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Fatty — Versions

Changelog

#1.1.5

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Dependencies: ValheimModding-JsonDotNET-13.0.4

Fixed

  • Fatty could fail to notice another mod was installed, purely because of capital letters. Its checks for other mods matched the mod's ID letter-for-letter including case, so a mod that changed the capitalisation of its own ID between releases would silently stop being detected - the mod was right there, loaded and running, and Fatty treated it as absent. Two things depended on this: the Food Duration Multiplier compatibility hand-off (Fatty steps aside and lets that mod own food timers when it's present) and Valheim Cuisine food categorisation (its dishes get their proper categories instead of falling through to name-guessing). Both now match regardless of case.
  • The Lifetime Feast Log is readable again. Its entries were drawn in a muted grey meant for indented sub-details, which left the whole list looking greyed-out next to the Getting Fat section above it. It now uses the same bright parchment text as the rest of the panel.

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#1.1.4

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Changed

  • Rebuilt and re-verified against the current Valheim build. There are no gameplay changes in this release - every setting, milestone, perk and synergy behaves exactly as it did in 1.1.3. If 1.1.3 is working for you, nothing you can see will be different; this is here so the build you're running is the one that has been checked against the game as it ships today.

#1.1.3

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Fixed

  • Milestone perks could run on the wrong values for a whole session, and on a server could ignore the server's config entirely. Valheim's SEMan.AddStatusEffect stores a copy of a status effect, not the effect itself - so once one of the permanent Getting Fat perks (Sea Legs, Well Nourished, Warrior's Build, Boundless Energy, Arcane Constitution, Iron Constitution) had been granted, later config changes never reached it. On a multiplayer server the server's synced values usually arrive after the perks are already active, which meant a client could spend the entire session running its own local numbers for every one of them despite these being server-synced settings. They now re-read config and retune themselves in place on every meal and every respawn.

    The diet-driven buffs (the four synergies and the drink draughts) were never affected in practice

    • they're added and removed constantly as your stomach changes, so they always picked up current values within seconds. It was specifically the permanent perks, which are granted once and never removed, where a stale copy could persist indefinitely.

Dependencies: ValheimModding-JsonDotNET-13.0.4

New

  • Getting Fat now rewards six different stats, not just health. Each diet category has its own flavour: Meat permanently raises carry weight, Sweet raises base stamina, Eitr raises max eitr, Fish grants a permanent swim-speed bonus, and Vegetable grants a permanent all-round regen boost (health, stamina and eitr regeneration together). A brand new Fatness tally - your total food eaten across every category, including food Fatty couldn't identify - is what grants permanent base max health now, so getting fat still makes you tougher, it's just no longer the only reward for a good diet. All six thresholds, award amounts and caps are configurable in "8 - Milestones", and existing characters keep every count they've already banked.
  • Meat, Sweet, Eitr and Fish now ALTERNATE between two different rewards across their 3 tiers, instead of granting more of the same thing three times over. Tiers 1 and 3 still grant the flat pool bonus above; tier 2 grants a permanent, always-on alternate perk matching that category's own flavour instead - Eitr: eitr regen, Sweet: stamina regen, Meat: Sword & Axe skill (mirroring Warrior's Draught), Fish: reduced swim stamina cost (mirroring Seafarer's/ Fisherman's Friend). Fatness alternates the same way: tier 2 grants health regen instead of more max health. Vegetable is the one exception and stays a flat regen% on all 3 tiers, since it never owned a single pool to alternate a flat reward against. All alternate-tier amounts are their own config entries in "8 - Milestones".
  • The Feast Ledger has a full gilt picture-frame treatment, ported from a sister project's UI style at the user's request: a polished double-rail gold border with mitred acanthus-flourish corners and a palmette crest top and bottom, a near-black leather panel background, and Valheim's own body font wherever it's available. The Stomach breakdown also shows each food's real in-game icon next to its entry instead of just a name. The panel's minimum/default size grew to comfortably fit the thicker frame - existing saved panel sizes below the new minimum are clamped up on load. Text size is +2pt over the base theme by default and is its own config entry ("10 - HUD Panels" -> Feast Ledger Font Size Delta) if you want it larger, smaller, or back to the theme's own sizing.

Changed

  • The Feast Ledger's Getting Fat section now shows all six axes (Meat/Sweet/Eitr/Fish/Vegetable plus the overall Fatness tally), including each axis' tier-2 alternate reward, instead of a single per-category health line.

  • The shipped defaults have been rebalanced from a full modpack playtest. Nothing about how any feature works changed - these are only the out-of-the-box numbers:

    • Stacking is tighter. Max Food Stacks 5 -> 4, and the diminishing-returns ladder is now 100% / 30% / 20% / 10% (was 100/50/25/5). Fewer copies, each worth less early, but the 4th-and-beyond tier is worth double what it was, so a deep stack isn't quite as dead.
    • Food lasts twice as long by default. Food Duration Multiplier 1.0 -> 2.0. This also doubles the drink slot's minimum hold to 20 minutes, since that floor is scaled by the same multiplier.
    • Drunk now means a full drink slot. Drunk Stacks Required 3 -> 6, which is deliberately above the new Max Food Stacks of 4 and gets clamped down to it - so the requirement tracks your stack limit instead of getting easier as you raise it. At the defaults, 4 Tasty Meads.
    • Synergies were toned down, Lumberjack's up. Balanced Diet 3.0x -> 2.0x regen, Sugar Rush 2.5x -> 2.0x speed, Fisherman's swim stamina reduction 50% -> 80%, Lumberjack's carry weight +100 -> +175.
    • Regen scaling is more conservative. Max Regen Scale 4.0x -> 2.0x.
    • Drink health halved, Max Health Per Drink 10 -> 5.
    • Milestone caps raised above what their tiers actually grant - Meat carry weight 30 -> 40, Sweet stamina 15 -> 20, Eitr 15 -> 20 - so raising a single tier's award no longer gets silently clipped by a cap sized exactly to the old defaults.
    • The Feast Ledger opens top-left at 622x700, and stacked slots show the "xN" count badge rather than the segmented bar by default. Both are per-client and still remembered once you move, resize or change them.

    These apply to new installs only. An existing wubarrk.fatty.cfg keeps every value already written in it - BepInEx only writes a default for a key that isn't there yet. To adopt the new balance on an existing profile, delete that file and relaunch. On a server, the server's own config still wins for everything except the Feast Ledger panel settings.

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#1.1.1

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Fixed

  • Stacked food no longer drains all at once. Eating deer meat x5 used to run every stack's timer in lockstep, so the whole stack vanished in a single moment instead of one item draining at a time
    • which also meant the Feast Ledger's "banked" reserve figure wasn't actually being held in reserve. Only the most-recently-eaten stack of a food now ticks down; every older stack of that same food is held in reserve and takes over automatically, one at a time, as each one before it runs out.

#1.1.0

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Dependencies: ValheimModding-JsonDotNET-13.0.4

New

  • Getting fat now means something. Every food you eat is counted per category, and passing a threshold permanently raises your base max health - small awards, well spaced out, capped by default at +50. Because they're per category, a varied diet pays and spamming one cheap food doesn't - each category runs its own independent ladder, and the +50 cap only limits the sum. Progress is stored on the character and survives relogs.
  • Fatty has its own food timer extension. blacks7ar's FoodDurationMultiplier is now optional - see "7 - Duration". If you do have that mod installed, Fatty defers to its value entirely, so running both can never double up.
  • Mead & drink buffs. A drink in your drink slot now grants a buff for as long as it lasts: Arcane Draught (eitr regen + magic skills), Warrior's Draught (sword + axe), Reveler's Draught (stamina regen + run/jump) and Seafarer's Draught (swim + fishing). Which one you get is decided by what the drink actually does rather than by guessing from its name - an eitr mead gives the Arcane, a stamina mead the Reveler's, a swimming mead the Seafarer's - so every mead in the game grants something, including the resistance and repellent meads. Every drink buff also grants bonus max health that scales with how many stacks you commit.
  • Drunk. Drink three Tasty Meads and you get Drunk: harder hitting and harder to stagger, but your guard suffers. The number is configurable. Skal!
  • Food breakdown panel and lifetime feast log. A stacked slot's timer now shows exactly when that slot empties (every stacked item decays in parallel, so it's the longest-lasting item, not a sum), and a segmented bar under each icon shows every individual item dimming as it runs down. Click the gold ▲ FEAST toggle above your food bar for a full breakdown of every stacked item's own timer, stack position and HP/Stamina/Eitr contribution, plus two more sections inside the same panel: your Getting Fat progress, and a Lifetime Feast Log of every distinct food you've ever eaten on that character and how many times. The panel drags by its title bar, resizes from a corner grip, and remembers where you left it across a full game restart.
  • Synergy and drink-buff icons now show a real countdown, computed from your actual stomach rather than a fixed timer, so it always reflects exactly when your diet will stop qualifying.

Changed

  • Food categories reworked. There is now a real Eitr category - previously all 118 eitr foods were scattered across Meat/Vegetable/Fish/Sweet, so mage food was invisible to the mod. Eitr foods are now identified by their stats rather than their name, so "Mushroom Omelette" is correctly mage food rather than a vegetable.
  • "Drink" is no longer a food category, it's a property. A drink now has a real food category and takes the drink slot, so an eitr mead counts for mage synergies while still being a drink.
  • Unknown foods are no longer silently called vegetables. Anything the mod can't identify goes to a real Unknown category and is always treated as food, never a drink - so it can't take your drink slot. This makes the "1 Veggie" synergy requirement mean something again.
  • Your Fatty_FoodData.json is migrated automatically on first launch. Your old file is backed up to Fatty_FoodData.json.bak - any categories you edited by hand will be re-derived.

Fixed

  • Health, stamina and eitr bars flashing every second, and max stats slowly inflating. If you run blacks7ar's FoodDurationMultiplier - at its default settings, so this hit most people who had it - Fatty and that mod disagreed about what a food was worth, and the gap widened every tick once a food passed its half-life. Fatty now owns the per-food maths outright instead of trying to work backwards from the game's own total, so the number is stable. That mod's Health/Stamina/Eitr Benefits sliders are read directly and still apply, and its duration setting is still deferred to.
  • You couldn't eat a 4th food after logging back in. The game restores your stomach in a way that loses each food's prefab reference, and Fatty was reading the wrong name for it - so after a relog your drink was counted as a solid food (filling all 4 food slots with only 3 foods), stacking reset, and categories stopped matching. Everything now resolves the name the same way.
  • Foods filed under the wrong category stayed wrong forever. Fatty only ever re-derived a category it had never seen. There's now a Rebuild Food Data switch in "2 - Core": turn it on, launch once, and every food is re-sorted from scratch (with a .bak of your old file), then the switch turns itself off.
  • Meads never actually reached your drink slot. The game only routes an item through the food system if it has a health value, and every vanilla mead has none - so no mead could hold the drink slot, Drunk could never trigger, and the "+ 1 Drink" synergies were unreachable. Meads now take the slot. Drinking one is never blocked: if the slot is busy, the mead just works the way it always did without a Fatty buff.
  • A health or stamina mead's draught used to blink on and vanish. A mead held the drink slot for exactly as long as its own effect ran, and a healing mead is finished in seconds - so its buff was gone almost before you saw it. Drinks now hold the slot for their own duration or 10 minutes, whichever is longer (configurable). This does not let you drink more often: the game's cooldown between meads is untouched, because that cooldown is what stops potion spam.
  • Drunk was impossible to reach. It asked for a full drink slot of Tasty Mead, so raising your Max Food Stacks setting made it harder - at 7 stacks it wanted seven Tasty Meads at once. It now has its own setting, defaulting to 3, capped by your stack limit. Tasty Mead is also the one drink you can now knock back one after another, which is what makes stacking it possible at all; it's safe to allow because unlike every other mead its effect does nothing. Every other mead still respects the vanilla cooldown exactly as before.
  • Lumberjack's Feast was cutting your woodcutting damage by 55% instead of increasing it - the game applies that value as a multiplier, so the default 0.45 meant you did 45% of normal damage.
  • Some Eitr foods still weren't recognised as Eitr. The dominance check required eitr to beat BOTH health and stamina; foods where it only edged out one of the two stayed filed under their old category. Relaxed to either one - a food data migration re-derives everyone's categories again on next launch.
  • Fatty could fail to load entirely if FoodDurationMultiplier hadn't initialized first.
  • Potions, scrolls and boss-power items are no longer mistaken for drinks.
  • Fatty_FoodData.json is no longer rewritten on every single launch.
  • The Feast Ledger panel's toggle and drag handle could be completely unresponsive. Both went through Unity's on-screen click system, which the game's own HUD was never built to support (you can't click your health bar either) - a defensive fix last round wasn't enough to fix it for everyone. The whole panel is rebuilt the same way Njord's ship HUD works: it reads mouse input directly every frame instead of going through that system at all, so clicking the toggle and dragging the title bar now work the same way for everyone. Its corner grip still resizes it, its position/size still survive a restart, and its default spot no longer sits near your health bar. A stack of the same food (e.g. "Tasty Mead x7") now collapses behind one line you click to expand, instead of repeating the food's name once per item.

Config

  • Every numeric setting now has a valid range, so a mistyped value - or one pushed by a server - is clamped instead of quietly corrupting your health bar. Descriptions now all state the unit (multiplier vs. flat vs. fraction), what vanilla is, and what the default works out to.
  • New: Rebuild Food Data ("2 - Core"), Default Drink Duration ("9 - Drink Buffs", the minimum time any drink holds the slot - drinks whose own effect lasts longer keep their own timer) and Drunk Stacks Required ("9 - Drink Buffs", how many Tasty Meads it takes to get Drunk).
  • New section "10 - HUD Panels": saved position/size for the Feast Ledger panel (screen pixels from the top-left corner), written automatically when you drag or resize it. Local to each client, not server-synced - where you like a panel isn't something a server should override. Also holds Use Segmented Stack Bar: the per-icon segmented bar and the "xN" badge show the same information, so it's one or the other, never both - ON (default) shows the segmented bar. And Breakdown Panel Hotkey: opens/closes the breakdown panel from the keyboard (default F8), in case the on-screen toggle isn't clickable on your setup.
  • Repeated "Blocked eating..." log lines are throttled so the log stays readable.

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Dependencies: ValheimModding-JsonDotNET-13.0.4

  • Fixed: Eitr no longer breaks alongside other mods. Fatty was overwriting the game's food totals outright instead of adding to them, wiping out any other mod's contribution. Base Eitr from AllTheBases now works properly (it previously applied on an empty stomach and vanished the moment you ate), and FoodDurationMultiplier's health/stamina/eitr benefit settings apply again.
  • Fixed: stamina and Eitr regeneration no longer fall behind. The game regenerates both at a flat rate that ignores how big your bars are, so Fatty's larger pools took far longer to refill - worst of all for mages. Regen now scales with the pool, keeping refill times at vanilla parity. New "6 - Regen" config section to tune or disable it.
  • Fixed: food health regeneration now respects stack diminishing returns like every other stat, instead of healing at full value for every stack.
  • Fixed: synergy config values were read once at startup, before a server could send its own, so server-synced values never actually applied.
  • Fixed: Balanced Diet's regen multiplier can now be set below 1.0, as its description says.
  • Fixed: ServerSync version mismatch messages reported a stale version number.

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Dependencies: ValheimModding-JsonDotNET-13.0.4

  • Added compatibility with blacks7ar's FoodDurationMultiplier mod

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Dependencies: ValheimModding-JsonDotNET-13.0.4

  • Removed diagnostic dump log information
  • Better default configs

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Dependencies: ValheimModding-JsonDotNET-13.0.4

  • Initial release! Time to get fat!

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