Description - ysaroka/InediaStamina GitHub Wiki

Introduction

The modification adds general (aerobic) stamina and sleep mechanics to the game.

The purpose of the modification is to make the character's stamina close to real life.

The vanilla stamina mechanic allows the character to run continuously for hundreds of kilometers without consequences, with the character sprinting most of the way.

In the new modified mechanics, sprinting is a valuable resource that must be used wisely in the right situations.

A brief list of factors affecting general stamina:

  • Character movement type;
  • Slope of terrain (affects not only stamina consumption but also movement speed);
  • Type of surface, road, grass, forest, etc. (affects not only stamina consumption but also movement speed);
  • Character load weight (affects not only stamina consumption but also movement speed);
  • Character clothing;
  • Climbing, jumping, rolling;
  • Stone, planks mining, logging;
  • Building;
  • Character is hot;
  • Character sleep level;

This modification allows you to adjust numerous factors affecting general stamina and sleep. These factors include comfortable places, stimulant items, stimulant liquids, and clothing.

This modification includes the InediaMovement modification, which introduces into the game realistic effects of various factors (such as the character's load weight, terrain slope, surface type, collisions with bushes) on the character's movement speed. Therefore, you do not need to install "InediaMovement" as it is already included there. If you connect both of these modifications together, "InediaMovement" will be completely ignored.

The "InediaMovement" settings are located in the configuration parameters InediaMovementOptions.*.

If the default "InediaMovement" settings seem too hardcore, this mod has a parameter InediaMovementOptions.CumulativeSpeedReductionIsActive, which, when disabled, will stop speed debuffs from stacking and will instead just select the maximum debuff. This significantly reduces the impact on speed for a more casual experience, though at the expense of realism. Additionally, you can completely disable the "InediaMovement" modification by setting the "InediaMovementOptions.IsActive" parameter to "0".

This modification supports the DayZ-Bicycle modification. Therefore, cycling will consume general stamina similarly to other activities.

This modification is fully compatible with the "Syberia Project" (Syberia 1.0) and TerjeMods (Syberia 2.0) modifications. However, if you're using "TerjeSkills", a small adjustment is required for proper functionality - see the "Compatibility with other mods" section for details.

If you need to disable the consumption of general stamina in your scripts under certain conditions, use the specially created method for this purpose. Read how to do this here.

Information for those who suffer

With this modification, you will have to completely rethink your playing style, you need to experience the modification before making any conclusions.

For example, how often do you run with a load of 50 kg in real life? It used to be a common thing in this game - now you will have to keep track of your load weight.

Make sure the character doesn't get too hot, as in this state general stamina is depleted twice as fast.

Avoid sprinting, as sprinting consumes 10 times more stamina than jogging!

There is also no need to run uphill, as the slope of terrain greatly affects stamina consumption. It is better to walk uphill. How often in real life do you run uphill with loading weight of 50 kg?

Remember that running through the forest or tall grass is 10% more challenging for the character, while running on water or sand is twice as difficult, whereas running on a road is 10% easier for them.

If you like to move with large load weight - use walking (double LEFT CTRL), if the load weight is less than 50 kg, when walking, general stamina is not spent, but only restored, but even with weight of more than 50 kg, it is not spent much.

And always remember: knowing certain rules - everything will be fine. These are rules from real life.

If, however, players on your server are more casual or, conversely, more hardcore, you can influence the degree of impact of the character's load weight on general stamina consumption with just one parameter. For more details, refer to this FAQ section.


Now more details about the modification...

New types of stamina

Character stamina is now divided into 3 types:

Special stamina, or anaerobic stamina (white bar)

It's the stamina we know as the game's vanilla stamina that has remained unchanged.

The term "anaerobic" originates from the Greek language: "an" means "without," "αήρ" means "air," and "βίος" means "life." Thus, "anaerobic" translates to "without air".

Anaerobic stamina is associated with energy production processes in muscles without the use of oxygen. This process can occur during high-intensity physical activity when the supply of oxygen to the muscles is insufficient to meet energy demands. Therefore, the term "anaerobic stamina" reflects the body's ability to perform high-intensity exercises without relying on oxygen as the primary source of energy.

Accordingly, such stamina not only depletes rapidly but also quickly replenishes after the cessation of the load, as oxygen begins to flow back into the muscles.

General stamina, or aerobic stamina (orange bar)

Aerobic stamina is the ability of the body to perform prolonged exercises of moderate intensity, such as running, swimming, or cycling, while using oxygen to produce energy. During aerobic activity, muscles receive sufficient oxygen to sustain extended activity without excessive fatigue.

Such stamina is very slowly depleted (unless, of course, you're a fan of running with 50+ kg on your shoulders 😄), and it also recovers slowly.

With the default settings, the following moves will always consume general stamina (per second):

  • Sprinting: -0.5% (this is very costly, can't be used often and therefore sprinting becomes a valuable resource)
  • Jogging: -0.05%
  • Crouch Run: -0.15%

The following moves restore general stamina (per second):

  • Walking: +0.3% *
  • Crouched Walk: +0.15% *
  • Crawling: +0.15% *
  • No movement: +0.3%
  • Sitting and lying poses via menu or if the character is sitting in a vehicle: +0.6%

* Walking, crawling or crouching - only if weight does not exceed 50 kg (by default), otherwise it is reduced

You can change InediaStaminaGeneralOptions.WalkingWeightDebuffBorderKg parameter in config.

If player load weight in kg exceeds this border, then when walking, the general stamina will decrease, and if the general stamina level is critical, continuing to move will eventually lead to loss of consciousness.

Climbing, jumping consumes general stamina: -1% per attempt, light melee attack: -0.5%, heavy melee attack: -1.5%.

Stone mining and logging consume general stamina: -3% per attempt for hard work (wooden logs, large stones) and (-3% * 0.3) per attempt for light work (firelogs, small stones).

Planks mining consume general stamina: -15% per attempt when mining from wooden log and -3% per attempt when mining from pile of wooden planks.

Building consume general stamina: -3% per attempt (assembly and disassembly).

Slope of terrain also affects the consumption of general stamina. Increases consumption on InediaStaminaGeneralOptions.OneDegreeOfSlopeUpMultiplierPercent percent per one degree up and decreases consumption on InediaStaminaGeneralOptions.OneDegreeOfSlopeDownMultiplierPercent percent per one degree down. Consumption cannot be increased by more than 400% up and decreased by more than 50% down.

Type of surface (road, grass, forest, etc.) affects consumption of general stamina. Multipliers for each type of surface are set in configuration file, by default:

InediaStaminaGeneralOptions.SurfaceRoadMultiplier = 0.9;
InediaStaminaGeneralOptions.SurfaceGrassMultiplier = 1;
InediaStaminaGeneralOptions.SurfaceGrassTallMultiplier = 1.1;
InediaStaminaGeneralOptions.SurfaceForestMultiplier = 1.1;
InediaStaminaGeneralOptions.SurfaceStoneMultiplier = 1;
InediaStaminaGeneralOptions.SurfaceSandMultiplier = 1.5;
InediaStaminaGeneralOptions.SurfaceWaterMultiplier = 2;
InediaStaminaGeneralOptions.SurfaceSnowMultiplier = 1.2;
InediaStaminaGeneralOptions.SurfaceOtherMultiplier = 1;

Naturally, the current loading weight of the character affects the rate of consumption of general stamina.

For example, a character with a current loading weight of 0 kg, having spent 90% of general stamina, can jog: 90% / 0.05% = 1800 seconds (half an hour), which, given the jogging speed in the game of 15 km/h, will give us a distance of ~8 km.

But, if the character has, for example, a load weight of 15 kg, this distance will be reduced to ~7 km, 20 kg - ~6 km, 25 kg - ~4.5 km, 30 kg - ~3.5 km, 40 kg - ~2 km.

A plot of jogging distance versus character's current load weight: JogDistance-CurrentWeight

The weight of the character's load does not affect the rate of recovery of general stamina without movement (except for situations when the character is performing any physical work), but it affects the rate of recovery of general stamina when walking, crouching or crawling, and if loading weight exceeds 50 kg, these types of movements start to consume general stamina.

When general stamina falls below 20%, the character receives a small debuff to movement speed, while jogging stops recovering shock, and when sprinting, the character receives a decrease in shock level and at some point may lose consciousness. Also, the character's hands start to tremble slightly when aiming, and the ability to perform combo attacks disappears.

When general stamina falls below 5%, the character receives a strong debuff to movement speed, when jogging, he receives a decrease in shock level, and when sprinting, a strong decrease in shock level and may pass out. Additionally, the character's hands start to tremble heavily when aiming, and the ability to perform combos and heavy attacks disappears.

This modification introduces a mechanic that adds the influence of the character's load weight/terrain's slope angle/surface type/collisions with bushes on their movement speed. These mechanics are introduced by the InediaMovement modification, which is fully integrated into "InediaStamina". Short video

Sleep stamina (blue bar)

Sleep mechanics - not much different from other modifications of this type, but there are some differences and a relationship with general stamina (at a certain level of sleep, it begins to affect the rate of regeneration of general stamina).

To go to sleep - you need to lie down through the in-game menu (button "." => "Poses" => "Lie down") and wait 10 seconds until the character falls asleep, or does not fall asleep, about which a corresponding message with the reason will be displayed.

Sleep is consumed continuously while the character is awake.

The cost depends on the type of movement the character has, as well as other actions they perform, such as fighting, jumping, chopping wood, or mining stone.

There are a number of conditions that reduce the maximum amount of sleep a character can get while sleeping:

  • Sleeping outdoors: -20%
  • Sleep in a litle cold (heat comfort <-0.1, heat comfort will be discussed below): -20%
  • Sleep in a little heat (temperature indicator yellow, heat comfort > +0.2): -20%
  • Daytime sleep: -20%
  • Sleeping in wet clothes: -20%

That is, for example, if the character's current sleep level is 90%, then he will refuse to sleep during the day, but if the current sleep level is 70%, he will sleep during the day, but only up to 80% and if there are no other conditions that prevent him from doing this.

There are also several types of conditions that fix the level of maximum sleep at 10% and do not allow you to get more sleep regardless of other conditions:

  • Sleep in extreme cold (temperature indicator blue, heat comfort < -0.3)
  • Sleeping in intense heat (temperature indicator red, heat comfort > +0.5)

A few words about the character's heat comfort level. This is a vanilla indicator of the character in the game, the changes of which we can partially track by the thermometer icon.

It varies from -0.9 to +0.9 depending on how warm or cold the character feels.

With default server settings, this corresponds to:

  • <= -0.5% - very cold, temperature icon blue
  • <= -0.3 - cold, cyan temperature icon
  • >= +0.2 - hot, temperature icon yellow
  • >= +0.5 - very hot, temperature icon is red

Bonfires do not affect the sleep of the character in any way, only the level of thermal comfort, i.e. if the character is dressed and warm and comfortable, then he can sleep well without a fire, but on cold nights it will not be easy to achieve a thermal comfort level above "-0.1", so it is unlikely to do without a bonfire.

Lack of sleep will never kill a character or render him unconscious, however, it imposes certain debuffs:

If the sleep level is below 50%, then the character begins to receive a debuff to the speed of regeneration of general stamina (only regeneration, does not affect the speed of consumption).

A graph of general stamina recovery multiplier versus current sleep state in percent: GeneralStaminaRecoveryMultiplier-SleepStatePercent

In a nutshell - a strong drop in the rate of regeneration of general stamina begins somewhere below 15% sleep, at 5% sleep - the restoration of general stamina is completely disabled, about which a warning is issued in the game. Thus, sleep deprivation may not kill you, but it will create big problems with movement, especially over long distances.

Naturally, the character will start to yawn when the sleep level decreases.

Configuration file

The configuration file is available here (created after server starts):

%DayZserverDir%/profiles/Inedia/InediaStaminaConfig.json

If an error is present in the configuration file, upon entering the game, the administrator will be issued a corresponding message, and the default configuration file will be used. However, to receive this message, it is necessary to add your SteamID to the admin config file (how to do this read here). Also, administrators have access to the \ireload command (entered in the game chat), allowing them to reload the mod configuration without restarting the server.

If you have received this error message, it means you need to check your configuration file for errors.

First, check content of the config file using : JSON validator. Just copy contents of the file, paste it into text area and click "Validate JSON" button, the validator will output errors if there are any.

Also be sure to check the server crash report, as the online validator cannot detect parameter type mismatch errors:

%DayZserverDir%/profiles/crash_*.log

Updating the configuration file

You don't need to update the configuration after the modification update. If certain parameters are not present, default values will be used. You should only add new parameters if you want to change the default value if it doesn't suit your needs.

You can always check the default configuration file here. This file is updated after each modification update.

Admin privileges and commands

To access admin commands and functions, you need to add your SteamID to the administrators configuration file. This file will be created upon the server's first launch:

%DayZserverDir%/profiles/Inedia/InediaAdminsConfig.json

⚠️ It's important that the SteamID is a string, otherwise, the configuration file will be completely ignored.

✅ Correct:

{
    "AdminsSteamIds": ["77777777777777777", "78888888888888888"]
}

❌ Incorrect:

{
    "AdminsSteamIds": [77777777777777777, 78888888888888888]
}

After adding your SteamID, you will become an administrator, and if there are any errors in the configuration file, you will receive a notification about them in the game chat when joining the server as an administrator.

Also after adding the SteamID, the following testing commands (entered in the game chat) become available for this player:

  • \ireload - With this command, you can reload the game configuration file (InediaStaminaConfig.json) without restarting the server. That is, after making changes to the configuration file, it is not necessary to restart the server, it is sufficient to execute this command. If there are errors in the configuration file after reloading, the default configuration file will be used, and a corresponding warning will be displayed in the in-game chat;
  • \igs [playerName|playerSteamID] [valuePercent] - Set current or specified player general stamina to [valuePercent]. If [playerName|playerSteamID] is not specified, the command will be executed for the current player. If you use this command without parameters, the general stamina value for the current user will be restored to 100%;
  • \iss [playerName|playerSteamID] [valuePercent] - Set current player sleep stamina to [valuePercent]. If [playerName|playerSteamID] is not specified, the command will be executed for the current player. If you use this command without parameters, the sleep stamina value for the current user will be restored to 100%;
  • \ius [playerName|playerSteamID] - Enable or disable unlimited stamina for the current or specified player. If [playerName|playerSteamID] is not specified, the command will be executed for the current player;
  • \igsdebug - Enables or disables debug messages regarding general stamina consumption in the chat for the current administrator;
  • \imdebug - Enables or disables "InediaMovement" debug messages about factors affecting character movement speed (load weight, slope of terrain, surface type) in the chat for the current administrator;

Configuration options


ShowStaminaWidgetInVehicle

The parameter takes a boolean value, "0" or "1".

If this parameter is active, the player will see the stamina widget while sitting in the driver's seat of a vehicle.

If the parameter is not active, the vanilla mechanics will apply, meaning the stamina widget will hide when the player sits in the driver's seat of the car.


AllowOpenInventoryWhileResting

The parameter takes a boolean value, "0" or "1".

If this parameter is enabled, players will be able to view their inventory while in the resting pose ("." => "Poses" => "Sit crossed/Sit straight/Lie back").

Unfortunately, when unlocking the inventory in resting poses, the option to take an item in hand will not be available. I still haven't figured out why activating the inventory in resting poses blocks the hands. If you have any ideas on how to fix this, please contact me and let me know, and I will make the necessary adjustments.

If the parameter is disabled, vanilla mechanics will be used.


StaminaGeneralOptions.IsActive

The parameter takes a boolean value, "0" or "1".

Using this parameter, you can completely disable all functionality of general stamina, including the visual display of orange bar.

If the functionality of the general stamina is disabled, the lack of sleep loses its meaning, since before that the lack of sleep lowered the regeneration rate of the general stamina.

Therefore, in case of disabling the functionality of the general stamina - lack of sleep imposes the following debuffs:

  • Affects the speed of movement depending on the critical or low level of sleep (parameter StaminaSleepOptions.MovementSpeedReductionWhenLessLowIsActive will be forcibly enabled);
  • Adds a chance to lose consciousness when the level of sleep is below the critical (parameter StaminaSleepOptions.LossOfConsciousnessWhenLessCriticalIsActive will be forcibly enabled);

StaminaGeneralOptions.NotificationsType

The parameter takes a integer values from "0" to "2".

With this parameter, you can change the type of informational messages related to general stamina or disable them entirely:

  • 0 - all informational messages will be disabled;
  • 1 - informational messages will be displayed in the game chat;
  • 2 - informational messages will be displayed in a pop-up notification;

StaminaGeneralOptions.RespawnValuePercent

Initial value of general stamina with which players will respawn.

Accepts percentage values from 0 to 100.


StaminaGeneralOptions.WeightOverloadThresholdKg

This parameter is a cornerstone in influencing the impact of weight on the consumption of general stamina.

This is the player's weight overload threshold in kilograms, after which the player will start experiencing certain difficulties, i.e., stamina consumption will rapidly and exponentially increase. In simpler terms, the higher the value of this parameter, the easier it will be for the character to run with excess weight. Or the higher the value of the parameter - the more casual the mechanics of how the load weight affects stamina, the lower - the more hardcore it is.

If you don't want to bother with adjusting a multitude of parameters in the configuration to decrease or increase the difficulty of this mod, this parameter is what you need.

The default value is "25" kg and it is the closest to real life in terms of its impact.

To make it easier for you to adjust this parameter, below are the dependencies of the character's load weight on the distance jogged (stamina consumption from 100% to 5%) for various values of this parameter:

For StaminaGeneralOptions.WeightOverloadThresholdKg = 25 kg:

Load weight, kg Jogging distance, km
0 kg 8.0 km
20 kg 5.2 km
25 kg 4.0 km
30 kg 2.9 km
35 kg 2.1 km
40 kg 1.5 km
45 kg 1.2 km
50 kg 0.9 km

For StaminaGeneralOptions.WeightOverloadThresholdKg = 30 kg:

Load weight, kg Jogging distance, km
0 kg 8.0 km
20 kg 6.1 km
25 kg 5.0 km
30 kg 4.0 km
35 kg 3.1 km
40 kg 2.3 km
45 kg 1.8 km
50 kg 1.4 km

For StaminaGeneralOptions.WeightOverloadThresholdKg = 35 kg:

Load weight, kg Jogging distance, km
0 kg 8.0 km
20 kg 6.7 km
25 kg 5.8 km
30 kg 4.9 km
35 kg 4.0 km
40 kg 3.2 km
45 kg 2.5 km
50 kg 2.0 km

For StaminaGeneralOptions.WeightOverloadThresholdKg = 40 kg:

Load weight, kg Jogging distance, km
0 kg 8.0 km
20 kg 7.0 km
25 kg 6.4 km
30 kg 5.6 km
35 kg 4.7 km
40 kg 4.0 km
45 kg 3.3 km
50 kg 2.7 km

For StaminaGeneralOptions.WeightOverloadThresholdKg = 45 kg:

Load weight, kg Jogging distance, km
0 kg 8.0 km
20 kg 7.3 km
25 kg 6.8 km
30 kg 6.1 km
35 kg 5.4 km
40 kg 4.7 km
45 kg 4.0 km
50 kg 3.3 km

For StaminaGeneralOptions.WeightOverloadThresholdKg = 50 kg:

Load weight, kg Jogging distance, km
0 kg 8.0 km
20 kg 7.4 km
25 kg 7.0 km
30 kg 6.5 km
35 kg 5.9 km
40 kg 5.2 km
45 kg 4.6 km
50 kg 4.0 km

You can read more about how this parameter works and the weight system in general here.

Parameter accepts float values from >0 to infinity.


StaminaGeneralOptions.WeightOverloadMultiplierMax

Using this parameter, you can set the maximum multiplier of weight influence on general stamina consumption.

By default, the value of this parameter is set to 10. This means that regardless of the current load weight of the character, the general stamina consumption will not increase by more than a factor of 10.

Parameter accepts float values from >0 to infinity.


StaminaGeneralOptions.CostPerSecondRestPercent

General stamina cost as percentage per second while player is resting ("." => "Poses" => "Sit crossed/Sit straight/Lie back") or sitting in a vehicle.

Characters load weight does not affect these costs.

Value above zero means that stamina will gradually recover. It is not recommended to set this value below zero.

Accepts percentage values from 0 to 100.


StaminaGeneralOptions.CostPerSecondNoMovementPercent

General stamina cost as percentage per second while player is not moving.

Characters load weight does not affect these costs.

Value above zero means that stamina will gradually recover. It is not recommended to set this value below zero.

Parameter accepts percentage values from 0 to 100.


StaminaGeneralOptions.CostPerSecondNormalWalkingPercent

General stamina cost as percentage per second while player is walking (not crouching).

Value above zero means that stamina will gradually recover. It is not recommended to set this value below zero.

Characters load weight affect these costs. Stamina is restored less as the weight approaches 50 kg (by default, can be changed by parameter StaminaGeneralOptions.WalkingWeightDebuffBorderKg). But the load weight multiplier cannot decrease this recovery by more than 1.5 times.

If the character's load weight is more than StaminaGeneralOptions.WalkingWeightDebuffBorderKg kg, then stamina begins to decrease at rate of "StaminaGeneralOptions.CostPerSecondJogPercent / 10" per second.

Parameter accepts percentage values from 0 to 100.


StaminaGeneralOptions.CostPerSecondCrouchWalkingPercent

General stamina cost as percentage per second while player is crouch walking.

Value above zero means that stamina will gradually recover. It is not recommended to set this value below zero.

Characters load weight affect these costs. Stamina is restored less as the weight approaches 50 kg (by default, can be changed by parameter StaminaGeneralOptions.WalkingWeightDebuffBorderKg). But the load weight multiplier cannot decrease this recovery by more than 1.5 times.

If the character's load weight is more than StaminaGeneralOptions.WalkingWeightDebuffBorderKg kg, then stamina begins to decrease at rate of "StaminaGeneralOptions.CostPerSecondJogPercent / 10" per second.

Parameter accepts percentage values from 0 to 100.


StaminaGeneralOptions.CostPerSecondProneWalkingPercent

General stamina cost as percentage per second while player moves prone.

Value above zero means that stamina will gradually recover. It is not recommended to set this value below zero.

Characters load weight affect these costs. Stamina is restored less as the weight approaches 50 kg (by default, can be changed by parameter StaminaGeneralOptions.WalkingWeightDebuffBorderKg). But the load weight multiplier cannot decrease this recovery by more than 1.5 times.

If the character's load weight is more than StaminaGeneralOptions.WalkingWeightDebuffBorderKg kg, then stamina begins to decrease at rate of "StaminaGeneralOptions.CostPerSecondJogPercent / 10" per second.

Parameter accepts percentage values from 0 to 100.


StaminaGeneralOptions.CostPerSecondJogPercent

General stamina cost as percentage per second while player is jogging.

Value below zero means that stamina will gradually deplete. It is not recommended to set this value above zero.

Characters load weight affect these costs. You can read about the effect of a character’s load weight on stamina consumption here.

Parameter accepts percentage values from -100 to 0.


StaminaGeneralOptions.CostPerSecondCrouchSprintPercent

General stamina cost as percentage per second while player is crouch sprinting.

Value below zero means that stamina will gradually deplete. It is not recommended to set this value above zero.

Characters load weight affect these costs. You can read about the effect of a character’s load weight on stamina consumption here.

Parameter accepts percentage values from -100 to 0.


StaminaGeneralOptions.CostPerSecondSprintPercent

General stamina cost as percentage per second while player is sprinting.

Value below zero means that stamina will gradually deplete. It is not recommended to set this value above zero.

Characters load weight affect these costs. You can read about the effect of a character’s load weight on stamina consumption here.

Parameter accepts percentage values from -100 to 0.


StaminaGeneralOptions.CostPerRollPercent

Cost of stamina as percentage, which will be spent at time after player performs roll action.

Value below zero means that stamina will deplete. It is not recommended to set this value above zero.

Characters load weight affect these costs. You can read about the effect of a character’s load weight on stamina consumption here.

Parameter accepts percentage values from -100 to 0.


StaminaGeneralOptions.CostPerJumpPercent

Cost of stamina as percentage, which will be spent at time after player performs jump action.

Value below zero means that stamina will deplete. It is not recommended to set this value above zero.

Characters load weight affect these costs. You can read about the effect of a character’s load weight on stamina consumption here.

Parameter accepts percentage values from -100 to 0.


StaminaGeneralOptions.CostPerVaultPercent

Cost of stamina as percentage, which will be spent at time after player performs low climb action.

Value below zero means that stamina will deplete. It is not recommended to set this value above zero.

Characters load weight affect these costs. You can read about the effect of a character’s load weight on stamina consumption here.

Parameter accepts percentage values from -100 to 0.


StaminaGeneralOptions.CostPerClimbPercent

Cost of stamina as percentage, which will be spent at time after player performs high climb action.

Value below zero means that stamina will deplete. It is not recommended to set this value above zero.

Characters load weight affect these costs. You can read about the effect of a character’s load weight on stamina consumption here.

Parameter accepts percentage values from -100 to 0.


StaminaGeneralOptions.CostPerMeleeAttackPercent

Cost of stamina as percentage, which will be spent at time after player hits with melee attack.

Value below zero means that stamina will deplete. It is not recommended to set this value above zero.

This multiplier is used for both light and heavy attacks, but it doubles for heavy attacks.

Characters load weight affect these costs. You can read about the effect of a character’s load weight on stamina consumption here.

Parameter accepts percentage values from -100 to 0.


StaminaGeneralOptions.CostPerPushCarApplyForcePercent

The percentage of general stamina that a player expends when pushing a vehicle during the application of force.

Value below zero means that stamina will deplete. It is not recommended to set this value above zero.

Characters load weight affect these costs. You can read about the effect of a character’s load weight on stamina consumption here.

Parameter accepts percentage values from -100 to 0.


StaminaGeneralOptions.CostPerMinePercent

Cost of stamina as percentage, which will be spent at time after player mines resources.

Currently this is action of extracting wood with an axe and action of extracting stone.

Each of these actions has a light action and a hard action. Light - mining of firewood or small stones, heavy - mining of logs and large stones.

Light action consumes only 30% of StaminaGeneralOptions.CostPerMinePercent.

Value below zero means that stamina will deplete. It is not recommended to set this value above zero.

Characters load weight affect these costs. You can read about the effect of a character’s load weight on stamina consumption here.

Parameter accepts percentage values from -100 to 0.


StaminaGeneralOptions.CostPerMinePlanksFromPileOfWoodenPlanksPercent

Cost of stamina as percentage, which will be spent at time after player makes planks from pile of wooden planks.

Value below zero means that stamina will deplete. It is not recommended to set this value above zero.

Characters load weight affect these costs. You can read about the effect of a character’s load weight on stamina consumption here.

Parameter accepts percentage values from -100 to 0.


StaminaGeneralOptions.CostPerMinePlanksFromWoodenLogPercent

Cost of stamina as percentage, which will be spent at time after player makes planks from wooden log.

Value below zero means that stamina will deplete. It is not recommended to set this value above zero.

Characters load weight affect these costs. You can read about the effect of a character’s load weight on stamina consumption here.

Parameter accepts percentage values from -100 to 0.


StaminaGeneralOptions.CostPerBuildPercent

Cost of stamina as percentage, which will be spent at time after player performs any building action.

Value below zero means that stamina will deplete. It is not recommended to set this value above zero.

Characters load weight affect these costs. You can read about the effect of a character’s load weight on stamina consumption here.

Parameter accepts percentage values from -100 to 0.


StaminaGeneralOptions.WalkingWeightDebuffBorderKg

When character walks, crawls, or crouches, his stamina is restored, but recovery rate depends on character's current load weight.

The closer character's current weight is to StaminaGeneralOptions.WalkingWeightDebuffBorderKg parameter, the less stamina is restored.

If the character's load weight is more than StaminaGeneralOptions.WalkingWeightDebuffBorderKg kg, then stamina begins to decrease at rate of "StaminaGeneralOptions.CostPerSecondJogPercent / 10" per second.

Parameter accepts float values (Kg) from 0 to infinity.


InediaMovementOptions.IsActive

With this parameter, you can completely disable the integrated InediaMovement modification.


InediaMovementOptions.NotificationsType

InediaMovementOptions.WeightRestrictionsHandlerIsActive

InediaMovementOptions.WeakSlowdownIfLoadGreaterThanKg

InediaMovementOptions.MediumSlowdownIfLoadGreaterThanKg

InediaMovementOptions.StrongSlowdownIfLoadGreaterThanKg

InediaMovementOptions.ExtremeSlowdownIfLoadGreaterThanKg

InediaMovementOptions.ForcedWalkIfLoadGreaterThanKg

InediaMovementOptions.MovementRestrictionIfLoadGreaterThanKg

InediaMovementOptions.SlopeRestrictionsHandlerIsActive

InediaMovementOptions.WeakSlowdownIfSlopeGreaterThanDegree

InediaMovementOptions.MediumSlowdownIfSlopeGreaterThanDegree

InediaMovementOptions.StrongSlowdownIfSlopeGreaterThanDegree

InediaMovementOptions.ExtremeSlowdownIfSlopeGreaterThanDegree

InediaMovementOptions.ForcedWalkIfSlopeGreaterThanDegree

InediaMovementOptions.MovementRestrictionIfSlopeGreaterThanDegree

InediaMovementOptions.SurfaceRestrictionsHandlerIsActive

InediaMovementOptions.SurfaceRoadSpeedReduction

InediaMovementOptions.SurfaceGrassSpeedReduction

InediaMovementOptions.SurfaceGrassTallSpeedReduction

InediaMovementOptions.SurfaceForestSpeedReduction

InediaMovementOptions.SurfaceStoneSpeedReduction

InediaMovementOptions.SurfaceSandSpeedReduction

InediaMovementOptions.SurfaceWaterSpeedReduction

InediaMovementOptions.SurfaceSnowSpeedReduction

InediaMovementOptions.SurfaceFootwearSpeedImpact

InediaMovementOptions.ForcedWalkIfCharacterIsInBush

InediaMovementOptions.BushClasses

InediaMovementOptions.CumulativeSpeedReductionIsActive

These parameters relate to the InediaMovement modification, which is integrated into "InediaStamina".

You can view their description here, in the "InediaMovement" wiki.

These parameters will not work if the InediaMovementOptions.IsActive parameter is disabled.


StaminaGeneralOptions.OneDegreeOfSlopeUpMultiplierPercent

StaminaGeneralOptions.OneDegreeOfSlopeDownMultiplierPercent

Slope of terrain also affects the consumption of general stamina.

Increases consumption on "InediaStaminaGeneralOptions.OneDegreeOfSlopeUpMultiplierPercent" percent per one degree up and decreases consumption on "InediaStaminaGeneralOptions.OneDegreeOfSlopeDownMultiplierPercent" percent per one degree down.

Consumption cannot be increased by more than 400% up and decreased by more than 50% down.

Parameter accepts percentage values from 0 to 100.


StaminaGeneralOptions.SurfaceRoadMultiplier

StaminaGeneralOptions.SurfaceGrassMultiplier

StaminaGeneralOptions.SurfaceGrassTallMultiplier

StaminaGeneralOptions.SurfaceForestMultiplier

StaminaGeneralOptions.SurfaceStoneMultiplier

StaminaGeneralOptions.SurfaceSandMultiplier

StaminaGeneralOptions.SurfaceWaterMultiplier

StaminaGeneralOptions.SurfaceSnowMultiplier

StaminaGeneralOptions.SurfaceOtherMultiplier

Type of surface (road, grass, forest, snow, etc.) affects consumption of general stamina.

Using these parameters, you can set multiplier for any surface type.

This means, for example, that if the default stamina consumption is -0.15%, then with the multiplier StaminaGeneralOptions.SurfaceRoadMultiplier = 0.9 - the stamina consumption when moving along the road will be equal to: -0.15% * 0.9 = -0.135%

That is, it will be easier for the character to run along the road. But if you set the multiplier greater than "1", it will be more difficult.

If the surface could not be identified, the multiplier StaminaGeneralOptions.SurfaceOtherMultiplier will be applied, which defaults to "1", meaning no changes.

Parameters accepts float values from 0 to infinity.


StaminaGeneralOptions.EpinephrineMultiplier

Epinephrine slows down rate of consumption of general stamina and sleep stamina.

With this parameter you can change multiplier of effect of epinephrine on stamina consumption.

Default multiplier is 0.2.

This means that when consuming general stamina while running -0.15% per second, under the effect of epinephrine it will decrease to -0.15 * 0.2 = -0.03%

Parameter accepts float values from 0 to 1.


StaminaGeneralOptions.AMSEnergyPillsMultiplier

This parameter only works if you are using the AMS modification.

Energy pills from this modification slows down rate of consumption of general stamina.

With this parameter you can change multiplier of effect of energy pills on stamina consumption.

Default multiplier is 0.5.

This means that when consuming general stamina while running -0.15% per second, under the effect of energy pills it will decrease to -0.15 * 0.5 = -0.075%

Parameter accepts float values from 0 to 1.


StaminaGeneralOptions.MorphineMultiplier

Morphine by default increase rate of consumption of sleep stamina and does not affect general stamina.

With this parameter you can change multiplier of effect of morphine on stamina consumption.

Default multiplier for sleep stamina is 50, and for general stamina is "1" (does not affect).

This means that when consuming sleep stamina while running -0.005%% per second, under effect of morphine it will increase to -0.005 * 50 = -0.25%

Parameter accepts float values from 0 to infinity.


StaminaGeneralOptions.HeatMultiplier

When player heat comfort level is above 0.2 (temperature icon is yellow), the general stamina consumption increases.

With this option you can change this multiplier.

By default it is "2".

This means that when consuming general stamina while running -0.15% per second, under the heat-effect it will increase to -0.15 * 2 = -0.3%

Parameter accepts float values from 0 to infinity.


StaminaGeneralOptions.ShockPerSecondJogCritical

Percentage reduction in character's shock per second when the character is jogging and his general stamina value is less than critical StaminaGeneralOptions.CriticalThresholdPercent.

Value below zero means that shock will deplete. It is not recommended to set this value above zero.

In vanilla mechanics, the maximum shock value of character in good condition is 100%. When the shock drops to 25%, the character loses consciousness.

Parameter accepts percentage values from -100 to 0.


StaminaGeneralOptions.ShockPerSecondSprintCritical

Percentage reduction in character's shock per second when the character is sprinting and his general stamina value is less than critical StaminaGeneralOptions.CriticalThresholdPercent.

Value below zero means that shock will deplete. It is not recommended to set this value above zero.

In vanilla mechanics, the maximum shock value of character in good condition is 100%. When the shock drops to 25%, the character loses consciousness.

Parameter accepts percentage values from -100 to 0.


StaminaGeneralOptions.ShockPerSecondJogLow

Percentage reduction in character's shock per second when the character is jogging and his general stamina value is less than low StaminaGeneralOptions.LowThresholdPercent.

Value below zero means that shock will deplete. It is not recommended to set this value above zero.

In vanilla mechanics, the maximum shock value of character in good condition is 100%. When the shock drops to 25%, the character loses consciousness.

Parameter accepts percentage values from -100 to 0.


StaminaGeneralOptions.ShockPerSecondSprintLow

Percentage reduction in character's shock per second when the character is sprinting and his general stamina value is less than low StaminaGeneralOptions.LowThresholdPercent.

Value below zero means that shock will deplete. It is not recommended to set this value above zero.

In vanilla mechanics, the maximum shock value of character in good condition is 100%. When the shock drops to 25%, the character loses consciousness.

Parameter accepts percentage values from -100 to 0.


StaminaGeneralOptions.TremorLevelAtCritical

The level of tremor (hand shaking) that a player experiences when their general stamina drops below a critical value (StaminaGeneralOptions.CriticalThresholdPercent).

I do not recommend setting this value above "1", as in this case, it will be nearly impossible for the player to hit the target when shooting.

Remember that this value is cumulative with a similar one for sleep, which may create certain issues during shooting.

Set this value to "0" if you need to disable tremor.

Parameter accepts float values from 0 to infinity.


StaminaGeneralOptions.TremorLevelAtLow

The level of tremor (hand shaking) that a player experiences when their general stamina drops below a low value (StaminaGeneralOptions.LowThresholdPercent).

I do not recommend setting this value above "1", as in this case, it will be nearly impossible for the player to hit the target when shooting.

Remember that this value is cumulative with a similar one for sleep, which may create certain issues during shooting.

Set this value to "0" if you need to disable tremor.

Parameter accepts float values from 0 to infinity.


StaminaGeneralOptions.CriticalThresholdPercent

Value of general stamina as percentage, after which the character begins to receive various strong debuffs (strong speed slowdown, shock debuffs for various types of movement).

Parameter accepts percentage values from 0 to 100.


StaminaGeneralOptions.LowThresholdPercent

Value of general stamina as percentage, after which the character begins to receive various weak debuffs (low speed slowdown, shock debuffs for various types of movement).

Parameter accepts percentage values from 0 to 100.


StaminaSleepOptions.IsActive

The parameter takes a boolean value, "0" or "1".

Using this parameter, you can completely disable all functionality of sleep stamina, including the visual display of blue bar.

If the sleep stamina functionality is disabled, the sleepiness multiplier for the general stamina will always be "1".


StaminaSleepOptions.NotificationsType

The parameter takes a integer values from "0" to "2".

With this parameter, you can change the type of informational messages related to sleep stamina or disable them entirely:

  • 0 - all informational messages will be disabled;
  • 1 - informational messages will be displayed in the game chat;
  • 2 - informational messages will be displayed in a pop-up notification;

StaminaSleepOptions.RespawnValuePercent

Initial value of sleep stamina with which players will respawn.

Accepts percentage values from 0 to 100.


StaminaSleepOptions.ReductionOfMaximumSleepWhenDaytimePercent

Maximum character sleep level is 100%

Using this parameter, you can set the maximum sleep level to be reduced by a certain percentage if the character tries to sleep during the daytime.

Default is 20%. This means that if a character tries to fall asleep during the daytime, he will not be able to get more than (100% - 20%) = 80% of sleep.

Accepts percentage values from 0 to 100.


StaminaSleepOptions.ReductionOfMaximumSleepWhenOutdoorsPercent

Maximum character sleep level is 100%

Using this parameter, you can set the maximum sleep level to be reduced by a certain percentage if the character tries to sleep outside.

The default is 20%. This means that if a character tries to sleep outside, they will not be able to get more than (100% - 20%) = 80% sleep.

Accepts percentage values from 0 to 100.


StaminaSleepOptions.ReductionOfMaximumSleepWhenWetPercent

Maximum character sleep level is 100%

Using this parameter, you can set the maximum sleep level to be reduced by a certain percentage if the character tries to sleep in wet clothes.

The default is 20%. This means that if a character tries to sleep in wet clothes, they will not be able to get more than (100% - 20%) = 80% sleep.

Accepts percentage values from 0 to 100.


StaminaSleepOptions.ReductionOfMaximumSleepWhenColdPercent

Maximum character sleep level is 100%

Using this parameter, you can set the maximum sleep level to be reduced by a certain percentage if the character tries to sleep when he is cold.

The default is 20%. This means that if a character tries to sleep when he is cold, they will not be able to get more than (100% - 20%) = 80% sleep.

Accepts percentage values from 0 to 100.


StaminaSleepOptions.ReductionOfMaximumSleepWhenHotPercent

Maximum character sleep level is 100%

Using this parameter, you can set the maximum sleep level to be reduced by a certain percentage if the character tries to sleep when he is hot.

The default is 20%. This means that if a character tries to sleep when he is hot, they will not be able to get more than (100% - 20%) = 80% sleep.

Accepts percentage values from 0 to 100.


StaminaSleepOptions.DelayBeforeSleepSeconds

After character lies down, he tries to fall asleep not immediately, but after StaminaSleepOptions.DelayBeforeSleepSeconds seconds.

Accepts float values from 0 to infinity.


StaminaSleepOptions.DelayBeforeNextSleepTryInLyingDownSeconds

When character has had enough sleep, he wakes up.

This parameter determines the delay in seconds after which the character will try to go back to sleep if he continues to lie down without getting up.

Accepts float values from 0 to infinity.


StaminaSleepOptions.CostPerSecondSleepPercent

Sleep stamina cost as percentage per second while player is sleeping ("." => "Poses" => "Lie down").

Value above zero means that stamina will gradually recover. It is not recommended to set this value below zero.

Accepts percentage values from 0 to 100.


StaminaSleepOptions.CostPerSecondRestPercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerSecondRestPercent


StaminaSleepOptions.CostPerSecondNoMovementPercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerSecondNoMovementPercent


StaminaSleepOptions.CostPerSecondNormalWalkingPercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerSecondNormalWalkingPercent


StaminaSleepOptions.CostPerSecondCrouchWalkingPercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerSecondCrouchWalkingPercent


StaminaSleepOptions.CostPerSecondProneWalkingPercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerSecondProneWalkingPercent


StaminaSleepOptions.CostPerSecondJogPercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerSecondJogPercent


StaminaSleepOptions.CostPerSecondCrouchSprintPercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerSecondCrouchSprintPercent


StaminaSleepOptions.CostPerSecondSprintPercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerSecondSprintPercent


StaminaSleepOptions.CostPerRollPercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerRollPercent


StaminaSleepOptions.CostPerJumpPercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerJumpPercent


StaminaSleepOptions.CostPerVaultPercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerVaultPercent


StaminaSleepOptions.CostPerClimbPercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerClimbPercent


StaminaSleepOptions.CostPerMeleeAttackPercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerMeleeAttackPercent


StaminaSleepOptions.CostPerPushCarApplyForcePercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerPushCarApplyForcePercent


StaminaSleepOptions.CostPerMinePercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerMinePercent


StaminaSleepOptions.CostPerMinePlanksFromPileOfWoodenPlanksPercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerMinePlanksFromPileOfWoodenPlanksPercent


StaminaSleepOptions.CostPerMinePlanksFromWoodenLogPercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerMinePlanksFromWoodenLogPercent


StaminaSleepOptions.CostPerBuildPercent

This parameter is similar to the same parameter for general stamina, but range of accepted values may differ:

StaminaGeneralOptions.CostPerBuildPercent


StaminaSleepOptions.EpinephrineMultiplier

This parameter is similar to the same parameter for general stamina:

StaminaGeneralOptions.EpinephrineMultiplier


StaminaSleepOptions.MorphineMultiplier

This parameter is similar to the same parameter for general stamina:

StaminaGeneralOptions.MorphineMultiplier


StaminaSleepOptions.TremorLevelAtCritical

This parameter is similar to the same parameter for general stamina:

StaminaGeneralOptions.TremorLevelAtCritical


StaminaSleepOptions.TremorLevelAtLow

This parameter is similar to the same parameter for general stamina:

StaminaGeneralOptions.TremorLevelAtLow


StaminaSleepOptions.SleepyAlertsWhenLessCriticalIsActive

The parameter takes a boolean value, "0" or "1".

If this parameter is enabled, when the player reaches a critical sleep level, they will periodically hear various auditory hallucinations with random intervals ranging from 2 to 6 minutes.

The sound set includes various noises from infected, distant shots from pistols and rifles, and sounds of bullets hitting near the player.


StaminaSleepOptions.LossOfConsciousnessWhenLessCriticalIsActive

The parameter takes a boolean value, "0" or "1".

If this parameter is enabled, when the player reaches a critical sleep level, there is a possibility for them to lose consciousness.

Note that when the general stamina is completely disabled (parameter StaminaGeneralOptions.IsActive), the sleep stamina loses its purpose, and therefore, this parameter will be forcibly set to "1".


StaminaSleepOptions.MovementSpeedReductionWhenLessLowIsActive

The parameter takes a boolean value, "0" or "1".

If this parameter is enabled, when the sleep level is below low, the player's movement speed will decrease. There will be a slight reduction at a low sleep level and a significant decrease at a critical sleep level.

Note that when the general stamina is completely disabled (parameter StaminaGeneralOptions.IsActive), the sleep stamina loses its purpose, and therefore, this parameter will be forcibly set to "1".


StaminaSleepOptions.CriticalThresholdPercent

If the character's sleep percentage is less than this value, their general stamina stops recovering.

But if functionality of general stamina is disabled, the lack of sleep loses its meaning, since before that the lack of sleep lowered the regeneration rate of the general stamina.

Therefore, in case of disabling the functionality of the general stamina - lack of sleep imposes the following debuffs:

  • Affects the speed of movement depending on the critical or low level of sleep (StaminaSleepOptions.LowThresholdPercent, StaminaSleepOptions.CriticalThresholdPercent)
  • Adds a chance to lose consciousness when the level of sleep is below the critical (StaminaSleepOptions.CriticalThresholdPercent)

Parameter accepts percentage values from 0 to 100.


StaminaSleepOptions.LowThresholdPercent

If character's sleep percentage is less than this value, then he begins to yawn.

But if functionality of general stamina is disabled, the lack of sleep loses its meaning, since before that the lack of sleep lowered the regeneration rate of the general stamina.

Therefore, in case of disabling the functionality of the general stamina - lack of sleep imposes the following debuffs:

  • Affects the speed of movement depending on the critical or low level of sleep (StaminaSleepOptions.LowThresholdPercent, StaminaSleepOptions.CriticalThresholdPercent)
  • Adds a chance to lose consciousness when the level of sleep is below the critical (StaminaSleepOptions.CriticalThresholdPercent)

Parameter accepts percentage values from 0 to 100.


StaminaSleepOptions.SleepinessThresholdPercent

This parameter only makes sense if general stamina functionality is enabled.

If the character's current sleep level falls below this value, sleep deprivation starts to decrease general stamina recovery.

The decrease occurs until the level of StaminaSleepOptions.CriticalThresholdPercent, after which general stamina stops recovering at all.


StaminaStimulants

In this parameter, you can specify stimulant items that will affect general stamina and sleep when consumed.

The default is:

  • Nota Cola: +20% general Stamina, +10% sleep
  • Pipsi Cola: +20% general stamina, +10% sleep

Example:

"StaminaStimulants": [
    {
        "ItemClass": "SodaCan_Cola",
        "StaminaGeneralIncreasePercent": 20.0,
        "StaminaSleepIncreasePercent": 10.0
    },
    {
        "ItemClass": "SodaCan_Pipsi",
        "StaminaGeneralIncreasePercent": 20.0,
        "StaminaSleepIncreasePercent": 10.0
    }
]

The StaminaStimulants.*IncreasePercent parameters can take both positive and negative values, so the impact effects can be flexibly configured.

You also need to remember that for pills percentage is set for the stack, for vanilla pills - the stack is 12.

That is, if you need one tablet to reduce sleep by 5%, you need to set StaminaStimulants.StaminaSleepIncreasePercent = -60% (i.e. -5% * 12)

The ItemClass parameter can take either the exact name of the stimulant class or the name of the base class from which it inherits.

Class name is not case-sensitive.


StaminaLiquidStimulants

With this parameter, you can specify a list of liquid IDs that, when consumed, will affect general stamina or sleep.

Example:

"StaminaLiquidStimulants": [
    {
        "LiquidId": 512,
        "StaminaGeneralIncreasePerLiterPercent": 30,
        "StaminaSleepIncreasePerLiterPercent": 0
    },
    {
        "LiquidId": 2048,
        "StaminaGeneralIncreasePerLiterPercent": 100.0,
        "StaminaSleepIncreasePerLiterPercent": -50.0
    }
]

Where:

  • "LiquidId"
    • Integer liquid identifier.
    • You can specify the ID of both vanilla and modded liquids.
    • List of IDs of vanilla liquids that can be consumed:
      • Water: 512
      • Vodka: 2048
      • Gasoline: 8192
  • "StaminaGeneralIncreasePerLiterPercent"
    • In this parameter, you can specify the percentage by which the general stamina will be restored when consuming one liter of liquid.
    • The parameter can take both positive and negative values, so the impact effects can be flexibly configured.
  • "StaminaSleepIncreasePerLiterPercent"
    • In this parameter, you can specify the percentage by which the sleep stamina will be restored when consuming one liter of liquid.
    • The parameter can take both positive and negative values, so the impact effects can be flexibly configured.

ComfortablePlaces

This is places where general stamina or sleep is restored faster (or slower, configurable).

By default - only two tents are set, large and medium:

"ComfortablePlaces": [
    {
        "ItemClass": "MediumTentClutterCutter",
        "StaminaGeneralMultiplier": 1.0,
        "StaminaSleepMultiplier": 2.0
    },
    {
        "ItemClass": "LargeTentClutterCutter",
        "StaminaGeneralMultiplier": 1.0,
        "StaminaSleepMultiplier": 2.0
    }
]

Multiplier - is the value by which the current regeneration value will be multiplied when player is near an object.

If a player is within the range of multiple comfortable places, the multiplier from a random one will be applied.

The ItemClass parameter can take either the exact name of the comfortable place class or the name of the base class from which it inherits.

Class name is not case-sensitive.


Clothes

You can set stamina consumption multipliers depending on the clothes the character is wearing.

This works for any clothing, including shoes.

For example, increase the consumption of general stamina by 2 times if sweater are worn:

"Clothes": [
    {
        "ItemClass": "Sweater_ColorBase",
        "StaminaGeneralMultiplier": 2.0,
        "StaminaSleepMultiplier": 1.0
    }
]

By setting the multiplier value to less than "1", it's possible to reduce the stamina costs when equipping an item. This way, you can create comfortable items that decrease the character's stamina consumption.

If a player equips two or more items that affect stamina consumption at the same time, their multipliers will stack multiplicatively. For example, if a hat has a 1.5 multiplier and a sweater has a 1.2 multiplier, wearing both will result in a total multiplier of 1.5 × 1.2 = 1.8.

If you are using exoskeletons or other items that should disable stamina consumption and the effect of weight on movement speed depending on certain conditions, please review this and this FAQ points.

The ItemClass parameter can take either the exact name of the cloth class or the name of the base class from which it inherits.

Class name is not case-sensitive.


HumanPoweredVehicles

Using this parameter, you can specify the vehicles for which general stamina will be consumed during movement. Typically, this is used for vehicles powered by the character's muscular strength, such as a bicycle.

When moving on such a vehicle, the same multipliers apply as for jogging (surface slope, surface type, weight, and so on).

If the general stamina value falls below a critical level, the vehicle will start to decelerate, and continuing movement may result in the character losing consciousness, similar to the effects of running.

For example, here's how we can add all bicycles from the "DayZ-Bicycle" extension:

"HumanPoweredVehicles": [
    {
        "ItemClass": "Bicycle_Base",
        "StaminaGeneralCostPerSecondPercent": -0.1,
        "StaminaGeneralCostPerSecondAccelerationPercent": -0.5
    }
]

The parameters "StaminaGeneralCostPerSecondPercent" and "StaminaGeneralCostPerSecondAccelerationPercent" specify the general stamina consumption in percentage per second when the player applies force for normal movement and for acceleration (with the Shift key pressed), respectively.

The ItemClass parameter can take either the exact name of the vehicle class or the name of the base class from which it inherits.

Class name is not case-sensitive.


Houses

By using this parameter, you can add objects under which players will not receive debuff to maximum sleep, meaning that the player will be considered as sleeping inside house rather than outdoors.

For example, here's how you can add a mobile home and a custom tent for a truck:

"Houses": [
    "MotorHome",
    "CustomTentClassName"
]

In this case, if the player tries to sleep inside a mobile home or under the custom truck tent specified in the configuration, they will not receive a debuff to the maximum sleep, i.e., it will be considered that they are sleeping indoors.

By default, all objects derived from "House", "TentBase", or "BaseBuildingBase" are considered houses. If your object inherits from any of these classes, no additional action is required, such an object will be treated as a house by default.

You can specify not only the exact class name but also the name of the base class from which it inherits.

Class name is not case-sensitive.


You can use this mod on your server, but repack and re-uploading is not allowed.

Copyright johnkind. This item is not authorized for posting on Steam, except under the Steam account johnkind.

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