Table of Contents

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

JsonItemStack

FoodCategory

The category of the food.

public EnumFoodCategory FoodCategory

Field Value

EnumFoodCategory

Health

The health restored by the food. Usually actually used to hurt the player with negative values.

public float Health

Field Value

float

Satiety

The saturation restored by the food.

public float Satiety

Field Value

float

SaturationLossDelay

The delay before that extra saturation starts to go away.

public float SaturationLossDelay

Field Value

float

Properties

Intoxication

How much eating this will affect the player's intoxication.

public float Intoxication { get; set; }

Property Value

float

Saturation

Obsolete - Please use Satiety instead.

[Obsolete("Use Satiety instead.")]
public float Saturation { get; set; }

Property Value

float

Methods

Clone()

Duplicates the nutrition properties, which includes cloning the stack that was eaten.

public FoodNutritionProperties Clone()

Returns

FoodNutritionProperties