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Pear

Ripe pear. Not overly nutritious, but very sweet and tasty.

Classname Pear
Section
Food
Inventory size
1×2 2 slots
Durability
10
Spawns on
Chernarus

Characteristics

Weight when full
150 g
Quantity
150 g

Nutrition

State Energy Water Stomach load Toxicity
Raw 75 27 1 0
Baked 300 16 1 0
Boiled 250 43 1 0
Dried 250 5 1 0
Burned 75 0 5 0
Rotten 50 11 10 0

Values from the config for each state of the food.

Compatibility

Matched by config slots and lists. Game scripts block a few combinations on top of this.

Where it spawns

Spawns through map events on Chernarus.

ChernarusLivoniaSakhal
Nominal 0 0 0
Minimum 0 0 1
Lifetime 15 min 15 min 15 min
Restock 0 0 0
Quantity · · ·
Loot category Food Food ·
Places · · ·
Tiers · · ·

Nominal is how many the economy keeps on the map, minimum is where restocking starts. Lifetime is how long an untouched item lies before cleanup.

Dynamic events

Map Event Nominal Min and max Lifetime Active
Chernarus TrajectoryPear 140 2–4 3 min yes

types.xml

Vanilla entries from the mission files of each map. Paste one into db/types.xml of your mission to bring back the default.

types.xml · Chernarus, Livonia
<type name="Pear">
    <nominal>0</nominal>
    <lifetime>900</lifetime>
    <restock>0</restock>
    <min>0</min>
    <quantmin>-1</quantmin>
    <quantmax>-1</quantmax>
    <cost>100</cost>
    <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="1" deloot="0"/>
    <category name="food"/>
</type>
types.xml · Sakhal
<type name="Pear">
    <nominal>0</nominal>
    <lifetime>900</lifetime>
    <restock>0</restock>
    <min>1</min>
    <quantmin>-1</quantmin>
    <quantmax>-1</quantmax>
    <cost>100</cost>
    <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="1" deloot="0"/>
</type>

Config

Classname
Pear
Config class
CfgVehicles
Inherits from
Edible_Base › Inventory_Base › Static › All
Model
\dz\gear\food\pear.p3d
Defined in
Addons/gear_food.pbo::config.bin
Inventory slots
Ingredient, DirectCookingA, DirectCookingB, DirectCookingC, SmokingA, SmokingB, SmokingC, SmokingD, Trap_Bait, Trap_Bait_2