Consumables are persistent items acquired from stores, venues, players, or vending machines. Hunger and thirst are persistent character needs. This guide remains a draft while product restrictions, presentations, cleanup, needs accrual, vending placement, and restart behavior await real-client verification.
Acquire a consumable
Use the current store, venue, offer, or machine list rather than copied products or prices. A successful purchase or handover creates or moves an inventory item; it does not automatically apply the item’s effect.
Use a carried item
- Open
/inventoryand choose a fresh unambiguous reference. - Be in character, on foot, conscious, controllable, and unrestrained.
- Use
/useonce. - Wait for committed consumption before trusting the presentation or effect.
Active actions, recent damage conditions, or reuse state can refuse use. Refusal consumes nothing. After success, interrupting an animation does not restore the item.
Understand broad effects
- Food and non-alcoholic drinks can provide bounded out-of-combat recovery.
- Food reduces hunger and suitable drinks reduce thirst. When health recovery is unavailable, at high health or shortly after taking damage, an item you actually need is still consumed and still relieves the need; the server tells you your health did not improve. Use is refused, consuming nothing, only when the item could neither restore health nor relieve a need.
- Alcohol provides temporary intoxication presentation and limited thirst relief, not combat treatment.
- Cigarettes provide roleplay presentation without health or needs relief.
Movement, damage, vehicle entry, incapacity, death, or another lifecycle event can stop presentation. Nearby roleplay output uses supported concealed identity.
Exact effects, durations, reuse timing, and recovery values are deliberately omitted while code and spec remain under reconciliation.
Monitor hunger and thirst
Use /stats to view both needs and their descriptive tiers. Needs rise during connected in-character time, including AFK time, and persist through ordinary reconnects, restarts, and death.
The server gives escalating reminders. Severe hunger can cause gentle non-lethal health loss while otherwise eligible; severe thirst currently warns without health damage. Eating and drinking reduce needs only after successful use.
Partial progress across character reload remains under verification. Use the visible /stats state after reconnect rather than relying on elapsed-time estimates.
Use a vending machine
Stand beside a labelled functional machine and use /vend. The character must be on foot and able to act, with enough carried cash and inventory room.
A successful vending purchase grants a persistent item; it does not immediately consume it or apply needs effects. Use /use later when eligible.
Recover from unclear results
- Use is refused: correct the reported character or activity state and refresh inventory.
- Presentation stops: the item remains consumed after committed success; check inventory and
/statsrather than using another immediately. - Needs appear stale: allow the next update, then reopen
/stats; reconnect progress remains under verification. - Vending fails: confirm the machine, carried cash, on-foot state, and carrying room. Treat cash as refunded only when the final message explicitly confirms the exact payment was returned; otherwise preserve the result for support.
- Purchase or use is unclear: compare
/inventory,/balance, and/statsbefore repeating it.
Exact catalogues, prices, product numbering, machine locations, thresholds, and internal timers remain private to current feedback.
