# Mod Settings

Use Mod Settings to configure each feature of Dark Future.

<figure><img src="/files/aZ5jiHiK10gAYOxu3xt9" alt=""><figcaption></figcaption></figure>

## <mark style="color:yellow;">Available Options</mark>

### <mark style="color:yellow;">System</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="663">Description</th><th>Default</th></tr></thead><tbody><tr><td>Enable Dark Future</td><td>Enables Dark Future. Disabling this setting will shut down all features, including Basic Needs, Addiction, and so on. For troubleshooting only; descriptions throughout the game will still reference Dark Future even if this setting is disabled.</td><td>On</td></tr></tbody></table>

### <mark style="color:yellow;">Gameplay - General</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="664">Description</th><th>Default</th></tr></thead><tbody><tr><td>Reduce Max Carry Weight</td><td>Significantly reduces V's default Carry Weight to 120 (Full) or 160 (Partial). (Default: On - Full Reduction)</td><td>On - Full Reduction</td></tr><tr><td>Increase Default Stamina Recovery Time</td><td>Slightly increases the time between spending Stamina and when it begins to recover. Reduces the ability to Dash limitlessly and makes combat more challenging, especially on Very Hard difficulty.</td><td>On</td></tr><tr><td>Limit Crafting to Stash</td><td>If enabled, crafting can only be accessed by using a new option when interacting with any of V's Stash containers in hideouts and vehicles.</td><td>On</td></tr><tr><td>Disable Consumable Storage In Stash</td><td>Disables storing consumable items in V's stash. Prevents stockpiling food, drinks, and medication.</td><td>On</td></tr></tbody></table>

### <mark style="color:yellow;">Gameplay - Fast Travel</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="666">Description</th><th>Default</th></tr></thead><tbody><tr><td>Disable Fast Travel</td><td>Disables Fast Travel at DataTerms and Metro Gates. (Note: If using another mod that also modifies or disables Fast Travel, turn this option Off.)</td><td>On</td></tr><tr><td>Hide Fast Travel Markers In World</td><td>Hides Fast Travel map markers as seen on the HUD and Mini-Map. These markers will still be seen on the Map Menu.</td><td>On</td></tr></tbody></table>

### <mark style="color:yellow;">Gameplay - Vehicle Summoning</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="669">Description</th><th>Default</th></tr></thead><tbody><tr><td>Limit Vehicle Summoning</td><td>Enables a charge-based system called Summon Credits that limits how often vehicles can be summoned. Encourages more frequent vehicle theft and riding the Metro. Also disables summoning by tapping the Call Vehicle hotkey.</td><td>On</td></tr><tr><td>Max Vehicle Summon Credits</td><td>The maximum number of Summon Credits that can be accumulated at one time.</td><td>2</td></tr><tr><td>In-Game Hours Per Summon Credit</td><td>The number of hours that must pass in-game before being granted a new Summon Credit.</td><td>8</td></tr></tbody></table>

### <mark style="color:yellow;">Gameplay - Sleeping In Vehicles</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="650">Description</th><th>Default</th></tr></thead><tbody><tr><td>Allow Sleeping In Vehicles</td><td>Allows sleeping while inside stationary vehicles parked away from the nearest road.</td><td>On</td></tr><tr><td>Road Distance</td><td>How far you must be from a road in order to sleep in a vehicle. Curb: Allows sleeping very near roads, but also in less sensible areas (e.g. highway ramps). Roadside: Can sleep near roads. Secluded: Requires distance from the nearest road, such as a parking lot.</td><td>Roadside</td></tr><tr><td>Energy Recovery In Limited Areas</td><td>The maximum amount of energy that can be recovered when sleeping in a vehicle in an area set to Limited Recovery.</td><td>70</td></tr><tr><td>Energy Recovery - Night City</td><td>If Limited, Nerve does not recover, and Energy recovery is limited (see "Energy Recovery In Limited Areas"), which can prevent clearing the Stimulant status. If Full, sleeping in a vehicle while in Night City is as restful as sleeping in a bed.</td><td>Limited</td></tr><tr><td>Energy Recovery - Badlands</td><td>If Limited, Nerve does not recover, and Energy recovery is limited (see "Energy Recovery In Limited Areas"), which can prevent clearing the Stimulant status. If Full, sleeping in a vehicle while in the Badlands is as restful as sleeping in a bed.</td><td>Limited</td></tr><tr><td>Switch To First Person When Sleeping</td><td>Switches the camera to a first person perspective when sleeping in vehicles. The camera is restored to its previous setting after waking up.</td><td>On</td></tr><tr><td>Show Input Hint</td><td>Shows an input hint for sleeping in vehicles. Requires Input Loader.</td><td>On</td></tr></tbody></table>

### <mark style="color:yellow;">Gameplay - Vehicle Sleep Encounters</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="650">Description</th><th>Default</th></tr></thead><tbody><tr><td>Enable Vehicle Sleep Encounters</td><td>If enabled, gangs may ambush you while sleeping in a vehicle.</td><td>On</td></tr><tr><td>Encounter Chance (%) - Gang Districts</td><td>The chance that you will be ambushed while sleeping in a vehicle in any of Night City's gang-controlled districts. (You cannot be ambushed while sleeping in an area that disallows combat.)</td><td>30%</td></tr><tr><td>Encounter Chance (%) - City Center</td><td>The chance that you will be ambushed while sleeping in a vehicle in any of Night City's gang-controlled districts. (You cannot be ambushed while sleeping in an area that disallows combat, like Morro Rock.)</td><td>20%</td></tr><tr><td>Encounter Chance (%) - Badlands</td><td>The chance that you will be ambushed while sleeping in a vehicle in any of Night City's gang-controlled districts. (You cannot be ambushed while sleeping in an area that disallows combat, like the Aldecaldo campsite.)</td><td>15%</td></tr></tbody></table>

### <mark style="color:yellow;">Survival - Basic Needs</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="670">Description</th><th>Default</th></tr></thead><tbody><tr><td>Hydration Loss Rate (%)</td><td>Modify the rate that Hydration is lost over time. Example: 200% would double the default rate of Hydration loss.</td><td>100%</td></tr><tr><td>Nutrition Loss Rate (%)</td><td>Modify the rate that Nutrition is lost over time. Example: 200% would double the default rate of Nutrition loss.</td><td>100%</td></tr><tr><td>Energy Loss Rate (%)</td><td>Modify the rate that Energy is lost over time. Example: 200% would double the default rate of Energy loss.</td><td>100%</td></tr><tr><td>Nerve Loss Rate - Combat (%)</td><td>Modify the rate that Nerve is lost while in combat. Example: 200% would double the default rate of Nerve loss.</td><td>100%</td></tr><tr><td>Nerve Loss Rate - Being Traced (%)</td><td>Modify the rate that Nerve is lost while being traced by a Quickhack. Example: 200% would double the default rate of Nerve loss.</td><td>200%</td></tr><tr><td>Enable Death From Nerve Loss</td><td>Suffer a fatal heart attack when Nerve reaches 0. (Nerve is the only Basic Need that can kill you when it fully depletes.)</td><td>On</td></tr><tr><td>Enable Weapon Shake From Nerve</td><td>If enabled, low Nerve will cause your hands to shake when aiming weapons. Shake is neutralized by the Nerves of Tungsten-Steel perk.</td><td>On</td></tr></tbody></table>

### <mark style="color:yellow;">Gameplay - Alcohol Addiction</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="670">Description</th><th>Default</th></tr></thead><tbody><tr><td>Enable Alcohol Addiction</td><td>Enables addiction to alcohol. (Note: Disabling this mechanic will make managing Nerve significantly easier.)</td><td>On</td></tr><tr><td>Addiction Progress Chance (%)</td><td>The chance of gaining Addiction Progress. This is the chance that using the substance will contribute toward addiction, not the chance to become addicted. Becoming addicted requires multiple uses.</td><td>50%</td></tr><tr><td>Addiction Progress On Use</td><td>Sets the Addiction Progress gained when this substance is used and a dice roll against the Addiction Progress Chance is successful.</td><td>1</td></tr><tr><td>Addiction Progress Loss Per Day</td><td>Allows for occasional substance use without ever becoming addicted. Sets how much Addiction Progress is lost over the course of each in-game day (24 hours).</td><td>2</td></tr></tbody></table>

<details>

<summary>Advanced Addiction Options</summary>

Toggle "Show Advanced Settings" to view these configuration options in Mod Settings.

* Withdrawal Duration - Early Stage
* Withdrawal Duration - Advanced
* Withdrawal Duration - Severe
* Withdrawal Duration - Dependency
* Withdrawal Duration - Cessation
* Addiction Progress - Early-Stage
* Addiction Progress - Advanced
* Addiction Progress - Severe
* Addiction Progress - Dependency
* Satisfaction Duration - Early-Stage
* Satisfaction Duration - Advanced
* Satisfaction Duration - Severe
* Satisfaction Duration - Dependency

</details>

### <mark style="color:yellow;">Gameplay - Nicotine Addiction</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="677">Description</th><th>Default</th></tr></thead><tbody><tr><td>Enable Nicotine Addiction</td><td>Enables addiction to smoking. (Note: Disabling this mechanic will make managing Nerve significantly easier.)</td><td>On</td></tr><tr><td>Addiction Progress Chance (%)</td><td>The chance of gaining Addiction Progress. This is the chance that using the substance will contribute toward addiction, not the chance to become addicted. Becoming addicted requires multiple uses.</td><td>75%</td></tr><tr><td>Addiction Progress On Use</td><td>Sets the Addiction Progress gained when this substance is used and a dice roll against the Addiction Progress Chance is successful.</td><td>1</td></tr><tr><td>Addiction Progress Loss Per Day</td><td>Allows for occasional substance use without ever becoming addicted. Sets how much Addiction Progress is lost over the course of each in-game day (24 hours).</td><td>1</td></tr></tbody></table>

<details>

<summary>Advanced Addiction Options</summary>

Toggle "Show Advanced Settings" to view these configuration options in Mod Settings.

* Withdrawal Duration - Early Stage
* Withdrawal Duration - Advanced
* Withdrawal Duration - Severe
* Withdrawal Duration - Dependency
* Withdrawal Duration - Cessation
* Addiction Progress - Early-Stage
* Addiction Progress - Advanced
* Addiction Progress - Severe
* Addiction Progress - Dependency
* Satisfaction Duration - Early-Stage
* Satisfaction Duration - Advanced
* Satisfaction Duration - Severe
* Satisfaction Duration - Dependency

</details>

### <mark style="color:yellow;">Gameplay - Narcotic Addiction</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="674">Description</th><th>Default</th></tr></thead><tbody><tr><td>Enable Narcotic Addiction</td><td>Enables addiction to narcotics. (Note: Disabling this mechanic will make managing Energy significantly easier.)</td><td>On</td></tr><tr><td>Addiction Progress Chance (%)</td><td>The chance of gaining Addiction Progress. This is the chance that using the substance will contribute toward addiction, not the chance to become addicted. Becoming addicted requires multiple uses.</td><td>85%</td></tr><tr><td>Addiction Progress On Use - Normal</td><td>Sets the Addiction Progress gained when this substance is used and a dice roll against the Addiction Progress Chance is successful when consuming normal-strength narcotics like Mr. Whitey.</td><td>1</td></tr><tr><td>Addiction Progress On Use - Potent</td><td>Sets the Addiction Progress gained when this substance is used and a dice roll against the Addiction Progress Chance is successful when consuming "potent" narcotics like Black Lace and Glitter.</td><td>2</td></tr><tr><td>Addiction Progress Loss Per Day</td><td>Allows for occasional substance use without ever becoming addicted. Sets how much Addiction Progress is lost over the course of each in-game day (24 hours).</td><td>0.5</td></tr></tbody></table>

<details>

<summary>Advanced Addiction Options</summary>

Toggle "Show Advanced Settings" to view these configuration options in Mod Settings.

* Withdrawal Duration - Early Stage
* Withdrawal Duration - Advanced
* Withdrawal Duration - Severe
* Withdrawal Duration - Dependency
* Withdrawal Duration - Cessation
* Addiction Progress - Early-Stage
* Addiction Progress - Advanced
* Addiction Progress - Severe
* Addiction Progress - Dependency
* Satisfaction Duration - Early-Stage
* Satisfaction Duration - Advanced
* Satisfaction Duration - Severe
* Satisfaction Duration - Dependency

</details>

### <mark style="color:yellow;">Gameplay - Injury</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="673">Description</th><th>Default</th></tr></thead><tbody><tr><td>Enable Injury</td><td>When taking damage, a percentage of that damage is counted toward gaining an Injury. Each stack of Injury lowers the effectiveness of Healing Items until it is cured using a Trauma Kit.</td><td>On</td></tr><tr><td>Injury Progression (%)</td><td>The percentage of all Health damage taken that is counted toward gaining an Injury. When this count reaches 100%, a stack of the Injury status is applied. Lower values make the Injury status occur less often.</td><td>5%</td></tr></tbody></table>

### <mark style="color:yellow;">Interface</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="645">Description</th><th>Default</th></tr></thead><tbody><tr><td>Show All Status Icons</td><td>Show icons near the Health Bar for Nerve, Hydration, Nutrition, Energy, Addiction Withdrawal, and Stimulant status effects. Disabling this keeps the HUD cleaner during gameplay, allowing you to rely on the HUD Meters and Radial Menu instead.</td><td>On</td></tr><tr><td>Show HUD Meters</td><td>Enables HUD meters for Nerve, Hydration, Nutrition, and Energy. The meters display or hide based on context. The HUD meters will always display after opening the Radial Menu.</td><td>On</td></tr><tr><td>HUD Meter Always On Threshold</td><td>When a Basic Need reaches this value or less, its HUD meter will display continuously instead of hiding automatically.</td><td>75</td></tr><tr><td>Nerve Meter Color Theme</td><td>Choose a color theme for the Nerve HUD meter.</td><td>Rose</td></tr><tr><td>Hydration Meter Color Theme</td><td>Choose a color theme for the Hydration HUD meter.</td><td>Pigeon Post</td></tr><tr><td>Nutrition Meter Color Theme</td><td>Choose a color theme for the Nutrition HUD meter.</td><td>Pigeon Post</td></tr><tr><td>Energy Meter Color Theme</td><td>Choose a color theme for the Energy HUD meter.</td><td>Pigeon Post</td></tr><tr><td>Charged Item Inventory Category</td><td>Sorts all charged consumables (Healing Items, Grenades) under the same category in the Backpack and other menus.</td><td>On</td></tr></tbody></table>

<details>

<summary>Advanced Interface Options</summary>

Toggle "Show Advanced Settings" to view these configuration options in Mod Settings.

* HUD Meters Min. Opacity (%)
* HUD Meters Scale
* HUD Meters X Position
* HUD Meters Y Position
* Update Holocall Position
* Holocall Vertical Offset
* Update Status Effects Position
* Status Effect List Vertical Offset

</details>

### <mark style="color:yellow;">Sounds and Visual Effects</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="683">Description</th><th>Default</th></tr></thead><tbody><tr><td>Repeat Basic Need Effects</td><td>Periodically plays sounds and visual effects when a Basic Need is 50 or less.</td><td>On</td></tr><tr><td>Basic Need Effect Frequency - Moderate</td><td>If "Repeat Basic Need Effects" is enabled, how often (in seconds) sounds and visual effects should play when a Basic Need is between 50 and 25.</td><td>300</td></tr><tr><td>Basic Need Effect Frequency - Severe</td><td>If "Repeat Basic Need Effects" is enabled, how often (in seconds) sounds and visual effects should play when a Basic Need is 25 or less.</td><td>180</td></tr><tr><td>Sounds - Basic Need Worsens</td><td>Enables spoken sounds when a Basic Need worsens and a negative status effect is applied.</td><td>On</td></tr><tr><td>Sounds - Basic Need Improves</td><td>Enables spoken sounds when a Basic Need improves and all negative status effects are cleared.</td><td>On</td></tr><tr><td>Sounds - Addiction Withdrawal</td><td>Enables spoken sounds when an addiction withdrawal effect is applied.</td><td>On</td></tr><tr><td>Sounds - Out Of Breath</td><td>Enables breathing sounds after sprinting and dashing when Hydration is low, or while the Weakened Lungs status (from smoking) is active.</td><td>On</td></tr><tr><td>Sounds - Panic Breathing</td><td>Enables breathing sounds that play contextually when Nerve is low.</td><td>On</td></tr><tr><td>Sounds - Narcotics Usage</td><td>Enables spoken "euphoric laughing" when Nerve increases when using a narcotic.</td><td>On</td></tr><tr><td>Visual Effects - Nerve</td><td>Enables a "glitch" visual effect when certain Nerve status effects are applied.</td><td>On</td></tr><tr><td>Visual Effects - Critical Nerve</td><td>Enables a persistent full-screen visual effect when Nerve is 10 or less.</td><td>On</td></tr><tr><td>Visual Effects - Hydration</td><td>Enables a "camera wobble" visual effect when certain Hydration status effects are applied.</td><td>On</td></tr><tr><td>Visual Effects - Nutrition</td><td>Enables a "hunger pang" visual effect when certain Nutrition status effects are applied.</td><td>On</td></tr><tr><td>Visual Effects - Energy</td><td>Enables a "blinking" visual effect when certain Energy status effects are applied.</td><td>On</td></tr><tr><td>Visual Effects - Out Of Breath</td><td>Enables a "camera wobble" visual effect after sprinting and dashing when Hydration is low.</td><td>On</td></tr><tr><td>Sounds / Visual Effects - Smoking</td><td>Enables sound and particle effects when consuming cigarettes. (No animation playback, does not interrupt movement or gameplay.)</td><td>On</td></tr><tr><td>Sounds / Visual Effects - Nausea</td><td>When using an interactable that would force V to consume something (e.g. the Coffee Machine) while eating and drinking items is disabled due to Nerve, enables playing a fade to black visual and "vomit" sound effect.</td><td>On</td></tr></tbody></table>

### <mark style="color:yellow;">Notifications</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="685">Description</th><th>Default</th></tr></thead><tbody><tr><td>Basic Need Severity Notifications</td><td>Displays a notification for each Basic Need when it becomes severe (25 or less). If multiple Needs become severe at once (e.g. after waiting or sleeping), a single generic message is displayed instead.</td><td>On</td></tr><tr><td>Addiction Notifications</td><td>Displays a notification when an addiction is acquired or becomes more severe. Disable this to keep your addiction progress a mystery until Withdrawal effects emerge! (Addiction cure notifications will always display.)</td><td>On</td></tr></tbody></table>

### <mark style="color:yellow;">Compatibility</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="685">Description</th><th>Default</th></tr></thead><tbody><tr><td>EVS - Vehicle Change On Sleep</td><td>If Enhanced Vehicle System is installed, allows the vehicle engine and power to turn on or off automatically when beginning to sleep in a vehicle.</td><td>Turn Engine / Power Off</td></tr><tr><td>EVS - Vehicle Change On Wake</td><td>If Enhanced Vehicle System is installed, allows the vehicle engine and power to turn on or off automatically when waking after sleeping in a vehicle.</td><td>Turn Engine / Power On</td></tr><tr><td>EVS - Sleeping As Passenger</td><td>If Enhanced Vehicle System is installed, sets the vehicle behavior when sleeping while in a passenger seat. (Certain mods, such as Auto Drive, allow the player to occupy passenger seats.)</td><td>Same As Driver</td></tr><tr><td>Wannabe Edgerunner Compatibility</td><td>If Wannabe Edgerunner is installed, allows Cyberpsychosis to be equivalent to being in the Edgerunner perk's Fury state. While Cyberpsychosis is active, you ignore all Basic Needs and Injury, and gain +1 Nerve for each neutralization.</td><td>On</td></tr><tr><td>Project E3 - HUD Compatibility</td><td>Update the appearance of Dark Future's HUD elements to be visually compatible with Project E3 - HUD. Only enable if Project E3 - HUD is installed.</td><td>Off</td></tr><tr><td>Project E3 - UI Compatibility</td><td>Update the appearance of Dark Future's Inventory and Skip Time UI elements to be visually compatible with Project E3 - UI. Only enable if Project E3 - UI is installed.</td><td>Off</td></tr></tbody></table>

### <mark style="color:yellow;">Misc</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="685">Description</th><th>Default</th></tr></thead><tbody><tr><td>Show Tutorials</td><td>Show one-time tutorials of each mechanic of Dark Future. These appear contextually during gameplay.</td><td>On</td></tr><tr><td>Timescale</td><td>Adjust the timescale of the game if you have modified it using another mod. The timescale is the number of hours that pass in-game for each real hour.</td><td>8</td></tr></tbody></table>

### <mark style="color:yellow;">Advanced - Consumable Restoration</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="685">Description</th><th>Default</th></tr></thead><tbody><tr><td>Hydration - Soft Drinks</td><td>Set the amount of Hydration to restore from this type of item.</td><td>15</td></tr><tr><td>Hydration - Water, Tea, and Juice</td><td>Set the amount of Hydration to restore from this type of item.</td><td>20</td></tr><tr><td>Hydration - Large Bottled Water</td><td>Set the amount of Hydration to restore from this type of item.</td><td>30</td></tr><tr><td>Nutrition - Small Snack</td><td>Set the amount of Nutrition to restore from this type of item.</td><td>8</td></tr><tr><td>Nutrition - Large Snack</td><td>Set the amount of Nutrition to restore from this type of item.</td><td>15</td></tr><tr><td>Nutrition - Meal</td><td>Set the amount of Nutrition to restore from this type of item.</td><td>20</td></tr><tr><td>Nutrition - Large Meal</td><td>Set the amount of Nutrition to restore from this type of item.</td><td>30</td></tr><tr><td>Energy - Coffee</td><td>Set the amount of Energy to restore from this type of item.</td><td>15</td></tr><tr><td>Energy - Energy Drinks, Mr. Whitey</td><td>Set the amount of Energy to restore from this type of item.</td><td>25</td></tr><tr><td>Energy - Potent Narcotics</td><td>Set the amount of Energy to restore from this type of item.</td><td>35</td></tr><tr><td>Nerve - Cheap Alcohol &#x26; Interactions</td><td>Set the amount of Nerve to restore from this type of item. Also sets the amount of Nerve restored when drinking alcohol as part of an interaction in the world.</td><td>6</td></tr><tr><td>Nerve - Expensive Alcohol</td><td>Set the amount of Nerve to restore from this type of item.</td><td>8</td></tr><tr><td>Nerve - Luxury Alcohol</td><td>Set the amount of Nerve to restore from this type of item.</td><td>10</td></tr><tr><td>Nerve - Cigarettes</td><td>Set the amount of Nerve to restore from this type of item.</td><td>15</td></tr><tr><td>Nerve - Weak Narcotics (+/-)</td><td>Set the amount of Nerve to potentially gain or lose from this type of item.</td><td>20</td></tr><tr><td>Nerve - Potent Narcotics (+/-)</td><td>Set the amount of Nerve to potentially gain or lose from this type of item.</td><td>40</td></tr><tr><td>Low Quality Item Nerve Penalty (%)</td><td>Set the Nerve penalty that low quality food and drinks apply as a percentage of the restoration amount. (Example: A low quality drink that grants 20 Hydration would apply -10 Nerve if set to 50%).</td><td>50%</td></tr><tr><td>Low Quality Item Nerve Penalty Limit</td><td>Set the limit on how low Nerve can be reduced from consuming low quality food and drinks.</td><td>70</td></tr></tbody></table>

### <mark style="color:yellow;">Advanced - Consumable Weights</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="685">Description</th><th>Default</th></tr></thead><tbody><tr><td>Food Weight - Very Small</td><td>Set the weight of this type of item.</td><td>0.6</td></tr><tr><td>Food Weight - Small</td><td>Set the weight of this type of item.</td><td>1</td></tr><tr><td>Food Weight - Medium</td><td>Set the weight of this type of item.</td><td>1.2</td></tr><tr><td>Food Weight - Large</td><td>Set the weight of this type of item.</td><td>1.6</td></tr><tr><td>Drink and Alcohol Weight - Small</td><td>Set the weight of this type of item.</td><td>0.8</td></tr><tr><td>Drink and Alcohol Weight - Large</td><td>Set the weight of this type of item.</td><td>1.2</td></tr><tr><td>Booster and Drug Weight - Small</td><td>Set the weight of this type of item.</td><td>0.3</td></tr><tr><td>Booster and Drug Weight - Medium</td><td>Set the weight of this type of item.</td><td>0.6</td></tr><tr><td>Booster and Drug Weight - Large</td><td>Set the weight of this type of item.</td><td>1</td></tr><tr><td>Booster and Drug Weight - Trauma Kit</td><td>Set the weight of this type of item.</td><td>2</td></tr></tbody></table>

### <mark style="color:yellow;">Advanced - Consumable Prices</mark>

<table data-full-width="true"><thead><tr><th width="354">Option</th><th width="537">Description</th><th>Default</th></tr></thead><tbody><tr><td>Drink Price Mult - Nomad Drinks</td><td>Set the price multiplier of this type of item.</td><td>0.65</td></tr><tr><td>Drink Price Mult - Common Drinks</td><td>Set the price multiplier of this type of item.</td><td>1</td></tr><tr><td>Drink Price Mult - Uncommon Drinks</td><td>Set the price multiplier of this type of item.</td><td>1.25</td></tr><tr><td>Drink Price Mult - Rare Drinks</td><td>Set the price multiplier of this type of item.</td><td>2.5</td></tr><tr><td>Drink Price Mult - Epic Drinks</td><td>Set the price multiplier of this type of item.</td><td>4.4</td></tr><tr><td>Drink Price Mult - Legendary Drinks</td><td>Set the price multiplier of this type of item.</td><td>10.25</td></tr><tr><td>Drink Price Mult - Black Market Drinks</td><td>Set the price multiplier of this type of item.</td><td>31.25</td></tr><tr><td>Food Price Mult - Nomad Food</td><td>Set the price multiplier of this type of item.</td><td>1.5</td></tr><tr><td>Food Price Mult - Common Small Snack</td><td>Set the price multiplier of this type of item.</td><td>1</td></tr><tr><td>Food Price Mult - Common Large Snack</td><td>Set the price multiplier of this type of item.</td><td>1.5</td></tr><tr><td>Food Price Mult - Common Meal</td><td>Set the price multiplier of this type of item.</td><td>2.5</td></tr><tr><td>Food Price Mult - Uncommon Food</td><td>Set the price multiplier of this type of item.</td><td>3</td></tr><tr><td>Food Price Mult - Rare Food</td><td>Set the price multiplier of this type of item.</td><td>5</td></tr><tr><td>Food Price Mult - Epic Food</td><td>Set the price multiplier of this type of item.</td><td>9</td></tr><tr><td>Food Price Mult - Black Market Snacks</td><td>Set the price multiplier of this type of item.</td><td>50</td></tr><tr><td>Food Price Mult - Black Market Meals</td><td>Set the price multiplier of this type of item.</td><td>75</td></tr><tr><td>Alcohol Price Mult - Low Quality</td><td>Set the price multiplier of this type of item.</td><td>1</td></tr><tr><td>Alcohol Price Mult - Medium Quality</td><td>Set the price multiplier of this type of item.</td><td>2</td></tr><tr><td>Alcohol Price Mult - Good Quality</td><td>Set the price multiplier of this type of item.</td><td>3</td></tr><tr><td>Alcohol Price Mult - Top Quality</td><td>Set the price multiplier of this type of item.</td><td>5</td></tr><tr><td>Alcohol Price Mult - Exquisite Quality</td><td>Set the price multiplier of this type of item.</td><td>10</td></tr><tr><td>Cigarettes Price Mult</td><td>Set the price multiplier of this type of item.</td><td>5</td></tr><tr><td>Mr. Whitey Price Mult</td><td>Set the price multiplier of this type of item.</td><td>7</td></tr><tr><td>Pharmaceuticals Price Mult</td><td>Set the price multiplier of this type of item.</td><td>1</td></tr><tr><td>Black Market Drugs Price Mult</td><td>Set the price multiplier of this type of item.</td><td>1</td></tr></tbody></table>

### <mark style="color:yellow;">Advanced - Ammo</mark>

<table data-full-width="true"><thead><tr><th width="321">Option</th><th width="543">Description</th><th>Default</th></tr></thead><tbody><tr><td>Enable Ammo Weight</td><td>Allows ammunition to have weight. Enabling this setting also removes the quantity-based carry limitation of each type of ammo, and makes ammo visible in the inventory under Ranged Weapons.</td><td>Off</td></tr><tr><td>Enable Ammo Crafting</td><td>Toggles the ability to craft ammunition.</td><td>On</td></tr><tr><td>Ammo Weight - Handgun Ammo</td><td>Set the weight of this type of item.</td><td>0.01</td></tr><tr><td>Ammo Weight - Heavy Ammo</td><td>Set the weight of this type of item.</td><td>0.01</td></tr><tr><td>Ammo Weight - Shotgun Ammo</td><td>Set the weight of this type of item.</td><td>0.03</td></tr><tr><td>Ammo Weight - Sniper Ammo</td><td>Set the weight of this type of item.</td><td>0.05</td></tr><tr><td>Ammo Price Mult - Handgun Ammo</td><td>Set the price multiplier of this type of item.</td><td>1</td></tr><tr><td>Ammo Price Mult - Heavy Ammo</td><td>Set the price multiplier of this type of item.</td><td>1</td></tr><tr><td>Ammo Price Mult - Shotgun Ammo</td><td>Set the price multiplier of this type of item.</td><td>1.5</td></tr><tr><td>Ammo Price Mult - Sniper Ammo</td><td>Set the price multiplier of this type of item.</td><td>2</td></tr></tbody></table>


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