Compatibility
Minecraft: Java Edition
Platforms
Supported environments
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Creators
Details
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
Or Claims n Raids for servers!


