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Cooking Grenades
This mod adds grenade cooking mechanics and realistic fuse time randomization.
✨ Features
Cooking
- Allows cooking of grenades (holding before throwing).
- Cooking only starts after the safety pull ring removal animation is complete.
- Prevents storing the grenade back into inventory while cooking.
Cooking Method
- Hold the mouse button to prepare to throw the grenade.
- Press the opposite mouse button to start cooking.
- Release the originally held button to throw the cooked grenade.
- (note) Originally planned to spawn a Unity object that explodes when the timer expires, but due to complexity, the system was simplified:
- Grenade is automatically thrown when the fuse time expires.
Cooking Notification (Optional)
- Optionally displays a notification when cooking begins.
Realistic Fuse Time Randomization
- Fuse times follow a normal distribution.
- Adjustable using the
FuseTimeSpreadFactor
parameter.
Inventory UI Toggle
- Toggle between showing the default fuse time or the randomized fuse time in the inventory UI.
Fuse Time Tester
- tool to test and visualize fuse time distributions for debugging and balance.
Installation
- Unzip into your SPT folder.
Configuration
Options
0. Cooking Grenades
EnableCookingNotification
(Default:false
)- Shows a notification when grenade cooking begins.
ShowDefaultFuseTimeInInventoryUI
(Default:true
)- If
true
, displays the default fuse time in the inventory UI. Iffalse
, shows the randomized value.
- If
1. Realistic Fuse Time
RealisticFuseTimeEnable
(Default:true
)- Enables or disables fuse time randomization.
FuseTimeSpreadFactor
(Default:0.085
, Range:0.001 ~ 0.6
)- Controls the variability of fuse times. Higher values increase randomness.
2. Realistic Fuse Time Tester
TimeSimulationValue
(Default:5.0
, Range:1.0 ~ 10.0
)- The base fuse time to simulate in the tester.
FuseTimeTestCount
(Default:10000
, Range:1 ~ 100000
)- Number of iterations for the fuse time distribution test.
TimeSimulationOutput
(Default:false
)- Set to
true
to run the simulation once. Results are logged toBepInEx/LogOutput.log
.
- Set to
3. Debug
DebugGUI
(Default:false
)- Enables a GUI to display cooking time (for debugging).
UserWarningConfirmed
(Default:false
, Advanced)- Confirms user acknowledgment of warnings (hidden in advanced settings).
Example video
Grenade Cooking Guide
This section outlines real-world safety procedures for “cooking off” grenades, adapted from military training manuals.
🍳 Cooking Off
Definition
“Cooking off” is the practice of using part of the grenade’s delay time before throwing, causing it to detonate aboveground or shortly after impact.
Steps for Cooking Off
- Remove the safety clip.
- Disengage pull ring from confidence clip (if equipped).
- Remove the pull ring and safety pin.
- Release the safety lever.
- Count: “one thousand one, one thousand two” (about 2 seconds).
- Throw the grenade in a high arc.
- Seek cover until detonation.
Purpose
- Shortens time between impact and explosion.
- Useful for aboveground or near-impact detonation.
⚠️ Warnings on Cooking Off
- Do not cook off live fragmentation grenades in training.
- Use the cook-off procedure only with grenades that have a fuze setting of 4 seconds or greater in a combat environment.
- Never cook off the following grenades:
- M84 (stun grenade / flashbang)
- M18, M83, M14 (smoke or special-purpose grenades)
- These often have 1.0 to 2.3 second fuzes — extremely dangerous.
- Cooking off exploding, bursting, or burning-type grenades can cause death or serious injury.
✅ Summary Table
Reference: TC 3-23.30, C1 – Hand Grenades (01 Feb 2023)
Credits
- Provided .csproj: Michael P. Starkweather, CJ
- SPT Modding Community: I referenced the source code of many mods for learning purposes while creating this mod. Sincere thanks to the community for making their mods open-source and helping me learn.
- Grok AI: An all-knowing friend who answers any question I have.
-
Version 1.1.0
- November75
- 162 Downloads
Sound Rework
- Improved Cooking Sound Logic:
- Previously, the "Lever" sound from the Pulling Safety Ring animation was reused for cooking. Now, the mod plays the upcoming "SndFuse" sound during cooking and disables the subsequent "SndFuse" playback to avoid duplication.
- New Config Option:
UseAlternativePinSound
:- Added a new configuration option to play a "TripwirePin" sound (similar to a ping) instead of "SndFuse" for specific grenades during cooking.
- Affected grenades: M67 Hand, V40 Mini, M18 Smoke Green, Model 7290 Flash Bang, RDG-2B Smoke.
- Note: Attempted to fix the default Tarkov M67 grenade playing a fuse sound, but it was too complex and abandoned 😭.
Bug Fixes
- Fixed an issue where changing the
FuseTimeSpreadFactor
setting did not apply to the fuse times of already spawned grenades.
🙏 Special Thanks
Huge thanks to adishee for generously sharing knowledge and ideas that greatly contributed to the grenade sound system improvements.
-
Version 1.0.0
- November75
- 261 Downloads
Some_Weeb
I'd like to suggest adding a UI element that counts down when you cook the grenade, something more refined compared to the debug menu
November75 Author
Thanks for the suggestion! But personally, I think cooking a grenade should stay risky and uncomfortable. Adding a UI just to make it easier isn't really the direction I want to go.
The debug UI is just for debugging nothing more.
Enjoy the adrenaline rush of miscounting or counting faster than usual while under fire 😆
poneais
i use few mods for superstrong nades, if i cook them they can blast faster? oh! rawr!
November75 Author
It's probably a server-side mod you're using for the superstrong nades — so yes, cooking them should totally make them explode even faster!
🔥💥 Boom~ 😎
poneais
rawr!
adishee
LFG. I have NEVER been able to figure out when this feature was not already in EFT.
Any planned integration with the AI to allow them to cook off?
November75 Author
Haha, right? It feels like it always should have been there!
This was actually something I had in mind the two year ago, and I finally decided to dive into modding and give it a shot.
As for the AI side—unfortunately, that's a bit beyond my skill level for now 😅
adishee
Honestly you could just fake it. You could have a chance for a 'cookoff' based on bot skill level; then you could just artificially reduce the fuse time (since you already know how to do that!). That way it would be entirely procedural, you wouldn't have to get into the AI / Bigbrain side of the problem.
adishee
Also - forgive me - I'm not sure the cooking-off sound is correct. It should pop to trigger the fuse just like throwing normally?
November75 Author
Thanks! After looking into the AI logic again, I think you're right — I should be able to reduce the fuse time without touching the AI / Bigbrain side at all. Since
BaseGrenadeHandsController
already checks_player.IsAI
when throwing, I can probably hook into that and apply the timing there. I’ll give it a shot!As for the sound — the current one was taken from the "Pulling Safety Ring off" sequence, specifically a part labeled "Lever." I assumed it might be the safety lever sound 😅 But after digging deeper, it looks like the real sound is much louder, and this one doesn’t quite match. (I found a good reference here: https://www.youtube.com/watch?v=GG92rOQD-A0). I’ll look for a more fitting one!
November75 Author
Really appreciate the suggestions — they helped a lot! 🙏
Lord Khaos
Thank you so much!
I can finally kill PMCs for the Grenadier quest without having to use impact nades.
First match with this on a cooked an F1 and yeeted it behind a car that a PMC was hiding behind, it airbursted right above him and took him out.
Absolutely must mod! 11/10
November75 Author
Thanks a lot! 😄
Glad you're enjoying it — and yep, definitely remember, this is all in-game stuff! 😅
Choccy Milk
You can blow yourself up by cooking for too long 10/10
pewpewpew47
I KNOW this comment is coming hahaha