Sneaky Weasel's All-In-One Meds & Food 1.0.2

Please do not ask when mod authors will update their mods to 3.10 or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

Bringing back over-time effects for food, drinks and medical items.

Here's a unified version of my WeaselMedTweaks and WeaselFoodTweaks mods, with improvements thanks to heaps of awesome feedback.


There is a config file to enable/disable different components of this mod.


Food and Drinks

No more do consumables instantly regenerate hydration and energy; they add over-time effects instead. Many are multi-use to reduce trash on the playfield (j/k.) Water will only give hydration, juices and milk will also give some energy. Cans of drink will give a quick boost to energy and some initial hydration, but will then make you thirsty. Food will give energy over time, some like peas will logically help with hydration while chocolates and sugar will act more like those energy drinks. Booze will numb pain and give you a good boost to endurance and stamina recovery... for a little while! but beware the hangover.


Food and drink changes are ENABLED by default in the config file.


KNOWN ISSUE: Food and drinks do NOT give any regen or recoveries out of raid.


Medical Items

Bandages, Tourniquets/Caloks, Splints do their usual job fixing an injury but do not affect health level. Most have more uses now.

CMS and Surv12 kits do their usual job fixing blacked zones (and Surv12 fixes fractures) but do not affect health level. Again more uses (6 and 12 respectively)

AI-2, IFAK and AFAK kits give health regen over time which is applied equally to all damaged zones. AI-2 a little, IFAK slightly more, AFAK more again. All are 3-use, and bring some debuffs like pain, tunnel vision and thirst to go along with the regen.


CAR kits, Salewas, Grizzly kits can be configured two different ways:

BY DEFAULT all three will fix injuries (CAR light bleed, Salewa light + heavy bleed. Grizzly light + heavy + fracture) and also do health regen over time. CAR kit similar to IFAK, Salewa similar to AFAK, Grizzly a little more again. They are 3 use, 6 use and 12 use respectively. They also have debuffs of course so carry some water.

OPTIONAL all three lose all effects, and become storage bags for other medical items. CAR is 3-cells, Salewa 4-cells, Grizzly 8 cells. This is my preferred setup as I can carry a bandage, a calok, an aluminium splint and an AFAK all in one Salewa. Just enable this change in the config file.


Other medical items like vaseline, golden star, and pills all have number of uses changed but effects are pretty much like normal, only they might make you thirsty.


Medical changes are ENABLED by default in the config file. Conversion of kits to bags is DISABLED by default.


KNOWN ISSUE: Medical items do NOT give any regen or recoveries out of raid.


Please let me know if anything isn't working as advertised and I'll have a crack at fixing. I'm really new to this so appreciate all suggestions and feedback.


Oh, this seems to work perfectly on my 3.9.8 server as well as 3.10.2. I use FIKA but haven't tested to see if the effects work for connected players. It's entirely server-side so I would think it does but let me know :)


  • When a body part's HP is not full but no injury is present, healing items cannot be used.


    3.9.8 with realism mod

    • I don't know what to say

      ? 1
    • This means that if no debuff from injuries appear, I won't be able to fully restore my HP.

    • The mod is for 3.10.x. You're asking support for SPT3.9.8.

      No wonders you're having problems.

    • The author mentioned in the description that it can run in version 3.9.8. Additionally, I noticed in the package.json file that the compatible version is specified as "sptVersion": ">=3.9.8".

      I believe there is nothing questionable about my issue.