regeneration is given
 StabilityRegenIntoxRangeTop
 0.6
 Threshold after which stability regeneration is no longer given
 StabilityRegenRateMax
 0.00125
 The maximum stability regeneration rate that intoxication can provide
 StrengthBonusMultiplierIntoxRangeBottom
 0.2
 Threshold after which strength bonus is given
 StrengthBonusMultiplierIntoxRangeTop
 1
 Threshold after which strength bonus is no longer given
 StrengthBonusMultiplierMax
 0.2
 The maximum strength bonus that intoxication can provide
 DamageReductionIntoxRangeBottom
 0.2
 Threshold after which damage reduction is given
 DamageReductionIntoxRangeTop
 1
 Threshold after which damage reduction is no longer given
 DamageReductionMax
 1
 The maximum damage reduction that intoxication can provide
 IgnoreSmallDamageChanceMax
 0.67
 The maximum chance to ignore small damage
 WalkSpeedPenaltyIntoxBeginApply
 0.6
 The intoxication level at which the walk speed penalty begins to apply
 WalkSpeedPenaltyIntoxFullApply
 3
 The intoxication level at which the walk speed penalty is fully applied
 WalkSpeedPenaltyMax
 0.6
 The maximum walk speed penalty that intoxication can cause

 

Unintended uses (but uses nonetheless!) via the Config options & commands:

  • Disable intoxication: configure IntakeRate to 0
  • Make intoxication last until death: lower DecayRate to 0
  • Shorten the duration of intoxication: raise IntoxicationSpeed to 5
  • All intoxicants hurt the player: set OverintoxicationThreshold at 0
  • Make yourself sick & blast off to the stars: Set your Tolerance to 0.1 and drink

 

 

Future Plans
  • Make configurable
  • Benefits for slight intoxication
  • Allow intake of additional intoxicants while intoxication is above 1.1
  • Change the damage reduction: it should apply after armor, and reduce a percentage of the damage up to the max allowed amount.
  • Change health regeneration and stability: it should diminish after exceeding the maximum threshold, resulting in a "sweet spot"
  • Integrate with ImGUI
  • Intoxication gain/loss based on in-game time rather than real time
  • Reduce the chilled vision effect while resistance is active
  • Add status indicator for effects
  • What would it take for non-code mods to set the tolerance according to class?
  • Consider integrating with XSkills

 

 

 

For Modders

SlowTox exposes some attributes which other mods can manipulate:

entity.WatchedAttributes.SetFloat("slowtox:newToxins", value)
entity.WatchedAttributes.SetFloat("slowtox:detoxicants", value)
entity.Stats.Set("slowtox:tolerance", <yourCodeHere>, value);
 

 

For those adding class traits, you add multipliers for the Tolerance system in json:

[
{
"code": <anyNameYouLike>,
"type": "positive",
"attributes": { "slowtox:tolerance": <yourMultiplier> }
},
  {
"code": <anyNameYouLike>,
"type": "positive",
"attributes": { "slowtox:benefitMult": <yourMultiplier> }
},
{
"code": <anyNameYouLike>,
"type": "positive",
"attributes": { "slowtox:overintoxicationDamageMult": <yourMultiplier> }
},
{
"code": "composed",
"type": "positive",
"attributes": { }
}
]



What do these stats do?

slowtox:tolerance will multiply the base tolerance, adjusting the strength of alcohol on the character.

slowtox:benefitMult multiplies the all the benefits the character receives while intoxicated, except for IgnoreSmallDamageChance.

slowtox:overintoxicationDamageMult multiplies the amount of damage the character receives when overintoxicated.

composed is a trait which allows benefits to continue being received at their maximum strength even after the character would otherwise be too intoxicated. The one exception is HP regen, which will be removed anyway if the character is receiving damage from overintoxication.

 

 

SlowTox uses a Harmony patch to bypass the base game's intoxication system. This works out-of-the-box for food items - if you're writing a content mod you don't have to do anything special, just set the intoxication field in NutritionProperties. A detoxicant is simply a food with a negative intoxication value.

Code modders can add directly to the slowtox:newToxins or slowtox:detoxicants attributes. Tolerance can also be adjusted to weaken or strengthen how much intoxication a player gains from intoxicants.

If you're working on a mod and need assistance in integrating with SlowTox, please reach out to me in the VintageStory discord server!



Other notes:

Should be compatible with almost every mod, including Hydrate or Diedrate. You should also know that Hydrate or Diedrate has a configuration setting to DisableDrunkSway.

 

If you like SlowTox, you may also be interested in these class mods:

Aldi's Drunkard Addition 

To Rule Them All: Middle-Earth Races

 

For more strong drinks, check out these mods:

 

And for fancy containers try:

 

*** If you have issues with rubberbanding (sometimes described as lag, stuttering, hitching), Rubberbandaid should take care of that!

 

Please let me know if you experience any issues or find any incompatibilities. I also love hearing how the mod enhances your enjoyment of Vintage Story. And since you've got the drinkin' mod, why not try my smokin' mod? Real Smoke, that is!

 

Please drink responsibly.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
5.0.0 slowtox
1.22.0 - 1.22.6
45152 Apr 21st at 10:26 PM slowtox_5.0.0.zip 1-click install

Upgrade to dotnet 10.

Updated BlockLiquidContainer patch due to VS changing its own intoxication calculation.

4.0.4 slowtox
1.21.0 - 1.21.6
2335 Apr 14th at 3:49 AM slowtox_4.0.4.zip 1-click install

Now required on both client and server, in order to support both-sided mods that depend on SlowTox.

Updated modicon in mod browser.

4.0.3 slowtox
1.21.0 - 1.21.6
4695 Jan 31st at 10:49 PM slowtox_4.0.3.zip 1-click install

4.0.3
Add new stats for other modders: benefitMult and overintoxicationDamageMult.
Add trait for other modders: composed.
Add debug mode that halts intoxication metabolism.

4.0.2 slowtox
1.21.0-pre.1 - 1.21.6
1228 Jan 23rd at 10:02 PM slowtox_4.0.2.zip 1-click install

4.0.2
Adjusted habitual tolerance algorithm.
Bugfix; re-joining multiplayer server no longer resets habitual tolerance.

4.0.1 slowtox
1.21.2 - 1.21.5
5141 Nov 14th 2025 at 8:24 PM slowtox_4.0.1.zip 1-click install

Prevents unnecessary attribute changes that contribute to rubberbanding

4.0.0 slowtox
1.21.2 - 1.21.5
1646 Oct 31st 2025 at 1:14 AM slowtox_4.0.0.zip 1-click install

Preserve ingested toxins between reloads.
Replace tolerance system; tolerance is now a Stat of BlendType FlatMultiply.
Add habitual tolerance.
Update config docs & add Russian translation (courtesy of a kind soul via Discord).
Replace modicon.

3.0.3 slowtox
1.21.2 - 1.21.5
2467 Oct 15th 2025 at 3:15 PM slowtox_3.0.3.zip 1-click install

Specify side as "Server" so clients don't have to download it

3.0.2 slowtox
1.21.2 - 1.21.5
93 Oct 15th 2025 at 2:37 PM slowtox_3.0.2.zip 1-click install

Remove duplicate marking dirty of attributes to reduce rubberbanding

3.0.1 slowtox
1.21.2 - 1.21.5
16037 Sep 11th 2025 at 2:22 AM slowtox_3.0.1.zip 1-click install

Mark watched attributes dirty when set; only add SlowToxBehavior to players once.

3.0.0 slowtox
1.21.0-rc.1 - 1.21.0
11081 Aug 19th 2025 at 7:52 PM slowtox_3.0.0.zip 1-click install

Intoxication respects passage of in-game time instead of real time so players can sleep off intoxication. Health regen and stability regen still respect passage of real time, but also occur rapidly while sleeping. Support for mods that would like to create detoxicants or modify intoxication tolerance. Config can now be used to enable/disable SlowTox or set DefaultTolerance. Detoxicants have a negative intoxication in the NutritionProperties. Added commands to view all stats, set detoxicants and set tolerance. Add mod icon.

2.3.2 slowtox
1.21.0-rc.1 - 1.21.0-rc.3
1435 Aug 7th 2025 at 2:13 PM slowtox_2.3.2.zip 1-click install

Removed dependency DLLs from zip

2.3.1 slowtox
1.21.0-rc.1 - 1.21.0-rc.2
639 Jul 30th 2025 at 5:51 PM slowtox_2.3.1.zip 1-click install

remove pending intoxicants when setting intoxication with /tox. SlowToxBehavior's OnEntityDeath now invokes base.OnEntityDeath( ) 

2.3.0 slowtox
1.21.0-rc.1 - 1.21.0-rc.2
162 Jul 30th 2025 at 3:38 AM slowtox_2.3.0.zip 1-click install

Add effects: meleeWeaponsDamage, miningSpeedMult, wallkspeed. Apply damage reduction post-armor calculation. Can also set intoxication with /tox command.

2.2.0 slowtox 322 Jul 27th 2025 at 9:37 PM slowtox_2.2.0.zip 1-click install

Add health regen during intoxication. Now makes use of a configuration file. 

2.1.0 slowtox 218 Jul 26th 2025 at 4:01 AM slowtox_2.1.0.zip 1-click install

The state of intoxication slightly reduces many types of damage and increases temporal stability.

2.0.0 slowtox 212 Jul 24th 2025 at 3:40 AM slowtox_2.0.0.zip 1-click install

Utilizes harmony patching to better define intoxication intake & decay. Compatible with Culinary Artillery bottles. Intoxication gain is proportional to serving size.

1.0.0 slowtox 318 Jul 9th 2025 at 8:53 PM slowtox_1.0.0.zip 1-click install

Initial release


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

b0b4444, Jul 30th at 3:34 PM

As others have pointed out, would be really cool to include psychedelic mushroom behavior here. In vanilla the effects come on almost immediately after eating. This mod could slow down the onset and make it more gradual perhaps!

Solifuge, Jul 21st at 10:45 PM

The distorted visuals would be also good for immersive mushroom tripping.  

kaden0823, Jul 15th at 2:58 PM

is there a reason im only getting the bloom and camera sway and not the visual distortion? also isnt your character supposed to physically sway around too?

XyrVexus , Jul 16th at 4:01 PM
@kaden0823: is there a reason im only getting the bloom and camera sway and not the visual distortion? also isnt your character supposed to physically sway around too?

Yes the character should sway, SlowTox does not modify the drunken camera or sway. Maybe some other mod. Hydrate or Diedrate *used to* disable drunk effects unless configured to allow it, for example.

Hiran, Jun 29th at 8:18 AM

Is there some form of indicator how drunk my character is?

Hiran, Jun 29th at 2:08 PM (modified Jun 29th at 2:08 PM)
@XyrVexus: There is a mod for that: SlowTox Visualizer

For whatever reason its not working for me. I can drink whole bucket of whisky and there is no icon at all

XyrVexus , Jun 29th at 7:06 PM
@Hiran: For whatever reason its not working for me. I can drink whole bucket of whisky and there is no icon at all

Yeah their mod doesn't work for me either πŸ˜… I wondered if it wasn't programmed to work on AMD or Linux or something like that.

Hiran, Jun 30th at 10:18 AM
@XyrVexus: Yeah their mod doesn't work for me either πŸ˜… I wondered if it wasn't programmed to work on AMD or Linux or something like that.

Thats why I asked here. Maybe you could add something to character window? New tab there or something, because stats seems almost full.
Or at least a command to get this info.

CaloMari, May 25th at 4:30 PM

Hot meals are giving me drunk effects for some reason, and it persisted after I removed the mod.

XyrVexus , May 26th at 8:30 PM
@CaloMari: Hot meals are giving me drunk effects for some reason, and it persisted after I removed the mod.

Hey CaloMari, rest easy knowing that SlowTox does not add drunk effects where none exist

CaloMari, May 26th at 11:27 PM
@XyrVexus: Hey CaloMari, rest easy knowing that SlowTox does not add drunk effects where none exist

Strange then, I have no other mods that even touch foods. Wonder what is causing that then

Polluxo, May 27th at 5:44 AM
@CaloMari: Strange then, I have no other mods that even touch foods. Wonder what is causing that then

Your character might be getting "hot" from eating something hot, the visual effect of being hot is similar to being drunk.

CaloMari, May 27th at 11:29 AM
@Polluxo: Your character might be getting "hot" from eating something hot, the visual effect of being hot is similar to being drunk.

Ohhh okay that would actually make sense. I do have one of those mods installed. Guess I'll just keep to letting my food cool before eating it.

ScholarCat, May 18th at 7:26 PM

I think blood from Butchering mod is causing drunk effects? It only lasts a short while overall, but quite funny.

IrisKalmia, May 22nd at 3:24 AM
@ScholarCat: I think blood from Butchering mod is causing drunk effects? It only lasts a short while overall, but quite funny.

I think that happens even without this, because I drank a bucket of it to get rid of it and got tipsy without this mod

 

IckleBickleBee, May 10th at 1:45 AM

Updated Daymare's cup mod for any that want it. I did that 90% because of this mod lol

prankb0y, May 6th at 9:56 PM

Any plans to modify psychedelic mushroom behavior?

eddiegtb, May 6th at 9:38 PM

I love the thumbnail art

MrBaldyLocks, May 4th at 9:12 PM

We appear to be getting intoxication when having fish stew with the 1.22.2 update. Hopefully this helps

dakkadakka, May 4th at 12:48 AM

Cool, I've always felt alcohol was pointless in vanilla. 

Teotale, May 3rd at 2:51 PM (modified May 3rd at 2:51 PM)

 

Hi ✌, Author, I've created a small visual mod for your alcohol-based buff/debuff system. Check it out here: https://mods.vintagestory.at/slowtoxvisualizer

 

XyrVexus , Apr 21st at 10:28 PM (modified Apr 21st at 10:29 PM)

Protobean Somewhere in the release candidates for VS 1.22, there was a change to how intoxication was being calculating from the nutrition properties of objects. I have now updated SlowTox to be compatible with the new system.

 

AylanJ123 both 4.0.4 and 5.0.0 should address the automatic downloads

AylanJ123, Apr 13th at 11:58 AM (modified Apr 13th at 11:59 AM)

Man I have a server and your mod reports missing when attempting to download from client side. Needs to install manually. Can you fix this for new updates please? It's because you think your mod is server sided only, but you are missing something and it's actually both sided.

Protobean, Apr 9th at 1:40 AM

so uh, i drunk two liters of wine and went sailing, now my tox is at 1.3?

i have tolerance of 1.1 

 

alumpof, Apr 5th at 5:14 PM

I noticed that there was an issue in my server with Slowtox. For some reason, when I started up a new world for my community to play on, no one was able to connect. Each player had a "You need 0 mods to be able to play on this server" notification pop up which was strange. We did some digging and noticed that Aldi's drunken addition required Slowtox as a dependency, and it wasn't downloading automatically. After I told everyone to download Slowtox manually, everyone was able to play. Is there a way to fix this to save some headache in the future?

Moonbyes, Mar 23rd at 10:42 PM

i really appreciate the thumbnail, awesome work! cool color shading on the beer :)

Kamomile, Mar 17th at 10:08 PM

Finally! My usual method of getting hammered on brandy and going spelunking finally has some benefits!

 

But genuinely this finally gives alcohol a purpose for regaining temporal stability while caving and I love it for that

XyrVexus , Mar 10th at 9:02 PM (modified Mar 10th at 9:03 PM)

Fenreki SlowTox doesn't change the intoxication of items, you got something funky in that porridge my friend

Fenreki, Mar 9th at 8:29 PM

Somehow I'm getting the drunk visual effects from eating porridge.

iamtibbers, Mar 8th at 1:20 AM

XyrVexus

Well Hiya there! I'm on a server called "Middleheim" and sometimes when players log in they report getting a "wavy" intoxication effect that makes the terrain in front of them bendy and breathing, they have to log out to "fix" it. Not sure if this is a known issue (sorry if it's a FAQ) 

XyrVexus , Feb 25th at 7:18 PM

Wilm4RRrr a lower number will make the effect last longer; 0.5 would be twice as long as 1.0

Wilm4RRrr, Feb 25th at 7:13 PM

Thank you for the fast response XyrVexus do i need to put a lower or higher number as IntoxicationSpeed?

XyrVexus , Feb 25th at 6:57 PM

thank you Wilm4RRrr for pointing that out. I've corrected it. Tolerance determines how potent alcohol is. IntoxicationSpeed is indeed what you want to modify to slow down or speed up the entire alcohol metabolism.

Wilm4RRrr, Feb 25th at 4:59 PM (modified Feb 25th at 5:02 PM)

The description of the DefaultTolerance in the config explanation is cut "The Tolerance level players should begin with. Ranges from 0.1 to 10. Tolerance of 2 will "

What do i have to change for the tox effect to stay longer/make the players detoxification slower?

 

Edit: I changed IntoxicationSpeed from 1.0 to 0.5 earlier, but im not sure if thats the correct setting.

Shakgriig, Feb 17th at 1:46 AM

A little heads up, I've added compatability with our LotR Races mod!

TheSinisterRat, Feb 15th at 11:23 PM

Absolutely ADORE the new thumbnail - utterly fantastic and wonderful, much like the mod itself!

Ylamona, Feb 6th at 4:53 AM

New thumbnail is peak cinema.

sockhead, Feb 5th at 1:58 PM

good mod, the thumbnail endears me

 

liv_on, Feb 5th at 11:37 AM

Love the new thumbnail :)

Galicate, Feb 3rd at 6:59 AM

XyrVexus Thats awesome thank you so much! Honestly it was only half of what my idea was, but i just now realised that my whole idea would have been a nightmare for the player for a large portion of the early game. It was basically that the player NEEDED alcohol to survive. If they didn't then they'd get the same effects that a normal non addicted player would get if drunk, such as DYING and issues walking and such. But now that I think about it, it'd only be fun if you joined in an already started world with access to alcohol, it would suck for new worlds.

Thank you for the new attributes though, I can work wonders with those.

Maoman, Feb 1st at 1:22 AM

What would be a really cool addition is having alcohol give a bonus to temperature to simulate the warming effect it has. What would be extra would be to further simulate that into the cold shock alcohol can give you by causing damage if it's too cold. 

XyrVexus , Jan 31st at 11:07 PM (modified Jan 31st at 11:07 PM)

GalicateI just added some new stats to support a Drunkard class, please check it out: https://mods.vintagestory.at/show/mod/40754. You can create your own class a bit more flexibly now, here are the stat definitions:

slowtox:tolerance will multiply the base tolerance, adjusting the strength of alcohol on the character.

slowtox:benefitMult multiplies the all the benefits the character receives while intoxicated, except for IgnoreSmallDamageChance.

slowtox:overintoxicationDamageMult multiplies the amount of damage the character receives when overintoxicated.

composed is a trait which allows benefits to continue being received at their maximum strength even after the character would otherwise be too intoxicated. The one exception is HP regen, which will be removed anyway if the character is receiving damage from overintoxication.

 

If this isn't to your satisfaction, I may consider what it would take to make your suggestion happen.

Galicate, Jan 31st at 8:48 PM

You should add a attribute/config that allows us to swap how the negatives work. That was a really bad explanation but what I mean is that I want to add alcohol additcted dwarves to my mod. NOT drinking would give the effects that normal players get when drinking. You NEED to drink or you get the effects that normal players would get if they drank.

Lummoxfox, Jan 26th at 6:35 PM

I had to reinstall the entire game and it works now. Sorry XyrVexus

XyrVexus , Jan 26th at 2:46 PM (modified Jan 26th at 2:52 PM)

Lummoxfox that indicates VS is trying to load a mod more than once. remove any old / duplicate mods from the mod directory, sometimes the mod manager is not effective at de-duping mods. also always restart the client after adding mods. I hope this clears up the issue for ya πŸ™‚

Lummoxfox, Jan 25th at 6:11 PM
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 16247 MB RAM
Game Version: v1.21.6 (Stable)
1/25/2026 1:11:26 PM: Critical error occurred
Loaded Mods: hangingoillamps@1.0.5, immersivemining@0.2.18, millwright@1.3.1, moremeadoptions@2.0.1, stoneharvesting@1.2.1, temporalsymphony@2.2.2, vanillaplus@1.4.0, game@1.21.6, aculinaryartillery@2.0.0-dev.11, bedspawnv2@1.6.4, betterfirepit@1.2.0, bloodtrail@1.1.8, bushfat@1.0.1, butchering@1.11.0, buzzwords@1.8.1, carryon@1.12.1, commonlib@2.8.0, foodshelves@2.3.3, footprints@1.1.2, immersiverope@1.0.7, khanimaltweaks@2.0.0, kevinsfurniture@1.8.1, meteoricexpansion@1.2.6, orekiwoofsbeehives@1.1.0, realsmoke@1.1.10, scientificsmithy@0.1.9, slowtox@4.0.2, smithingplus@1.8.3, stepupadvanced@1.2.4, stickemup@1.2.0, toolsmith@1.2.14, creative@1.21.6, survival@1.21.6, expandedfoods@2.0.0-dev.7, em@3.4.2, playercorpse@1.12.0, waxfatmod@1.1.3, tailorsdelight@2.1.2
System.Exception: Please restart the game. The mod's .dll was already loaded and cannot be reloaded. Most likely cause is switching mod versions after already playing one world. Other rare causes include two mods with .dlls with the same name
---> System.IO.FileLoadException: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr __ptrNativeAssemblyBinder_native, UInt16* __ilPath_native, UInt16* __niPath_native, ObjectHandleOnStack __retAssembly_native)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at Vintagestory.Common.ModAssemblyLoader.LoadFrom(String path) in VintagestoryLib\Common\API\ModAssemblyLoader.cs:line 36
at Vintagestory.Common.ModContainer.<>c__DisplayClass37_0.<LoadAssembly>b__0(String path) in VintagestoryLib\Common\API\ModContainer.cs:line 544
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 543
--- End of inner exception stack trace ---
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 570
at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 285
at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 261
at Vintagestory.Client.NoObf.SystemModHandler.SinglePlayerStart() in VintagestoryLib\Client\Systems\ModHandler.cs:line 262
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Initial() in VintagestoryLib\Client\Systems\Startup.cs:line 341
at Vintagestory.Client.NoObf.ClientSystemStartup.<HandleWorldMetaData>b__23_0() in VintagestoryLib\Client\Systems\Startup.cs:line 327
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 767
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
System.IO.FileLoadException: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr __ptrNativeAssemblyBinder_native, UInt16* __ilPath_native, UInt16* __niPath_native, ObjectHandleOnStack __retAssembly_native)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at Vintagestory.Common.ModAssemblyLoader.LoadFrom(String path) in VintagestoryLib\Common\API\ModAssemblyLoader.cs:line 36
at Vintagestory.Common.ModContainer.<>c__DisplayClass37_0.<LoadAssembly>b__0(String path) in VintagestoryLib\Common\API\ModContainer.cs:line 544
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 543
Lummoxfox, Jan 25th at 6:07 PM

XyrVexus I did try it by itself and it did crash, and I'm using the latest build of VS and slowtox, also there are logs when it happens but I can't provide them atm, crashes as it loads the world, and I haven't tried previous versions.

Sparkplug04, Jan 25th at 4:19 AM

went into a creative world, set tolerance to 0.1, drank aqua vitae until my mouse stopped doing anything to my camera and my Seraph was violently headbanging. Proceeded to drink more until it was enough to one-shot him at full health.
10/10 mod.

XyrVexus , Jan 25th at 3:04 AM

Lummoxfox Can you provide more details: Game version & SlowTox version, Multiplayer/singleplayer, does this still happen if all other mods are disabled, were there any logs, when does it crash, did previous versions work for you?

Lummoxfox, Jan 24th at 4:07 PM

XyrVexus Sorry but I was noticing a problem with an update. Same thing occured with Overhaul but Slowtox causes the game to crash on load. I managed to narrow it down but sad that this is the case. Not sure why it is though.

XyrVexus , Jan 20th at 11:26 PM (modified Jan 20th at 11:28 PM)

ItzMrFuyumi habitual tolerance resets between multiplayer sessions; it's a bug that i'm working through atm

NPH, Jan 20th at 2:35 PM

baaaaadass mod, makes booze actually worth making! this and warmbooze are huge. Hopefully not too long till we get proper GUI representation of intoxication and the buffs/debuffs from drinking, but /tox works well enough for now

ItzMrFuyumi, Jan 13th at 6:27 AM

Currently, whenever I reconnect to my server running this, my tolerance is reset to 1. Am I missing something, or can we not build any tolerance outside of a single play session?

PanzerOfTheLake, Jan 8th at 11:19 AM

The only problem with this mod is that it's not part of the base game

DeltaCross, Jan 8th at 12:00 AM

So I have discovered a funny interaction with the Butchering Mod where I now start to get drunk off drinking blood. Not that I'm complaining, but I'm pretty sure that's not how one gets "blood drunk".

XyrVexus , Dec 20th 2025 at 7:07 PM

IAmThatOneDude I was not aware of that - thank you for saying something, I'll have to create a fix

IAmThatOneDude, Dec 19th 2025 at 2:32 PM

Love the mod! Would there be any way to make tolerance be affected by a specific player's presence in-game, as opposed to server/real time (whichever it is)? 

 

Going into the game after a day and finding that tolerance has dropped, despite not being logged on at all to have an actual period without drinking isn't something I'm quite fond of.

 

Regardlessm thanks for the mod!

XyrVexus , Dec 17th 2025 at 6:21 PM

Kevin_McScrooge Yes it gradually returns to the player's natural tolerance level.

Kevin_McScrooge, Dec 15th 2025 at 5:37 PM

Does tolerance gradually go down?

icesharkk, Dec 14th 2025 at 3:42 PM

i know the status hud cont. dev made a template for new hud widgets. in case someone else has time to make it i unfortunately do not.

XyrVexus , Dec 13th 2025 at 10:03 PM

TayFey SlowTox does not modify the intoxication value of any consumable, ask the Alchemy creator for that ;)

Marshy No plans for that at this time

icesharkk none that i'm aware of, which is surprising. I plan to add one some day, lately I've been too busy to add new features to my mods

traugdor hey I think that would be awesome, I expose a tolerance value which you can modify! We can coordinate if that turns out to be troublesome

icesharkk, Dec 12th 2025 at 1:56 PM

has anyone found a mod that displays drunkeness on the HUD in some way?

traugdor, Dec 5th 2025 at 8:09 PM

Hey XyrVexus

Can you make our mods interact so that higher fat levels make the effects of drinking come on and dissipate more slowly? Feel free to reach out to me on my GitHub to coordinate if this is something you'd like to do. :)

TayFey, Nov 30th 2025 at 2:11 PM

It would be hilarious if aqua vitae-based potions from Alchemy made you drunk. I know alcohol-based drugs usually don't result in any drunkness, but 0.25 aqua vitae is still 0.25 aqua vitae even after all the herbs added to it. 

Marshy, Nov 25th 2025 at 5:42 AM (modified Nov 25th 2025 at 5:43 AM)

Any plans to add commands for admins to set other players' tox stats?
I was in a position on a roleplaying server where I wanted to let a player recover more quickly from a binge by roleplaying vomiting, but right now we can only set our own tox stats.
Could be useful for general debugging/testing too.

traugdor, Nov 25th 2025 at 5:31 AM

It would be totally cool if you could get blackout drunk where you either go blind and can't see or you just pass out and are left at the mercy of whatever finds you. I hear bears like their meat brined before they eat it...

Also if you can get black out drunk, at high enough levels of intoxication, you should be able to hallucinate pink drifters that you can chase around.

LadyWYT, Nov 25th 2025 at 5:25 AM

Downed a liter and a couple mugs' worth of cherry brandy as the resident Blackguard...ended up going nuts in the front yard of the base after a medium temporal storm, asking my hunter friend if the drifters were real. 10/10 would do again. πŸ˜†

captanredbeard, Nov 24th 2025 at 11:25 PM

GhrimVortex I'll check my mod versions of both cullinary artillery + expanded foods and slow tox, but last I checked, the /tox command worked, and setting intoxication via it also worked, however no amount of alcohol caused the intoxication value to raise while all three were installed.

XyrVexus , Nov 24th 2025 at 8:09 PM (modified Nov 24th 2025 at 8:10 PM)

GhrimVortex Do you mean blood from Butchering? It does seem to be mildly intoxicating. SlowTox uses the "Intoxication" value from the nutrition properties, it will never add or remove drunkenness to any item!

captanredbeard It seems to work for me, verify using the /tox command as described above. if you have hydrate or diedrate make sure to re-enable the drunksway in its config.

Wulff I'm very glad to hear the rubberbanding is improved, thank you for the feedback!

GhrimVortex, Nov 24th 2025 at 12:25 PM

I love the mod so far, just wondering if blood from culinary artillery is supposed to make you drunk?

captanredbeard, Nov 22nd 2025 at 4:13 PM

Does support for Expanded Foods need to be redone? I'm running expanded foods dev and even after 100 liters of aqua vitae I'm not getting any alcohol effects

Wulff, Nov 15th 2025 at 11:28 PM

I dont know how long whatever issue here was casuing the rubberbanding but i have had this on my server, which has a fair bit of mods, since we started it about a month or so ago and we all have had periods of rough rubberbanding and just lived with the struggles. One of the people has it far worse than the rest of us even though they are the closest to the server location.Today after updating i would say this one fix has for sure improved the performance single handedly. most of the stuttering and such has cleared up also. we still had some lag spikes but that is to be expected

XyrVexus , Nov 11th 2025 at 8:44 PM

Zalea the Rubberbandaid mod should fix that

Zalea, Nov 11th 2025 at 5:47 PM

Players reported a lot of rubberbanding with this mod (version 4.0.0) installed. Is there any workaround/server setting around this? Would really like to use this mod!!

XyrVexus , Oct 31st 2025 at 4:44 AM (modified Oct 31st 2025 at 4:45 AM)

BlueSamoyed So kinda like drinking on an empty stomach, the alcohol hits stronger and/or faster? I could totally do something like that. I will probably opt to get the status indicator working before I further complicate the existing system, because I don't want to mentally overload players with additional interactions

BlueSamoyed, Oct 31st 2025 at 4:00 AM

Would be interesting to add more toxicological relevancy to things like healing, although it would have to be implemented along with a mod that introduces more healing options like additional medicinal plants that must have their active compounds extracted by solvent. Could you maybe implement an effect where a lower saturaation level on the hunger bar = quicker max response? This may have been mentioned before, however.

XyrVexus , Oct 29th 2025 at 11:30 PM

Krakulous would you happen to have Hydrate or Diedrate? it has a configuration setting to DisableDrunkSway by default

Krakulous, Oct 29th 2025 at 11:17 PM

I drank 30 liters of wine and didnt get drunk?

XyrVexus , Oct 27th 2025 at 2:46 AM

Ceeroy I think that is very interesting. If I add adjusting tolerance, I wonder if it should be enabled by default. I'll try to run a poll on the Discord.

Ceeroy, Oct 25th 2025 at 12:26 AM

Awesome mod! Do you think it would be possible to make tolerance build up over time after months of drinking and then decay to default when not drinking regularly? When I first saw the tolerance value I tried increasing it naturally with the hope that my dwarf character could outdrink all the other races, lol

XyrVexus , Oct 16th 2025 at 5:30 PM (modified Oct 28th 2025 at 1:27 AM)

ThatFolfy Nope, and I don't see anything in their repo specifically about intoxication... Update: it looks like they identified some issues and released a new version!

ThatFolfy, Oct 16th 2025 at 5:19 PM

Hey, is there any built-in, intended interaction between this mod and SleepNeed? I've already asked about an issue I'm having on that mod's page, because it has to do with that mod's energy absolutely TANKING after my character gets drunk, but I just wanna make sure I haven't missed anything I could tweak.

XyrVexus , Oct 10th 2025 at 9:36 PM

Mountainmanmad Yeah when I get the time I'd really like to add an icon to Status Hud Continued, ideally a tankard icon with opacity or color representing the intoxication level, and benefits/penalties icons appearing inside the tankard

Mountainmanmad, Oct 10th 2025 at 8:24 PM

XyrVexus Thanks for the response! Have you considered making an icon for the mod, or a notice as to what bonus range you are in while in game?

XyrVexus , Oct 10th 2025 at 7:13 PM

Mountainmanmad The drunk sway will kick in a little bit then, yes. You can adjust your tolerance as you like. See the commands and config options. You can also adjust the benefits and penalties to any intoxication ranges that you prefer, for example if you lower the range for StrengthBonusMultiplier you can have that benefit while experiencing less of the drunken sway. 

Mountainmanmad, Oct 10th 2025 at 2:52 PM

Should I be getting the drunk sway even after a litre of wine? Or am i still intaking too much alchohol?

Guimoute, Oct 9th 2025 at 5:11 PM

That's awesome. Now, in true dwarves, we can be mine forever without having stability issues as long as we have a steady supply of ale.

Tahvohck, Sep 20th 2025 at 4:03 AM

Could you add a display to alcoholic containers that indicates their strength somehow? Either a "proof" value or just outright showing how much intoxication they add?

 

Figatoni, Sep 20th 2025 at 12:16 AM

> And since you've got the drinkin' mod, why not try my smokin' mod?

Very amused by this, thank you

koimeiji, Sep 12th 2025 at 4:35 AM

Any possibility of this also being usable with other, actual toxins ie mushrooms and (modded) poisonous berries? 

There's some...interesting potential in running this + foragers gamble, accidentally eating some deathcaps, and knowing you only have so long to live before the shrooms "digest" and kill you. Especially if someone makes a companion mod that lets you "detox" to hail-marry try and save yourself.

Or allowing people to partake of the fly agaric without suffering from poison, unless they eat too many. Probably beyond the scope of this mod but fly agarics are hallucinogenic...

smt923, Sep 11th 2025 at 2:30 AM

thank you for still backporting fixes to 1.20.12! 

XyrVexus , Sep 11th 2025 at 2:26 AM

qlVegetalp all sorted out in 3.0.1 :-)

qlVegetalp, Sep 10th 2025 at 2:05 AM

weird incompatibility but rustbound magic and this mod together make the character creator break like it keeps reseting to default 

XyrVexus , Sep 5th 2025 at 7:10 PM

CrusaderRoy Mining Speed only applies to ore and stone. Maybe there's a mod out there that can make it apply to more materials? That'd be nice.

CrusaderRoy, Sep 5th 2025 at 5:14 PM

I'm not sure if it's a conlfict or a bug, but I don't seem to be getting any benefits to mining speed. I wanted to use alchohol to speed up my terraforming efforts, but the benefits seem to be non exsitant. My damage did go up however. I tried upping the strength modifier and was able to confirm that I could 1-shot mobs in a temporal storm, but still had no mining bonuses. I didn't see an official place to submit bugs. If you;d like more information on  my mod list please let me know!

Cyphon, Sep 1st 2025 at 12:01 PM (modified Sep 1st 2025 at 1:07 PM)

i think it'd be neat if tolerance was influenced by max HP, like i can see a blackguard downing a few pints and being mostly okay, while the feeble but humble clockmaker just keels over after like one shot

edit: it would also mean healthier diets can handle alcohol better, giving slightly more use to the nutrition system

XyrVexus , Aug 27th 2025 at 9:52 PM

Tasshroom33 Good catch - I'll make sure to update the modinfo.json in the next release

Tasshroom33, Aug 27th 2025 at 1:20 AM

Did you change your dependencies in modinfo.json from 1.20.12 to 1.21.0?

"Recommended download (for Vintage Story 1.20.12 and 1.21.0-rc.1 - 1.21.0):"

LaurelAU, Aug 25th 2025 at 11:30 PM

Awesome! Thank you so much!

XyrVexus , Aug 25th 2025 at 10:28 PM

LaurelAurelia Yes it is!

Tasshroom33 That's very exciting, reach out to me in Discord for anything! And also I'm highly anticipating your Hardcore Winter mod!

Tasshroom33, Aug 25th 2025 at 2:43 PM

Nice hook, after I'm done with Hardcore Winter(deeper snow) I'll try to add integration so you can get fat and drunk lol.

entity.WatchedAttributes.SetFloat("slowtox:newToxins", value)
entity.WatchedAttributes.SetFloat("slowtox:tolerance", value)
entity.WatchedAttributes.SetFloat("slowtox:detoxicants", value)
LaurelAU, Aug 23rd 2025 at 4:13 PM

I'm curious if this is compatible with "A Warrior's Drink!" which adds  Arkhi Liquor. 

El_Neuman, Aug 19th 2025 at 9:05 PM

Thank you for this immersive mod!)

Devilofether, Aug 10th 2025 at 5:33 PM

Alcohol doesn't increase cold resistince IRL, it only gives the illusion of being warm, because it pulls heat from your core body tempature, where it protects vital organs from cold damage (there was even a mythbusters episode on it). Alcohol actually accelerates cold damage, but it could be useful for warming up quickly for the same reason, assuming you are sober by the time you need to go back out into the cold.

XyrVexus , Aug 8th 2025 at 3:50 AM

Zolgrim Should be no issues, I would expect you'd be able to get the stat bonuses from both mods

Zolgrim, Aug 7th 2025 at 5:59 PM

Is there any known compatibility issues with the alchemy mod?

XyrVexus , Aug 7th 2025 at 1:58 PM (modified Aug 7th 2025 at 6:01 PM)

Thanks for bringing that to my attention, ProfCupcake, I've released 2.3.2 to address this.

Aranyani See if NoDrunkenShaking works for you; I can't speak on for it though.

ProfCupcake, Aug 7th 2025 at 10:00 AM

This - and also your new mod, Real Smoke, I suspect, from a quick check - is causing issues when loaded with others due to the inclusion of the System .dlls in the mod files. If more than one mod has these, only the first one encountered will load; the rest will throw an exception stating that the assembly is already loaded and fail to load. 

The other mod I had that did this was Toggle Mouse Control; I reported the same thing on their page. 

Aranyani, Aug 6th 2025 at 9:30 PM

Is there a way to get rid of the wavy visuals when even mildly intoxicated? it really makes me seasick. Thank you for this mod, I love any attention to the brewery. o7

RustRanger, Jul 30th 2025 at 4:08 AM

I like the ideas in this, could work great with the new revive feature, where you can pass out from getting too drunk and need to be woken up by another player.

XyrVexus , Jul 28th 2025 at 2:46 PM

Hewholurks Wilihey I love to see how this mod has enhanced your gameplay and created new stories ☺️

Drakosha I will look into something along those lines, especially the detoxication - as is, if intoxication is above 3 it's so hard to do anything that you may as well be passed out haha.

Kierantheking I believe those are added by mods such as Expanded Foods; the intoxication each drink yields is determined by the configuration of its respective mod, and will work perfectly well with SlowTox.

Kierantheking, Jul 28th 2025 at 6:49 AM

Do the aged alcohols also have a stronger effect than the basics, ie strong/fine wines and aged/vintage brandy?

Drakosha, Jul 28th 2025 at 6:31 AM

Would be fun if you were passing out because of overly high intoxication (during team events, lol).
If all players passed out, you may skip time like with sleeping to prevent players waiting. Maybe add temporary debuff as aftereffect to prevent abuse. Or make passing out not that long so players won't get bored.
Also eating food could help getting detoxicated a little, while drinking alcohol could make you hunger faster (don't know if that already implemented, haven't found that in description)

Drakosha, Jul 28th 2025 at 2:30 AM

Me and my friend started playing a week ago and were discussing how it would be great if wine barrels we stored gave us actual benefits. Our whining has been heard! 

Wilihey, Jul 26th 2025 at 9:39 PM

very cool!! theres not much to do during a temporal storm and my safe room is always in the cellar with my rocks of alcohol, now i'll be able to pass time that much more quickly drinking the storm away :^)

XyrVexus , Jul 26th 2025 at 4:07 PM

JohnVicres Yes SlowTox should be broadly compatible with other mods, the exception being those that add new ways of consuming food/drink. For example, I had to write a specific patch just for A Culinary Artillery's bottles. And if meals ever included intoxicants that would require code patches as well.

I will consider adding HP restoration once I make the mod configurable. I want to give alcohols more purpose without being too powerful, so that it becomes more like a tool you can take with you. Expanded Foods, Booze Expansion, and More Mead Options include alcohols that heal albeit instantly which is less than ideal imo.

Pell, Jul 26th 2025 at 1:39 PM

thanks for the update! this is exactly what ive been looking for

JohnVicres, Jul 26th 2025 at 12:55 PM

I'm testing Expanded Food's alcohols rn, and it appears they work! Had to check the wiki on how intoxication is handled, and so long as modded alcohol drinks follow the vanilla system, anything will be compatible I think.

Also, one thing I've wanted for a while is for alcohol to straight up restore HP; the stronger the alcohol (except Aqua Vitae), the more HP gained. I feel it's a pretty neat trade for the visual and motor impairments, and would be awesome as a side-grade for the standard healing items - especially the higher tier ones, since they require not-that-abundant resources.

Hewholurks, Jul 26th 2025 at 5:11 AM

This and the Gloomeclasses miner is such power couple. Since the miner loses sanity when on the surface and what is better then getting to rp as a constantly drunk miner because oof the shit you have seen in the mines that starts to properly go insane outside of the cold mines they know as home unless sloshes.

XyrVexus , Jul 25th 2025 at 3:06 PM

Thanks for your feedback Pell, those benefits are exactly in line with what I was thinking! 

Pell, Jul 25th 2025 at 2:48 PM

this looks interesting, especially your future plans for giving alcohol benefits. perhaps giving minor buffs to health/damage resistance or cold resistance? or even giving a slight resistance to temporal instabilty!