7 Days to Die

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Darkness falls - Food Poisoning
Is there any easy way to tweak the food poisoning chances in the darkness falls mod, or - worst case - to disable food poisoning in total? I would love to discover the game anew in that huge mod, but food poisoning just ruins it...
Huge thanks if anyone knew something i could try.
Originally posted by seven:
You could adjust the poisoning risk for those foods in the mod's items.xml. If you make a modlet to modify the values it might be possible to write a wildcard xpath statement to change them all.

Or you could change the consequences for buffIllFoodPoisoning01 in buffs.xml to make them less severe. This would be simpler.
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Showing 1-15 of 17 comments
Capt. W. Schwartz Apr 24, 2023 @ 12:09pm 
What I recommend if you are just starting the mod and playing solo, is give your self a second class book so you can take farmer and another class (hunter, etc). The farmer class is a must have for avoiding food poisoning.
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Tips:
Don't forget about rations, cans of food with white labels, are safe to eat.
As for most other canned foods, 2 of them + a clay bowl = cooked meal, which is safe to eat.
Make chicken coops to gather eggs, and snares to gather meat, the only cost is apples to make animal feed and the farmer class.
Last edited by Capt. W. Schwartz; Apr 24, 2023 @ 12:10pm
Auftragsmoerder Apr 24, 2023 @ 12:27pm 
Thanks for the tips. Still i need a specific solution to that specific problem: the food poison rates are just bogus and are killing all immersion and challenge in an instance.

I played my first two days pretty much perfectly, ate three bananas freshly picked from a tree and instantly died.
Capt. W. Schwartz Apr 24, 2023 @ 12:49pm 
Yea, Khaine doesn't want people eating any raw foods, aside from Rations, everything must be cooked is how he expects people to play.
Auftragsmoerder Apr 24, 2023 @ 1:15pm 
Ye i heard so already...

Just a little too realistic for me. Reminds me too much of few weeks ago, when i ate few bananas from the super marked and immediately died.
Carrotmaster52 Apr 24, 2023 @ 5:53pm 
canned food is inherently safe to eat though, especially canned meat is precooked. So why would things like canned food give a higher chance of food poisoning than raw meat?
Khissi Apr 25, 2023 @ 12:14am 
Well, consider this.... potatoes and carrots grow everywhere out in the wild in forest areas. Those can be baked on the campfire as can apples. It may not give tons of food, but it sure is easy to do. He may make you have 2 cans and spend a moment making a clay bowl to make those cans of food safe to eat, but, to me, it makes me more appreciative of the intricacies and balances he's put into the mod. Desert life is even simpler! Water and coconuts make dough easily, then bake that into bread that makes a BUNCH of sandwiches with all that meat you've been getting... yucca you can grill and eat...

I mean, you are doing a mod to escape the 'easy' mode of vanilla (at least that's why i do it) so the bit of effort you put into food would enhance that immersion and challenge. If you're wanting to just eat everything you run into in a POI as you do in vanilla, well that's part of the challenge of DF. It's NOT vanilla. Always take a stack of food/drink with you. You have a much larger backpack and Pack Mule is worth the points in this mod. Take the cans you find in the POI home and turn them into soup. More immersion...

No clue how you'd tweak the poison out, though.
Brevan Apr 25, 2023 @ 7:08am 
Another option is to let yourself nearly starve. There isn't a huge problem with being at zero food (you lose HP, but fairly slowly), but don't go thirsty (the stamina regen debuff is killer). If you decide to eat something sketchy, then it'll either put you back down to zero food (so no change) or feed you for a bit. I last tested this strategy around v4.0 I think, so apologies if rotten food is like eating glass in recent versions.

One thing I'd want to point out to a new player is that crafting some clay bowls for tree sap (not a player-planted or burnt tree) is fantastic in the early game. I think it's about +20% stamina regen, and I'm pretty sure it stacks with coffee. No downsides, just free stamina whenever you're close enough to click a tree.
The author of this thread has indicated that this post answers the original topic.
seven Apr 25, 2023 @ 7:29am 
You could adjust the poisoning risk for those foods in the mod's items.xml. If you make a modlet to modify the values it might be possible to write a wildcard xpath statement to change them all.

Or you could change the consequences for buffIllFoodPoisoning01 in buffs.xml to make them less severe. This would be simpler.
Auftragsmoerder Apr 26, 2023 @ 12:06pm 
Yeah, it gets really mad. Unfortunately this cursed debuff, on the freshest of fruits even, changes the entire mod from "absolutely challenging and fun" to "plain annoying".



Originally posted by seven:
You could adjust the poisoning risk for those foods in the mod's items.xml. If you make a modlet to modify the values it might be possible to write a wildcard xpath statement to change them all.

Or you could change the consequences for buffIllFoodPoisoning01 in buffs.xml to make them less severe. This would be simpler.


Problem is: i don't speak mods and haven't understood most of your post. Still i searched for said buffs.xml - found it 7 times...

Searching all documents i found (thanks to notepad++ at once) i actually did find said "buffIllFoodPoisoning01" along with those characteristics:


<triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="Water" operation="add" value="-20" />

<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="food" operation="add" value="-50" />

I will now greatly decrease those values, i will try with 33% for now. Hopefully this will let me finally enjoy this mod...
Auftragsmoerder Apr 26, 2023 @ 12:36pm 
Not quite enough. I tried to achieve a net gain while eating fresh coconut, meaning i need to lose less than 20. I got it working with changing those lines into:

<triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="Water" operation="add" value="-25" />
<triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="food" operation="add" value="-15" />

I think the first idea sounds like a more elegant solution, as i think having a really bad poison that very rarely occurs fits it better than my now quite harmless but frequent one. But i have no clue about modlets and wildcard xpath statements at all. Once again thanks for all the help in this thread.
seven Apr 26, 2023 @ 1:53pm 
Xpath and modlets can be a bit confusing. Just make sure to keep a copy of your edits since any update to darkness falls will overwrite your changed file.
Auftragsmoerder Apr 27, 2023 @ 9:35am 
I keep that thread as a copy..

Well, as expected i made fruit quite OP now, as it is everywhere where i spawned. On the other hand i couldn't let raw fruit be a huge net negative on food levels. You got 2 food on a coconut, while losing 250 in 10% of cases. But now i don't have to care about food or water again, until i look into wellnes.
Phoenix May 1, 2023 @ 6:58pm 
Neat that you made a mod for it :p We had the same issue adjsting to DF. soon realized tho that annoying as it is, baking potatoes and carrots on a plain camp fire (no equipment needed) gets you by until you get a cooking pot and a grill and can cook whatever. This was a fun thread and you gave me a good laugh with the three bananas death comment :steamhappy:
Sugam May 7, 2023 @ 9:34pm 
Just cook you food. I pick farming 3rd choice for class. sci/builder way more important. Play on nomad, max hoard everything. Its not hard. Just get by tell you have a steel base on 2nt red moon then build a nice garden.
Last edited by Sugam; May 7, 2023 @ 9:36pm
Auftragsmoerder May 8, 2023 @ 2:49am 
Originally posted by Sugam:
Its not hard.

That was never the question. I felt like that whole poisoning thing was very immersion breaking, at least with freshly picked fruit. Poisoning is way too common, at least with that impact. I mean look at those numbers:

With a chance of 10% (i believe) for coconuts or bananas, you will gain in average 20 food until you get one poisoning, removing 250 food. Meaning, after eating some fresh foods you are most likely starving twice - meaning fruit is no food, but poison. And this was in fact cause of my first death, after getting through my first two days fully unhurt: three unlucky bananas in a row.


Originally posted by Phoenix:
This was a fun thread...

Indeed. I can get mad at games easily, but not this time. It was a fun little experiment, while also greatly improving my experience with that mod... Now two weeks in i am on jerky all day anyways, and never used any fruit again for days.
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Date Posted: Apr 24, 2023 @ 11:18am
Posts: 17