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Reported this on the RPGhud comments too but not sure if you could do something differently to avoid the incompatibility.
[--smart with food items:
if inst:HasTag("equipped") then
if ent.components.edible and ent.components.edible.hungervalue>0 then
if ((GetPlayer().components.hunger.current-GetPlayer().components.hunger.max)*-1)>ent.components.edible.hungervalue and GetPlayer().components.eater:CanEat(ent) and inst.hungercooldown<=0 then
GetPlayer().components.hunger:DoDelta(ent.components.edible.hungervalue)
if ent.components.edible.healthvalue then
GetPlayer().components.health:DoDelta(ent.components.edible.healthvalue)
end
if ent.components.edible.sanityvalue then
GetPlayer().components.sanity:DoDelta(ent.components.edible.sanityvalue)
end
inst.hungercooldown=15
inst.components.container:ConsumeByName(ent.prefab, 1)
end
end]
The sack will still prioritize Hunger above Health and Sanity when selecting foods, and it will also select the very first item in its inventory, but the actual stats gained will more accurately reflect the food's values.
I think you could just get this mod to fix that,
https://steamproxy.com/sharedfiles/filedetails/?id=272741699&searchtext=bee
I don't know if its compatible though.