Needs & Effects
📊 The needs
| Need | Goes | Notes |
|---|---|---|
| Hunger | Down over time | Faster when running, swimming or cold |
| Thirst | Down over time | Faster when running, swimming or hot |
| Stress | Up when shooting, fighting or getting hurt | Calms down over time |
| Cleanliness | Down over time | Swimming and rain wash you |
| Fatigue | Up over time | Off by default. Goes down while sitting or using a scenario |
| Alcohol | Up from drinks | Wears off over time |
| Drugs | Up from drugs | Wears off over time |
| Sickness | Up from bad food and smoking | Slowly gets better, medicine cures it |
Rates are set per minute in Config.Needs.perMinute, and the activity multipliers in Config.Needs.activity.
⚠️ When needs run out
- Hunger at 0 drains the health core, then health.
- Thirst at 0 drains the stamina core, then health.
- Players get a warning when hunger or thirst drops low.
- Well fed: with hunger and thirst both above 70, the health and stamina cores slowly refill.
🍺 Effects
| Effect | When | What happens |
|---|---|---|
| Tipsy | Alcohol above 25 | Light camera sway |
| Drunk | Alcohol above 55 | Drunk walk, screen effect, stronger sway, blurry HUD |
| Passed out | Alcohol above 97 | Fades out, ragdolls, wakes up a little more sober |
| High | Drugs above 20 | Screen effect |
| Sick | Sickness above 40 | Stamina core drains |
| Very sick | Sickness above 75 | Health drains, screen effect |
| Shaky hands | Stress above 75 | Slight hand shake |
| Low health | Health below 25 | Red vignette and heartbeat |
Active effects show as chips on the HUD, with a timer for timed ones like Warmed up. Thresholds are in Config.Effects.
♻️ Respawn
With Config.Needs.respawnReset = true, respawning clears alcohol, drugs, sickness, stress and fatigue, and tops hunger and thirst up to at least half.