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Wubarrk-Fatty-1.0.2 icon

Fatty

Overhaul Valheim's food system: no more stat decay, a bigger food bar (4 food + 1 drink slot), stack the same food for extra stats, and diet-based synergy buffs with custom icons. Works with any food mod, including Valheim Cuisine.

Date uploaded 3 weeks ago
Version 1.0.2
Download link Wubarrk-Fatty-1.0.2.zip
Downloads 141
Dependency string Wubarrk-Fatty-1.0.2

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2333 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2333
ValheimModding-JsonDotNET-13.0.4 icon
ValheimModding-JsonDotNET

Shared version 13.0.3 of Json.NET from Newtonsoft, net45 package for use in Valheim mods. Maintained by the ValheimModding team.

Preferred version: 13.0.4

README

🍖 FATTY: The Valheim Culinary Overhaul 🍻

Stop surviving. Start feasting.

Fatty is a massive overhaul to Valheim's food system: it stops food stats from decaying, grows your food bar from 3 slots to 5 (a new 4th food slot and a dedicated 5th drink slot), lets you stack the same food for bonus stats, and rewards a varied diet with powerful synergy buffs — each with its own custom icon. Built-in compatibility with mods like blacks7ar.FoodDurationMultiplier.


✨ Core Features

🛑 No Food Decay

Hate watching your health and stamina slowly tick down to nothing? Fatty disables vanilla food decay. When you eat, you keep 100% of a food's stats until its timer fully expires — no gradual fade. (Configurable — you can turn decay back on and keep the rest of the mod.)

🥞 Stat Stacking

If you really love Lox Meat, why stop at one? Fatty lets you eat the same food multiple times to pile on stats.

  • By default you can stack a food up to 4 times.
  • To keep it balanced, extra stacks give diminishing returns (configurable).
  • Default: 1st serving = 100%, 2nd = 25%, 3rd = 5%, 4th = 2%.
  • The HUD shows an "×N" badge so you always know how many times a food is stacked.

🍺 A 4th Food Slot + a 5th Drink Slot

Vanilla only gives you 3 food slots. Fatty expands the food bar to 5: a brand-new 4th solid-food slot plus a dedicated 5th slot just for drinks — so you can run 4 foods and a drink at once. Icons get a gold trim for a cleaner look.

Note: the drink slot covers every drink — including vanilla/modded meads that just grant a timed status effect with no food stats (Frost Resistance, Tasty Mead, etc.), not only drinks that carry food stats.

🥗 Dietary Synergies

Eating the right combination of food categories triggers a unique, powerful Status Effect — complete with its own custom icon — applied and removed automatically as your diet changes:

Synergy Recipe Effect
🟢 Balanced Diet 1 Meat + 1 Veggie Greatly increased Health & Stamina regen
🩷 Sugar Rush 3 Sweets + 1 Drink Big movement-speed boost
🔵 Fisherman's Friend 2 Fish + 1 Veggie Improved swim speed & reduced swim stamina use
🟤 Lumberjack's Feast 3 Meat + 1 Drink Bonus carry weight & woodcutting damage

Every synergy's strength is configurable, and all of them are server-synced.


🛠️ Configuration & Data-Driven Modding

⚙️ ServerSync

Fatty is fully ServerSync integrated. Server admins have authority over all gameplay values — no-decay, max stacks, diminishing returns, and every synergy's strength. (Only the personal debug-logging toggle stays local to each client.)

Key options include: No Food Decay, Max Food Stacks, the three Stack Multipliers, and per-synergy tuning (Balanced Diet regen, Sugar Rush speed, Fisherman stamina reduction, Lumberjack carry weight & woodcutting damage).

🤝 Food-Mod Compatibility

Fatty is built to play nicely with any food mod:

  • Automatic, open support: Fatty scans every food in the game — from the base game or any mod — and sorts each one into a category (Meat, Vegetable, Sweet, Fish, Drink) using its name. New foods just work.
  • Valheim Cuisine: specifically recognized. When Valheim Cuisine is installed, Fatty detects it and pre-sorts its meats, fish, sweets, and drinks into the right categories out of the box, using Valheim Cuisine's own recipe ingredients as ground truth — not just guessing from the name.
  • Full manual control: anything the auto-sorter gets wrong, you fix in one JSON file (below).

📁 The JSON Data File

The first time you run Fatty, it writes every food's real stats and category to BepInEx/config/Fatty_FoodData.json. After that it only rewrites the file when it discovers new foods (for example, after you add another food mod) — so a normal launch never touches it and your manual edits are preserved.

Want to change a food's category? Just edit that JSON file — set any food to Meat, Drink, Veggie, Sweet, or Fish, and Fatty will respect it.


🧩 Dependencies

Fatty needs just two things at runtime (a mod manager like r2modman / Thunderstore Mod Manager installs them automatically):

Dependency Why
BepInExPack Valheim The mod loader (also provides HarmonyX).
JsonDotNET Newtonsoft.Json, used to read/write Fatty_FoodData.json.

(ServerSync is compiled into Fatty and needs no separate download.)

📥 Installation

With a mod manager (recommended): just install Fatty — the dependencies above are pulled in for you.

Manual install:

  1. Install BepInExPack Valheim and JsonDotNET.
  2. Drop Fatty.dll into BepInEx/plugins.
  3. Eat up!
Created with ❤️ by Wubarrk

CHANGELOG

Changelog

[1.1.10] - Getting the Feast Ledger Back

Fixed

  • 🐧 Linux (Proton) only: the Ledger now survives a desktop that scales X11 apps. On a Wayland session where one display is set to a fractional scale, the Ledger's buttons would highlight under the mouse and then ignore the click, while the F8 hotkey opened the panel perfectly. Nothing was wrong with the click — the game and the desktop simply disagreed about where the pointer was, by exactly the scaling factor. This is not a Fatty bug and it is not a Valheim bug: it affects every mod that draws this style of window, and the real cure is to set your displays to the same scale (on KDE: System Settings → Display → Legacy applications (X11)). Fatty now reads the pointer straight from your mouse rather than trusting what it is handed, so the Ledger keeps working even when that setting is wrong. Windows players were never affected and nothing changes for them.
  • Opening the panel by clicking ▲ FEAST could collapse it to a sliver. Opening it that way also, wrongly, shrank it to the size of the little button it had just replaced — a 110×30 stub with nothing drawable inside, so it drew nothing at all and the button vanished with it. The hotkey was unaffected, since it toggles the panel from outside the drawing code. The panel now keeps its real size whichever way you open it, and can no longer be shrunk below its minimum by any route.
  • The Feast Ledger could vanish completely, with no way to get it back. Drag the panel far enough past the left edge of the screen, close it, and the little ▲ FEAST button went with it — and because the panel remembers where you left it, it stayed gone on every launch after that. 1.1.8 added a safety net meant to prevent exactly this, but it measured the open panel while the thing actually on screen was the small closed button, so it left that button sitting as much as 440 pixels beyond the edge and called it safe. It now measures whatever is really being drawn, so a grabbable strip is always on screen. If your saved position is already bad, launching 1.1.10 rescues it — and remembers the rescue, instead of quietly re-doing it every session while the bad position stays on file.
  • The ▲ FEAST button could stop drawing after you reloaded a world. Its background was being discarded by the engine on the scene change and never rebuilt, so the button faded away for the rest of the session the moment you returned to the main menu and loaded a save again. Since that button is the only way to reopen a closed panel, losing it meant losing the panel.
  • A stumble while building the panel's styling took the panel down for the whole session. It now retries on the next frame rather than staying broken until you restart the game.

[1.1.9] - Fruit, and the Food Fatty Was Never Counting

Fixed

  • Berries were never being counted as anything. Raspberries, Blueberries, Cloudberries and Vineberries all fell through Fatty's classifier into "Unknown", which earns no category milestone at all — so a character living on berries got credit toward Fatness and nothing else. Fatty matched food names a whole word at a time, and "Raspberry" is the single word raspberry, which is not berry; no raw berry in the game could ever match.
  • Blueberries were seeded under a prefab that doesn't exist. The built-in starter list said Blueberry; the actual item in Valheim is Blueberries. That entry matched nothing, so even a brand-new install had blueberries uncategorised.
  • The same fault was hiding far more than berries. Because matching was strictly whole-word, GlazedCarrots didn't match "carrot", SauteMushrooms didn't match "mushroom", VikingCupcake didn't match "cake", MisthareSupreme didn't match "hare" and FierySvinstew didn't match "stew". On a fully modded test setup that left 85 real foods earning nothing at all. Matching now understands plurals and compound word-endings, so modded foods are covered without Fatty having to know their names — recovering Feasts, broths, stews, egg dishes, glazed vegetables and a long tail of Valheim Cuisine plates. Measured on a real 624-item scan: unclassified real food dropped from 85 to 58, with no previously-correct category changed.
  • A dish is now categorised by its ingredients, not its cooking method. "Turnip Stew" and "Fish Stew" are Produce and Fish rather than Meat; only a stew or broth whose ingredients Fatty can't recognise falls back to Meat.
  • Food eaten while milestones were switched off was lost forever. The per-category tally stopped being written entirely when "Enable Milestones" was off, while the Lifetime Feast Log kept recording — so the two drifted apart and Fatness permanently under-counted. The tally now always runs; the setting turns off the rewards, not the bookkeeping. Switch it back on and you pick up exactly where you left off.
  • Re-categorising a food used to strand everything you'd already eaten of it. Counts were filed under whatever category a food had at the moment you ate it and never moved again, so a "Rebuild Food Data", a food-mod update, or an improvement to Fatty's own classifier left your progress under a name nothing read any more. Fatty now re-derives your lifetime category counts from the per-food Feast Log when the classification changes. This runs once on your first launch of 1.1.9 and repairs every berry you have ever eaten retroactively.
  • Unclassified food is now visible. The "Getting Fat" panel showed five category lines and a Fatness total that didn't add up to them, with nothing to explain the difference. It now shows an Unclassified line whenever you have any, and tells you how to fix it.
  • Renamed config settings no longer silently reset to their defaults. BepInEx looks settings up by name, so renaming one leaves your tuned value orphaned in the config file and the setting back at default with no warning. Fatty now carries the old value across and tidies the dead line away.
  • Loading a second character without restarting the game used the first one's base stats. Fatty records your pristine base health, stamina and carry weight so milestone bonuses can be added on top; it was capturing them once per session rather than once per character, so switching characters carried the wrong baseline across. Now captured on every spawn.
  • A modded food whose internal name contained a comma or an equals sign could corrupt your whole Lifetime Feast Log. Both are used as separators in the saved record, so a single such food broke every entry after it — not just its own — and silently truncated your history on the next load. Names are now escaped. Existing logs are unaffected and need no conversion.
  • Reduced per-second work on the food stat path. Your lifetime counts were being re-parsed from their saved text once a second to answer the max-eitr milestone bonus; the parse is now reused until the counts actually change.

Changed

  • "Vegetable" is now "Produce", and covers fruit as well as vegetables. Berries and other raw fruit join carrots, turnips and mushrooms in one category rather than being counted as confectionery. Anything actually made from fruit — pies, jams, tarts, Queen's Jam — stays Sweet, so preparation still decides the category rather than the ingredient.
    • The Balanced Diet and Fisherman's Friend synergies now read "1 Produce" instead of "1 Veggie", and berries satisfy them.
    • The three Vegetable Tier N Regen Multiplier config entries are renamed to Produce Tier N .... If you had customised those three values they are carried across for you and the old lines are cleaned out of your config file. Nothing else in the config is affected.
    • Your existing Vegetable progress is carried over by the one-time rebuild described above, not lost.
  • Your food data file will be rebuilt once on first launch. Fatty_FoodData.json moves to data version 7; the previous file is backed up to Fatty_FoodData.json.bak as usual. Any categories you hand-edited in it will be overwritten, so re-apply them afterwards if you had any.

Coming from 1.1.7? 1.1.8 was a test build and was never published, so its fixes ship here too — see the 1.1.8 section below for the Feast Ledger drag, off-screen and text-wrapping fixes.

[1.1.8] - Hotfix: Feast Ledger Drag/Position/Wrapping

Fixed

  • The Feast Ledger rewrote its whole config file to disk on every frame of a drag. Moving the panel wrote its X/Y position to config every single frame the mouse moved rather than once the drag ended, and BepInEx saves the whole config file to disk on every settings change. Position is now only committed once you let go of the mouse.
  • A panel position saved on a monitor you no longer have could strand it off-screen for good. There was no clamp on the restored position and no in-game way to drag it back. The panel now keeps at least its title bar on screen, both on load and live.
  • Some "Getting Fat" milestone lines could run off the edge of the panel instead of wrapping. The tier-3 lines for Meat/Sweet/Eitr/Fish join two full reward descriptions and could exceed the panel width, especially at the minimum window size; they now wrap onto a second line instead of getting clipped.

[1.1.7] - Hotfix: Feast Ledger Readability

Fixed

  • The per-stack lines in the Feast Ledger's Stomach section were greyed out. Expanding a stacked food showed its per-stack breakdown in a muted grey meant for minor sub-details, which left the densest and most useful text in the panel as the hardest thing on it to read - and mismatched against the Getting Fat and Lifetime Feast Log sections right below it, which are drawn in bright parchment. They now use that same bright parchment. The indent, the numbering and a slightly smaller size already mark them as detail; the dimming was doing nothing but hurting legibility. This is the same fix the Lifetime Feast Log got in 1.1.5 - these lines were simply missed at the time.

[1.1.6] - Buff Timers Fixed, and a Ceiling On Them

New

  • Max Effect Duration - a hard ceiling on how long a Fatty buff can ride. Between the 2x food duration and four banked stacks, a single activation could sit on you for well over an hour, which is not what these were balanced for. Every food-driven Fatty effect - the four synergies, the four drink draughts and Drunk - is now capped at 30 minutes by default (4 - Synergies, server- synced). When an effect hits the ceiling it ends even if your diet still qualifies, and it will not come back until its recipe stops being met and is met again, so you cannot simply keep topping the same buff up forever. Set it to 0 if you want the old uncapped behaviour. The permanent Getting Fat perks are progression, not buffs, and are never touched by this.

Fixed

  • Buff countdowns sat still instead of counting down, twitching down a second and snapping back once a second. Two separate faults, both now closed:
    • The countdown was reading the timer of a parked food stack. Fatty burns stacks of the same food one after another rather than all at once, so an older stack's timer is frozen solid until the one ahead of it runs out - a number that by design never moves. Any buff whose requirement landed on a parked stack therefore showed a countdown that never counted. Drunk got this every single time, since it always asks for several of the same mead, and Sugar Rush, Lumberjack's Feast and Fisherman's Friend got it whenever you met them with repeats of one food. Countdowns now add up the whole queue, so they show your real reserve - and actually tick down.
    • The once-a-second twitch was an ordering fault inside Fatty: the countdown was reading your stomach in the middle of the same-food-stack bookkeeping, catching every parked stack a second short for a single frame before it was put back. The two now run in a fixed order.

[1.1.5] - Compatibility Detection Fix

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.

[1.1.4] - Compatibility Pass

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] - Perk Sync Fix

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.

[1.1.2] - Fatty Gets Fatter

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.

[1.1.1] - Timer Fix

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]

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.

[1.0.3]

  • 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.

[1.0.2]

  • Added compatibility with blacks7ar's FoodDurationMultiplier mod

[1.0.1]

  • Removed diagnostic dump log information
  • Better default configs

[1.0.0] - Initial Release

  • Initial release! Time to get fat!