Well, my idea about replacing one line with another didn't work. Which made me wonder, why doesn't Pinto's ship have wheat and rum on it in the first place? Seems easy enough to add in; just alter 'StoryCharacters.c' a little, then you wouldn't have to worry about disabling the food/rum consumption at all. You could add two lines into the initialization for him, like so:
ch.Ship.Cannons.Type = CANNON_TYPE_CULVERINE_LBS12;
<b>SetCharacterGoods(&Characters[n],GOOD_WHEAT,100);
SetCharacterGoods(&Characters[n],GOOD_RUM,50);</b>
LAi_SetSitType(ch);
`Ta-da`, ship with wheat and rum, so the mod doesn't have to be turned off during the quest. I've got to get some sleep, but I'll give it a try tomorrow and let everyone know if it works.
UPDATE: This works, but not the way I described above. That had no effect. However, I went into quests_reaction.c, commented out "DeleteAttribute(&PChar,"skipfood"); // NK `04-11`" on line 2588 and "pchar.skipfood = true; // NK" on line 5484, then added this:
SetCharacterGoods(pchar,GOOD_WHEAT,50); (on lines 5604 and 5627)
SetCharacterGoods(pchar,GOOD_RUM,25); (on lines 5607 and 5628)
I added it twice because one 'case' is "kill_anacleto_complete", while the other is "kill_anacleto_complete_2," and I wasn't positive if it needed to be in both. I tested it and found no ill effects, though; the pinnace you get from Pinto has 50 wheat and 25 rum, which is more than enough to feed the crew from Douwesen over to Isla Muelle. It disappears when you get your main ship(s) and cargo back, as well.
With this, it isn't necessary to turn off the food/rum mod, thus we don't have the problem of it not being turned back on. Hope this helps you guys out. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid="

:" border="0" alt="pirate2.gif" />