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Nourished - 墨喵 Minecraft 资源
Nourished 图标

Nourished

作者:rebot | 分类:模组

价格:0 墨喵币 下载量:0 点赞:0 版本 0.2.7-beta.1-Hotfix
本资源为搬运资源,原资源地址: https://modrinth.com/mod/nourished
资源信息

Minecraft 版本: 1.21.1

平台: neoforge

标签: food game-mechanics

资源介绍

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I got sick of Minecraft's food system, so I built Nourished, a nutrition mod for NeoForge 1.21.1 that tracks five food groups, rewards a varied diet, and applies balance buffs and neglect penalties when you neglect them.

  • Eat a balanced diet, watch your bars on the HUD, open the diet screen for the full picture, and tune every module for your server or modpack.

💾 Interfaces Mini Hud ![In-Game HUD](https://cdn.modrinth.com/data/cached_images/6817716457a54fbd51e51126fd78abd2c7dd8246_0.webp) > Press **Key-Bind** in-game to enter edit mode. Drag it anywhere, resize it, anchor it to any corner. Zero bars hide automatically so it never feels cluttered. Five color-coded bars sit on screen while you play. You always know where you stand without opening anything. --- Old-Gui ![Main-Gui](https://cdn.modrinth.com/data/cached_images/08ceffc5034a926a8bcba474414063ea15a58b40.png) > The Old UI is Nourished's legacy interface system used by earlier versions of the mod. It provides the original HUD and Diet Screen interaction and layout functionality before the introduction of the modular Dynamic UI system. > The system relies on the original interaction-based controls for configuring UI elements and is retained primarily for compatibility with older implementations. # Features: - Legacy Nourished HUD interface - Original Diet Screen layout system - Interaction-based UI controls - Original UI positioning and sizing functionality - Compatibility with older Nourished implementations > The Old UI is maintained as a legacy system and is gradually being replaced by the more flexible Dynamic UI framework > Press **Key-Bind** in-game to enter. Drag it anywhere, resize it. Dynamic-Gui ![Dynamic-Gui](https://cdn.modrinth.com/data/cached_images/586c4927ad6416e61bae6c89a61fd2558ee7dd01.png) > The Img above is the new UI for release 0.2.7-beta.1 - Dynamic UI is Nourished's modular interface system, designed to make the HUD and diet screen highly configurable without relying on hardcoded layouts. - UI elements are organized into independent modules that can be customized individually, including their position, size, colors, and other visual properties. This allows the interface to be adjusted to fit different screen resolutions, UI layouts, and player preferences. - The system is designed to be extensible, making it possible to add new UI modules and customization options without rebuilding the entire interface. # Features: - Modular UI components - Movable UI elements - Adjustable module sizes - Configurable colors - Independent module configuration - Reusable UI architecture - Designed for future customization options - Used by both the Nourished HUD and Diet Screen > Dynamic UI replaces Nourished's older interaction-based UI controls with a proper modular editing system, providing a cleaner foundation for expanding UI customization over time. > 📸 _Screenshots taken with PureBDCraft resource pack. UI works on vanilla textures but will appear in the default Minecraft style._ | What you see | | | -------------------- | --------------------------------------- | | Trend arrows | Whether each group is rising or falling | | Balance score | How evenly spread your nutrition is | | Active effects | What your current diet is doing to you | | Calorie tracking | Daily intake at a glance | | Recently eaten | What you've had lately | | Neglected categories | What you should probably eat next |
🏆 Milestones & Achievements > Eating consistently pays off over time. Nourished tracks cumulative intake per food group and grants milestone rewards as you build healthy ha~~~~bits. ![Milestone Tree](https://cdn.modrinth.com/data/cached_images/fc757a070208988918b6adb3c60254abd75f28e8.png) > Each food group has its own three-tier progression, beginner, journeyman, master, plus a hidden "perfectly balanced" milestone for maintaining all Five groups at once. Milestones grant a temporary buff and unlock an entry in your Advancements tab. > Milestone goals, reward effects, and durations are fully configurable, and modpack authors can register entirely custom milestones through datapacks.
❤️ What you gain When all five food groups are above 75%, you get: - **Health Boost I**: passively while balanced - **Regeneration I**: passively while balanced Let any single group drop below 25% and a debuff kicks in: | Group | Neglect Penalty | | ------------- | ---------------- | | 🌾 Grains | Weakness I | | 🥦 Vegetables | Slowness I | | 🥩 Proteins | Mining Fatigue I | | 🍎 Fruits | Unluck I | | 🥛 Dairy | — | Dairy has no penalty effect; by default, it's tracked and affects your balance score but doesn't apply a debuff when depleted. This is configurable, and a Sugars group is planned for a future update. --- 🏃 Activity-Driven Nutrients Your body doesn't just burn energy from being hungry — it burns energy from doing things. Nourished now tracks your actual activity and factors it into your nutrient needs: Sprinting & swimming drain nutrients faster the longer you keep it up. Mining costs a small amount of nutrients per block broken. Combat costs nutrients per kill. Starvation applies a one-time penalty the moment a nutrient drops into critical range. Every one of these is independently toggleable — turn off just combat cost, or just starvation penalties, or run the whole system, it's up to you. Each module's cost and HUD color are fully configurable, and everything is backed by real per-player tracking: distance sprinted/swum, blocks mined, kills landed, and starvation events are all recorded day-by-day, not just estimated. Keep an eye on it all with the new Activity Log HUD panel — a draggable, resizable overlay showing your recent activity at a glance, with a live bar for each stat relative to your own personal best. Milestones can be set on any of these trackers too (via datapack or KubeJS), so modpack authors can reward players for reaching activity goals like "sprint 10,000 blocks" or "land 500 kills." --- 🔥 Calories Calories are the backbone of Nourished's nutrition system — every food you eat adds to (or subtracts from) your daily total, and staying within your goal matters as much as hitting your nutrient targets. Live tracking — your calorie total updates in real time and persists across sessions, with full history kept for past days. Calorie HUD panel — a compact, draggable overlay showing Today / Yesterday / N-days-ago at a glance, with each day barred as a percentage of your goal (and a color shift once you go over). Eat-food notifications — actually eating something that changes your calories now shows a quick on-screen notification with the food's name and calorie delta, so you always know what just happened without opening a menu. The Diet Screen ties it all together — a full breakdown of your calorie balance, recent meals, and what you should eat more of to round out your day, with every panel independently repositionable, resizable, and scalable to fit your setup. Like everything else in Nourished, calorie goals and thresholds are configurable, and the whole system is datapack- and KubeJS-friendly for modpack authors who want to tune it further. ## 🍽️ Variety is always rewarded Eating the same food repeatedly becomes less effective over time, so rotating what you eat always pays off. Memory fades naturally, so foods you've avoided recover their full value on their own.
🍽️ Eating at full Saturation Vanilla Saturation prevents eating at full hunger. Nourished lets you still eat and gain nutrition even when your saturation bar is full; light foods like berries and snacks can be eaten for nutrients without restoring saturation, while heavy meals follow vanilla rules by default. Both behaviors are configurable: `enableBlockHeavySources` & `enableBlockLightSource` give server admins full control.
🥩 Raw Food & Gut Health > Eating raw or undercooked food has consequences. Nourished tracks a **gut health** value for every player that degrades when you eat raw food and recovers over time from cooked food and dietary variety. Raw foods are classified into four tiers: | Tier | Effect | | ------ | -------------------------------- | | Fine | No penalty | | Mild | Minor debuff, short duration | | Medium | Moderate debuff, longer duration | | Severe | Strong debuff, extended duration | Eating the same raw food repeatedly within a memory window increases sensitivity, the more you do it, the worse the penalty gets. Gut health recovers passively and faster when you eat cooked food and maintain dietary diversity. Resistance can be built up over time, reducing penalty scale. Everything, tiers, durations, nutrient penalties, recovery rates, is configurable via `config/nourished/raw_food.json` and server module toggles.
🤝 Mod Compatibility Nourished works with modded food items that use vanilla `FoodProperties`. You do not need to write integration code for basic nutrition tracking. Bundled compatibility data helps foods from popular kitchen and farming mods show up on your nutrient bars out of the box. For edge cases, server owners can adjust behavior through config files and tags. | Mod | Status | | --------------------------------- | ---------------------------------------- | | Farmer's Delight | ✅ Supported | | Pam's HarvestCraft 2 | ✅ Supported | | Create: Food | ✅ Supported | | Croptopia | ✅ Supported | | Farmer's Croptopia | ✅ Supported | | Croptopia Delight | ✅ Supported | | Farm & Charm | ✅ Supported | | Ender's Delight | ✅ Supported | | L_Ender's Delight | ✅ Supported | | Ars Delight | ✅ Supported | | Autochef's Delight | ✅ Supported | | | KubeJS | ✅ Scripting hooks | | | JEI / REI / EMI | ✅ Tooltips in recipe viewers | | Other mods with edible food items | ✅ Works with standard food items |
🔧 Configurable for your server Everything ships with sensible defaults. Server owners and modpack authors can tune behavior without touching Java: - Toggle individual modules on or off (HUD, decay, effects, gut health, and more) - Adjust decay rates and thresholds per nutrient - Add, remove, or replace effects via `config/nourished/effects.json` - Tune eating rules with `enableBlockHeavySources` and `enableBlockLightSource` - Edit food values, overrides, colors, scanner spec, and compat settings under `config/nourished/` - Save and share full config snapshots with a single share code
🔍 The Food Scanner - Run /nourished scan_analysis in-game to analyze all loaded food items and generate classification reports under config/nourished/scanner_analysis/. > The scanner produces: - multi_value_recommendations.json: foods confidently assigned to one or more nutrient groups - unassigned_sources.txt: foods that couldn't be classified automatically and need manual review - scanner_metrics.txt: summary stats across the full item registry - Copy recommended tag entries into your datapack to make classifications permanent. - Unassigned items can be tagged manually using the example above.
📁 Data & overrides Most customization happens in **`config/nourished/`** after first launch, effects, food values, overrides, colors, presets, and module locks. Nourished also ships bundled defaults under `data/nourished/` (nutrient tags, compat entries, presets). Advanced pack authors can override some JSON through datapacks where supported; config files remain the primary path for server tuning. The in-game **Food Scanner** (config screen) can help inspect and assign foods in singleplayer and write generated tag files into your world's datapack folder for manual review. ### Example: adding a food to a nutrient tag Create the following file inside your datapack: ``` your_datapack/ data/ nourished/ tags/ item/ nutrients/ vegetables.json ``` ```json { "replace": false, "values": [ { "id": "pamhc2foodextended:honeyglazedcarrotsitem", "required": false } ] } ``` `"replace": false` means your entries merge with Nourished's defaults, nothing gets overwritten.
KubeJS Support Optional **KubeJS** integration for modpack authors. Requires KubeJS on the pack. Scripts go in `kubejs/server_scripts/` and `kubejs/startup_scripts/`. KubeJS support is split across two layers: - **MarieLib** provides generic value tracking events (`MarieEvents.*`) available to any MarieLib-based mod - **Nourished** provides nutrition-specific aliases (`NourishedEvents.*`) on top **Server scripts — nutrition events:** ```javascript NourishedEvents.nutrientChanged(event => { if (event.nutrientKey === 'proteins' && event.newValue { if (event.nutrientKey === 'vegetables') { event.amount *= 2 } }) NourishedEvents.foodEaten(event => { event.nutrientDeltas.forEach((value, key) => { console.log(key + ': ' + value) }) }) ``` Also available: `nutrientCritical`, `nutrientExcess`, `rawFoodPenalty`, `gutHealthChanged`. > `sourceConsumed` is a generic MarieLib event and does not expose `nutrientKey` or `newValue` — use `nutrientChanged` instead. **Server scripts — generic MarieLib events:** ```javascript MarieEvents.valueChanged(event => { console.log(event.playerId + ' ' + event.valueKey + ': ' + event.newValue) }) MarieEvents.valueDeltaModifier(event => { if (event.valueKey === 'proteins') { event.amount *= 1.5 } }) ``` Also available: `valueCritical`, `valueExcess`, `sourceConsumed`, `decayTick`, `playerSynced`. **Startup scripts — register custom nutrients:** ```javascript NourishedAPI.registerNutrient({ id: 'omega3', displayName: 'Omega-3', color: 0x4AA3FF, decayRate: 0.0012, critical: 0.12, low: 0.30, excess: 0.90 }) ``` See [`API.md`](https://github.com/kgbcupcake/nourished/blob/main/API.md) on GitHub for the full event and binding reference.

⚙️ Requirements

Minecraft 1.21.1
NeoForge 21.1.x
MariesLib v0.1.0-beta.4+ (new dependency — see note above)
Cloth Config required at runtime
Patchouli optional (in-game guide)
Java 21

Support & feedback

Found a bug, have a suggestion, or need help?

Please include logs, screenshots, or reproduction steps when reporting issues.


MIT licensed: free to use in modpacks, forks, and addons.

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