Class FoodNutritionProperties
- Namespace
- Vintagestory.API.Common
- Assembly
- VintagestoryAPI.dll
Allows you to make collectibles edible, and adds data about their nutrition.
public class FoodNutritionProperties
- Inheritance
-
FoodNutritionProperties
- Inherited Members
- Extension Methods
Examples
"nutritionPropsByType": {
"*-flyagaric-*": {
"saturation": 80,
"health": -6.5,
"foodcategory": "Vegetable"
},
"*-earthball-*": {
"saturation": 80,
"health": -8,
"foodcategory": "Vegetable"
},
...
Fields
EatenStack
When an instance of this collectible is eaten, what item stack should be returned to the player? Possible example: Eating a 'meat on a stick' item would return a single stick. (Note: Bowl meals/liquids are specially designed to do this through their attributes and class.)
public JsonItemStack EatenStack
Field Value
FoodCategory
The category of the food.
public EnumFoodCategory FoodCategory
Field Value
Health
The health restored by the food. Usually actually used to hurt the player with negative values.
public float Health
Field Value
Satiety
The saturation restored by the food.
public float Satiety
Field Value
SaturationLossDelay
The delay before that extra saturation starts to go away.
public float SaturationLossDelay
Field Value
Properties
Intoxication
How much eating this will affect the player's intoxication.
public float Intoxication { get; set; }
Property Value
Saturation
Obsolete - Please use Satiety instead.
[Obsolete("Use Satiety instead.")]
public float Saturation { get; set; }
Property Value
Methods
Clone()
Duplicates the nutrition properties, which includes cloning the stack that was eaten.
public FoodNutritionProperties Clone()