Table of Contents

Class FoodNutritionProperties

Namespace
Vintagestory.API.Common
Assembly
VintagestoryAPI.dll

Allows you to make collectibles edible, and adds data about their nutrition. Open in GitHub

[DocumentAsJson]
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.)

[DocumentAsJson]
public JsonItemStack EatenStack

Field Value

JsonItemStack

FoodCategory

The category of the food.

[DocumentAsJson]
public EnumFoodCategory FoodCategory

Field Value

EnumFoodCategory

Health

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

[DocumentAsJson]
public float Health

Field Value

float

Satiety

The saturation restored by the food.

[DocumentAsJson]
public float Satiety

Field Value

float

SaturationLossDelay

The delay before that extra saturation starts to go away.

[DocumentAsJson]
public float SaturationLossDelay

Field Value

float

Properties

Intoxication

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

[DocumentAsJson]
public float Intoxication { get; set; }

Property Value

float

Saturation

Obsolete - Please use Satiety instead.

[DocumentAsJson]
[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