Mods / EatTogether

Tags: #Food
Author: Karch
Side: Both
Created: Sep 17th at 6:33 PM
Last modified: Oct 3rd at 4:28 PM
Downloads: 484
Follow Unfollow 61

Latest release (for Vintage Story 1.21.1, potentially outdated):
EatTogether_v0.1.1.zip  1-click install


Eat together as a community. The more players you're near when you eat, the more advantages you'll receive! Under heavy active development, stand by for a featureful release.

Currently Implemented

  • Loads of bugs. Don't try this yet, it's only on moddb for testing on our server!
  • Configurable NearDistance (default 14 blocks in every direction)
  • Configurable EffectDuration (default 5 minutes of ingame time)

In Progress

  • AddHP (add .1HP for each player within NearDistance for EffectDuration when you eat)
  • AddWalkSpeed (add 5% walk speed for each player within NearDistance for EffectDuration when you eat)
  • Scale effects to reasonable defaults
    • Current test values are un-sublte to make testing easier
  • Add client performance metrics
  • Add server performance metrics
  • Define maximum buffs possible
    • Eating a full stack of raw onions with lots of friends should not feel as pleasant as this mod currently suggests
    • Players can receive unlimited buffs from eating with friends if the timeout is set long enough

Coming Later

  • Scale buffs to the amount of satiety (or nutrition points) gained. This will encourage big nutritious feasts and banquets, rather than eating a single turnip to get 100% of bonuses.
  • Increase bonuses if it's cold outside but there's a heat source nearby (build a cozy house!)
  • Increase bonuses for every nearby player who is sitting (eat like civilized Seraphs!)

 

Have a request? Post it in the comments!

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.1.1 eattogether 48 Oct 3rd at 4:28 PM EatTogether_v0.1.1.zip 1-click install

Test for initial basic-feature release.

0.0.105 eattogether 19 Oct 2nd at 7:24 PM EatTogether_v0.0.105.zip 1-click install

Include performance metrics in debugging

0.0.102 eattogether 10 Oct 2nd at 7:12 PM EatTogether_v0.0.102.zip 1-click install

Replace server-side polling with client-side eat notifications again.

0.0.100 eattogether 9 Oct 2nd at 6:24 PM EatTogether_v0.0.100.zip 1-click install

Increase polling, add debugging messages

0.0.99 eattogether 10 Oct 2nd at 6:15 PM EatTogether_v0.0.99.zip 1-click install

Fix crash on eat

0.0.98 eattogether 10 Oct 2nd at 6:07 PM EatTogether_v0.0.98.zip 1-click install
  • Track modifiers as a cumulative 'feast' rather than individual 'bite' numbers to conserve performance.
  • Rewrite buff calculation formula.
  • Populated missing unit tests.
0.0.96 eattogether 21 Oct 1st at 8:21 PM EatTogether_v0.0.96.zip 1-click install

Add player sounds, clamp upper buff limits.

0.0.93 eattogether 10 Oct 1st at 7:55 PM EatTogether_v0.0.93.zip 1-click install

Set the minimum boost to 1% - Players should always receive SOMETHING for eating a meal with a friend.

0.0.92 eattogether 9 Oct 1st at 7:40 PM EatTogether_v0.0.92.zip 1-click install

Scale effects down much more dramatically (eating near one other player produced a 100% walk speed modifier per satiety, which was comical and terrifying)

0.0.91 eattogether 11 Oct 1st at 7:31 PM EatTogether_v0.0.91.zip 1-click install

Scale effects down significantly

0.0.90 eattogether 11 Oct 1st at 7:11 PM EatTogether_v0.0.90.zip 1-click install

Show effects on the character sheet

0.0.82 eattogether 10 Oct 1st at 5:34 PM EatTogether_v0.0.82.zip 1-click install

improved helptext for console commands

0.0.81 eattogether 10 Oct 1st at 5:19 PM EatTogether_v0.0.81.zip 1-click install

Enable console commands to change configs real-time

0.0.80 eattogether 10 Oct 1st at 5:08 PM EatTogether_v0.0.80.zip 1-click install

Calculate effect duration based on in-game minutes rather than in-game seconds

0.0.79 eattogether 12 Oct 1st at 5:01 PM EatTogether_v0.0.79.zip 1-click install

Update config names to be more descriptive

0.0.78 eattogether 10 Oct 1st at 4:54 PM EatTogether_v0.0.78.zip 1-click install

patch debug messaging

0.0.77 eattogether 11 Oct 1st at 4:42 PM EatTogether_v0.0.77.zip 1-click install

Reset default config values so we gain walkspeed and health by default (for testing purposes).

0.0.75 eattogether 11 Oct 1st at 4:34 PM EatTogether_v0.0.75.zip 1-click install

Add timers to the status effects, disable overwrite config file by default.

0.0.71 eattogether 11 Oct 1st at 4:14 PM EatTogether_v0.0.71.zip 1-click install

Add all vanilla effects:

Spoiler!
"Health": 1.0,
"Satiety": 1.0,
"WalkSpeed": 1.0,
"HungerRate": 1.0,
"DamageResistance": 1.0,
"AttackPower": 1.0,
"MiningSpeed": 1.0,
"RangeDamage": 1.0,
"Protection": 1.0,
"JumpHeight": 1.0,
"FallDamage": 1.0,
"SwimSpeed": 1.0,
"ColdResistance": 1.0,
"HeatResistance": 1.0,
"Stamina": 1.0
0.0.53 eattogether 21 Oct 1st at 5:40 AM EatTogether_v0.0.53.zip 1-click install

Robust unit tests added to prevent recursion

0.0.46 eattogether 9 Oct 1st at 5:21 AM EatTogether_v0.0.46.zip 1-click install

Slightly inproved polling configuration, add placeholder logic for NearPlayerCount.

0.0.23 eattogether 18 Oct 1st at 2:19 AM EatTogether_v0.0.23.zip 1-click install

Server-side calculation of how much satiety a player has received. No effects are implemented yet, so don't get too excited. Needs to be performance tested with a large number of players eating at once.

0.0.17 eattogether 15 Sep 28th at 8:18 PM EatTogether_v0.0.17.zip 1-click install

Only apply group eats when others are present; +1% walk speed per nearby player (shows in character UI); fixed tick/expiry and notification robustness.

0.0.16 eattogether 12 Sep 28th at 7:10 PM EatTogether_v0.0.16.zip 1-click install
  • Group effects now only apply when at least one other player is nearby (prevents solo eats from applying buffs).
  • Player gets an immediate in-game notification when effects are skipped: "No group present: group-eating bonuses were not applied."
  • Network robustness: server now registers the mod channel/message type and both server+library code fall back to normal chat if typed packet send fails (removes the "Type is not expected..." warnings).
0.0.15 eattogether 21 Sep 28th at 3:57 AM EatTogether_v0.0.15.zip 1-click install

Add server-side debugging

0.0.14 eattogether 11 Sep 28th at 3:45 AM EatTogether_v0.0.14.zip 1-click install

Fix modinfo.json

0.0.13 eattogether 11 Sep 28th at 3:36 AM EatTogether_v0.0.13.zip 1-click install

Improve notifications and add status to the character sheet

0.0.11 eattogether 14 Sep 28th at 2:11 AM EatTogether_v0.0.11.zip 1-click install

Rework effects (minor)

0.0.10 eattogether 14 Sep 28th at 2:01 AM EatTogether_v0.0.10.zip 1-click install

Clamp max effects for eating near other players to reasonable values (no more 220% move speed)

0.0.9 eattogether 14 Sep 28th at 1:39 AM EatTogether_v0.0.9.zip 1-click install

Implement a new effects ui

0.0.7 eattogether 12 Sep 28th at 12:59 AM EatTogether_v0.0.7.zip 1-click install

minor set distance to 14

0.0.6 eattogether 12 Sep 28th at 12:36 AM EatTogether_v0.0.6.zip 1-click install

Increase default distance to 14

0.0.5 eattogether 13 Sep 28th at 12:17 AM EatTogether_v0.0.5-9-create-config-file.zip 1-click install

Apply effects for sitting, and for eating near someone else.

0.0.3 eattogether 11 Sep 27th at 6:59 PM EatTogether_v0.0.3.zip 1-click install

Naming fix

0.0.2 eattogether 12 Sep 27th at 6:35 PM EatTogether_v0.0.2.zip 1-click install

Minor

0.0.1 eattogether 11 Sep 27th at 6:26 PM EatTogether-mod-0.0.1.zip 1-click install

Initial test candidate, uploaded to ease distribution and testing on a server.


26 Comments (oldest first | newest first)

💬 BlackMoonHowling, Oct 6th at 4:50 PM

Those images are ready whenever you'd like them!

💬 Karch , Oct 2nd at 3:18 PM

Origin_Alpha_43 They're not the right entity type, and I haven't been able to find their actual entity name in the API docs. There are a few missing spots in the documentation that need to be sorted out in VS, and that's one of them. I have a few people to test effects with though. I'm interested to see what the server performance impact is with 64+ players though (I expect it to be very minimal, but won't know for sure until I can test with a big/full server).

💬 Origin_Alpha_43, Oct 1st at 11:09 PM

does the playerbot actually work and appears as actual players while testing?

💬 Karch , Oct 1st at 5:20 PM

Origin_Alpha_43 I think I just fell in love with you, I didn't know those commands existed at all. That helps with testing so much!

💬 Origin_Alpha_43, Oct 1st at 5:14 PM (modified Oct 1st at 5:16 PM)

in the subject of thumbnails/images
in creative it' actually quite easy to populate a world with playetbots
> stand where you need them > type /entity spawn playerbot 1
you can also dress them with whatever you want them to be dressed with
(crouch click to remove clothing/armor items, toss them the items to wear)
and give them animation through the /npc coomand
you may wanna check the assets folder to find all the animation players can do

to remove them, activate the dev options and the extended debug info
aim at the npc to find their ID, then type /entity removebyid ID-HERE

💬 Karch , Oct 1st at 4:47 PM

Vigilance Ideally, I'll be able to deliver on both, but for right now grand banquets are the goal. I really want this to scale right down to, 'Our little party stopped in a cave and started a fire to get out of the snow and eat some lembas bread, and it was a great morale boost'

Centerion I'm building it to be tunable in config files. Right now, it scales on BOTH (how much satiety did you gain, and how many of your friends were you carousing with?). Essentially, you'll see the same bonuses for eating a turnip with a ton of friends vs eating a huge cake with one friend ... but if a packed-full banquet hall serves a meat pie for everybody there, you'll see real bonuses. I love the idea of the feast pot or cauldron or similar, which could act like a giant crock and everyone fills their bowls from it. I'll add it to my roadmap, I like it!

💬 Centerion, Oct 1st at 4:39 PM

So do the bonuses scale with the more people eating in the area? or is it based on the food that is eaten? 

another idea would be that say a larger food pot could be used within the space that gives a multipliyer for eating inside the zone, and food items not made inside this pot wouldnt give as big a multiple so it makes people want to utalize the larger (Feast pot) or something along those lines.

💬 Vigilance, Oct 1st at 4:30 PM

Okay, so less like "dinner time with the friends" and more like "It is time for a grand feast in my grand hall," gotcha. I think a variety of bonuses based on what the player consumes is definitely the most interesting path, although it would probably make balancing for server hosts less of an easy config as some people would get huffy about some options depending on how you set it up in the configs. I am interested, however, to see what you do.

💬 Karch , Oct 1st at 4:29 PM

BlackMoonHowling No rush, I appreciate whatever you want to offer. Discord will work fine, when we're ready to do the thing.

💬 BlackMoonHowling, Oct 1st at 4:01 PM

@Karch give me through the weekend and I'll have something for you then. Maybe discord? Unless there's another option

💬 Karch , Oct 1st at 3:09 PM

I don't care about anyone's feelings on AI generated content, I just wanted to be familiar with the screenshot upload process and needed a placeholder. If we're going to make a mess of the comments so I potentially miss good feedback on functionality, we'll just continue with no thumbnail. I'd really like to keep the comments here focused on features and functionality.

RubberEevee I'm not opposed to that, but I'm not going to spend time reaching out for permission (nor will I use someone else's content without permission).

Vigilance As I learn more about what I can access with the API, I'm seeing what I can do for fine-tuning. Right now, it looks like the best option would be to give different bonuses based on the type of nutrition (frit, vegetable, grain, protein, dairy) they eat. The other option is to just set defaults and let server owners tune the buffs/bonuses they want in the EatTogetherConfig.json file. As for timing eating, the real goal of this mod is to give players an in-game excuse to be more social, and to be excited for a shared meal together. I could be convinced otherwise, but for now I'm driving in that direction so getting groups of players who schedule feasts is inline with the goals.

BlackMoonHowling I'll take you up on that, and credit you for whatever you contribute that gets used. I don't know what communications options we have here, but consider me interested in your dining hall.

💬 Maltiez, Oct 1st at 1:21 PM

Just in case: you can use AI art for thumbnail just fine, you just need it too look good, then these ppl wont notice and hate it.

💬 BlackMoonHowling, Oct 1st at 12:51 PM

Great mod concept but the use of AI sucks, if you want an in game image of a dining hall I'd be more than happy to make one for you. I'm excited to see this mod stable so my dining rooms finally have purpose!

💬 Vigilance, Oct 1st at 12:41 PM

That image is insanely jarring. I would've really preferred some goofy programmer art or even a screenshot.

 

Perhaps you could tie bonuses to the type of food eaten, as well? Different satiation providing a different long-lasting buff, so stay at home villagers that wouldn't really benefit from HP can still opt for something else. I also worry about how sustainable it is to "sync" a hunger bar with your fellow players, I can't really think of a lot of cases I've been needing to eat at the exact same time as someone, and delaying eating until everyone can group up doesn't really work. I do really like this system as a concept, though. I'll keep an eye on it.

💬 Ainulindalen, Oct 1st at 11:33 AM

Really, AI slop that's badly generated?

💬 RubberEevee, Oct 1st at 5:50 AM

Cool mod, but it's a shame to see AI art used. :cc 

Maybe feature some built up dining halls from builders in the community instead! Origin_Alpha_43 has one built, and it'd be a better repensintation of your mod that GenAI!!

💬 Alcyonaria, Oct 1st at 3:46 AM

finally, more haven and hearth mods

💬 Itlightning, Oct 1st at 1:51 AM

this is going to be awesome. nice job!

 

💬 Origin_Alpha_43, Sep 28th at 11:46 PM

me who built a common eating area on my server. I'm hyped to see a mod being developed for such places. 10/10 will check back on it

💬 Karch , Sep 28th at 8:32 PM

Right now it doesn't work, it's still in heavy development. The ROUGH goal right now though:

When you eat, the game counts the players near you (within 14 blocks). For each player in that range:
* 1% walk speed increase for 300 seconds
* .1 max HP increase for 300 seconds

Once those work reliably and scale correctly (they don't right now), I can create additional effects, implement modconfig values that can be set per-server, and adjust times. The first theoretically-working test will be v0.1.0.

💬 Shava, Sep 28th at 7:42 PM

I don't play on multiplayer servers (at least so far) but I want to say I love this concept!

💬 MRGOOSE, Sep 28th at 7:16 PM

what are the effects? how does it exactly work? could you write all that in descripton?

💬 oneil, Sep 28th at 8:08 AM

does it function like a room ? (cellar, etc...dinning room ? ) or is it an objetc that you put on the ground. great idea anyway ! 

💬 Faeldray, Sep 28th at 4:17 AM

This sounds really cool! Can you give us more details on what the effects are, how long they last, etc.?

💬 Karch , Sep 28th at 1:00 AM

It's still VERY early, just testing in multiplayer now. I have big plans for making collaborative meals meaningful though!

💬 Young_Cabbage, Sep 28th at 12:42 AM

Yess!!! ive been thinking about this for some thime and this makes me so excited!

 (edit comment delete)
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