Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
This Farmer's Delight addon implements a new modular cooking system into the game.
For now, it only supports the Fabric version, Farmer's Delight Refabricated - although I plan to port it to Forge and NeoForge later on.
How It Works
Properties are applied to every "ingredient" item, and determine what that ingredient does when added to a meal. A property can define up to three effects:
- An ambient effect - a passive bonus, active the whole time the meal is digesting.
- A condition - something you have to do to trigger the meal's activated effect.
- An activated effect - what actually happens when the condition is met.

A new block, the Stockpot, can be heated to cook meals. Its interface has three input slots, a serving storage slot, a bowl slot, and an output slot. The three input slots correspond to the three property effects - the first slot to the ambient effect, the second to the condition, and the third to the activated effect. Once heated, the ingredients in those three slots combine into a custom meal. Just like the vanilla Cooking Pot, you can only take a serving out with a bowl - otherwise it stays in the pot, even if the pot is broken.

Custom meals get custom names, colors, and models based on the ingredients you add, along with a tooltip showing the exact items used and a description of what the meal does when eaten. Every ingredient also contributes its own hunger (halved), saturation (halved), and any built-in potion effects it carries - including from potions themselves. If the same effect comes from multiple ingredients, their durations stack together, using the highest amplifier among them.

After eating a custom meal, you get the Digestion effect. Hovering over it in your inventory shows every currently active meal and what each one does, separated out individually. You can have multiple different meals active at once — but eating a meal with the exact same three ingredients as one you already have active will just refresh its timer rather than stack a second copy.

Infinite Possibilities!
The mod ships with 16 built-in properties, and even at default settings that adds up to thousands of functionally unique meals. But that's just the starting point - like the Origins mod, every part of this system is fully datapack-driven, so anyone can add, remove, or reshape properties without touching a line of code.
Making Your Own Property
Properties live at data/<namespace>/modular_delight/properties/<id>.json. Here's a complete example:
{
"name": "Juicy",
"ambient": {
"attribute": {
"id": "minecraft:generic.movement_speed",
"amount": 0.1,
"operation": "multiply_total",
"description_divisor": 0.01,
"description": "grants you +%s%% movement speed"
}
},
"condition": {
"type": "modulardelight:sprinting",
"multiplier": 0.5,
"cooldown_ticks": 200
},
"activated": {
"action": {
"type": "modulardelight:status_effect",
"effect": "minecraft:speed",
"duration_ticks": 100,
"scale_amplifier": true
},
"description": "gain Speed %s for %ss"
}
}
A few things worth knowing as you get started:
ambient,condition, andactivatedare all optional for component registration - Leave out the ones you don't want.ambientsupports multiple effects at once - stack up severalattributes,status_effects, anddamage_reactionsin one property.- Conditions can be combined with
modulardelight:all_of/modulardelight:any_of, and any condition can be flipped with"inverted": true. - Activated actions are fully composable - chain multiple actions with
modulardelight:multi, branch withmodulardelight:if/modulardelight:chance/modulardelight:choice, delay one withmodulardelight:delay, or drop straight into a raw command withmodulardelight:run_command. There are more built in options, too. - To hook a property up to actual items, tag them under
data/<namespace>/tags/items/properties/<property_id>.json- same pattern vanilla uses for any item tag. - Want to disable one of the built-in properties entirely? Use your own file at the same path (
data/modulardelight/modular_delight/properties/<id>.json) with just{ "remove": true }.
There's plenty more you can hook into - custom meal name filtering, hardcoded name/model overrides for specific ingredient combos, custom ambient reactions, and the full list of built-in condition and action types. For the complete reference, visit the GitHub, and for help (+ a template datapack), visit the Discord. Another great resource is simply looking and the Origins Wiki, although quite a different mod - it may help.
Extra
If you see any bugs, report them to the Bug Tracker.

This mod is greatly inspired by Potluck made by EightSidedSquare!
Images featured on this page have since been updated - not all visuals are fully accurate to the current version of the mod.


