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FoodAttributes project artwork

CurseForge · Minecraft mod

FoodAttributes

Makes each food give you a different attribute. This way, which food you eat actually matters.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which FoodAttributes release should I use?

Updated last month
Latest stable file foodattributes-2.0.jar
Game version 1.21.1
Loader NeoForge

foodattributes-2.0.jar targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 1 required mods have matching files.

Where it goes

Is FoodAttributes required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does foodattributes-2.0.jar need?

foodattributes-2.0.jar. Change the file and its required mods may change too.

All 1 required mods have matching files

Install Attribute Setter first. We found matching files for this game-version and loader setup. 2 come through another mod in the chain.

3 listed on this file 2 pulled in by those mods
Apothic Attributes Optional for foodattributes-2.0.jar
optional
Matching file found Matched file: Apothic-Attributes 1.21.1-2.11.0
Farmer's Delight Optional for foodattributes-2.0.jar
optional
Matching file found Matched file: Farmer's Delight 1.3.4 - 1.21.1
Attribute Setter Needed by foodattributes-2.0.jar
required
Matching file found Matched file: attributesetter-2.3-neoforge.jar
Curios API Needed by Apothic Attributes
pulled in
Matching file found Matched file: curios-neoforge-9.5.1+1.21.1.jar
Placebo Needed by Apothic Attributes
pulled in
Matching file found Matched file: Placebo 1.21.1-9.9.4

2 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add FoodAttributes without breaking your instance.

Built for foodattributes-2.0.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use foodattributes-2.0.jar. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Attribute Setter first. We found matching files for this game-version and loader setup. 2 come through another mod in the chain.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside foodattributes-2.0.jar. It opens that exact file at the source.

About this project

What does FoodAttributes add?

FoodAttributes makes it so that every food can grant temporary attribute modifiers when eaten. Eat a steak and you can hit harder for a while, eat an apple and gain a pool of natural absorption, eat a fish to swim faster. 2.0 adds a lot on top of that: a whole cooking system, foods that carry combat effects(instead of just plain attributes), and an optional mode that gets rid of hunger and has food heal you over time instead.

The attributes, values and durations are fully data-driven, so tuning values and adding new foods is extremely easy just with JSON. For more info check the docs.

The attributes get propagated through recipes, which means that this will be compatible with many cooking mods. This also makes it very easy to add compatibility with other mods, just set the attributes of the base version of each ingredient the mod adds(e.g: "tomato"), and whatever foods from that mod that needs that ingredient to craft(or smelt, or cook, etc) will have the appropriate attributes(e.g: "hamburguer"). There's also a small HUD in the top-left that shows your active food buffs and how much time is left on each one, since most of them are invisible otherwise.

Foods can also give typed effects now, not just plain attribute modifiers. There's a bunch of on-hit ones (set enemies on fire, freeze them, lifesteal, shield break, an execute that scales with missing health, a follow-up hit, outgoing damage scaling), or you can just make it apply any status effect or lingering cloud on hit. There's also on-attacked ones that trigger when something hits you, so you can retaliate with a status effect, light the attacker on fire, knock them back, or reduce the damage you take(which means you can make a food that basically gives fire resistance). And foods can just give a normal status effect like night vision or water breathing on eat. There's some new attributes too, like explosion and projectile resistance, damage reflection, passive regen, second wind, an item magnet, reduced sprint exhaustion, and a gradual night vision without the ugly flicker.

Farmer's Delight is a required dependency now, because FoodAttributes takes over its skillet and turns it into a freeform cooking station, kind of like Cuisine's Delight but fully data-driven. You throw ingredients into the pan and cook them over any heat source(each one cooks at its own speed), either placed on a block or just held in your hand. Empty-hand right-click stirs and flips, sneak + empty-hand wipes the pan. Every ingredient has a cooking window and its quality goes from 0% raw up to 100% perfect and then back down to 0% burnt, with Raw/Undercooked/Perfect/Overcooked/Burnt labels. Some foods you keep stirring, some you flip, some (spices) are always fine no matter what.

When you're done you serve the dish into a bowl and get a dish item whose hunger, saturation and food attributes are all calculated from what's actually in the pan, scaled by how well each ingredient was cooked. The plate borrows the look of whatever vanilla or Farmer's Delight food it most resembles, and it's eaten in a few bites. On top of that there's synergies, which are datapack rules that let ingredients affect each other while they cook together, for spices, aromatics and multi-stage dishes. You can serve a plate and dump it back into another pan later and it remembers how cooked it was and how long it rested, so stuff like cooking the rice, letting it rest and then adding raw fish to get Sushi works. The default datapack ships a bunch of these(Sugar Glaze, Salt-Cured, Sushi, Lantern Stew, Blood Pudding, Trail Mix, Fajita, Fugu, plus "clash" rules for bad combos).

Heat sources, cooking profiles, synergies, plate textures, it's all datapack JSON, with built-in support for Vanilla, Farmer's Delight, My Nether's Delight, No Man's Land, Diversity Delight, Biomes O' Plenty and The Undergarden. If you don't want any of it you can turn the whole cooking system off in the config and the skillet goes back to acting like normal Farmer's Delight.

There's also a few optional toggles(all synced from the server) that change how survival works. Hunger replacement hides the hunger bar and removes hunger drain, starvation and hunger-based regen, and instead food banks some health based on its nutrition and heals it back over time based on its saturation, but only while you're actually hurt(it persists through relogs and resets on death). Food poisoning makes badly-cooked food poison and hurt you, based on this mod's cook state so both undercooked and overcooked count, and the damage ignores armor and i-frames. There's also one for cancelling your eat/drink when you get hit, and one to let you eat anything at any time even on a full hunger bar.

You can edit global multipliers, multipliers that get applied for each crafting type, extra multipliers for the skillet dishes, diminishing returns for spamming the same ingredient, on-hit cooldowns, etc etc. You can configure a bunch of stuff, again, go check the docs.

This is technically an addon for AttributeSetter, which is a required dependency for this mod. The old Cuisine's Delight integration got removed, the generic skillet dish system replaces it.

If you are building a modpack

you might be interested in some of my other mods for modpacks:
AttributeSetter
RPGDamageOverhaul
FoodAttributes WorldPlanner

Or Claims n Raids for servers!

Project description from CurseForge.

Pick your setup

FoodAttributes by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

1 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

FoodAttributes versions and loaders

3 of 3 releases match

Looking for an older file? The official CurseForge project page is in Resources.