A mod that encourages dietary variety through diminishing returns.
Makes it so that eating the same thing over and over will give you fewer and fewer hunger restored each time. Everything in this mod is entirely configurable (server-side), including the formula used to calculate the diminishing returns (see Configuration section below). Compatible with Hunger Overhaul.
Note: This mod is mostly intended to be used with other mods that add more food to the game.
The following only applies to the 1.6.4/1.7.2 versions, in 1.7.10, these features were moved to AppleCore:
Also adds useful client-side information in the form of tooltips that show the hunger/saturation of food (when holding Shift) and an overlay on the HUD that shows your current saturation value (will only update properly if the mod is installed on the server), how much hunger/saturation you'd gain from eating any food that you are holding, and your food exhaustion level (only works if the mod is installed on the server).
If the mod is not installed on the server, then dimishining returns will be disabled automatically. Server-side (or in a single player world), the 'food.modifier.enabled' config setting can be set to false to disable the diminishing returns part of the mod.
Hunger/saturation HUD overlay When holding food, the hunger/saturation you'd get from eating it flashes on the screen In the 1.7.10 version, this is provided by AppleCore
Food exhaustion HUD underlay Food exhaustion gets shown as a progress bar behind the hunger bar In the 1.7.10 version, this is provided by AppleCore
Food Journal Crafted with wheat + paper
Configuration
Want the mod to behave differently than is currently possible? Let me know and I'll probably make it a configuration option
# Configuration file
##########################################################################################################
# main
#--------------------------------------------------------------------------------------------------------#
# These config settings are server-side only
# Their values will get synced to all clients on the server
##########################################################################################################
" main " {
# If false, disables the entire diminishing returns part of the mod
B:food.modifier.enabled=true
}
##########################################################################################################
# client
#--------------------------------------------------------------------------------------------------------#
# These config settings are client-side only
##########################################################################################################
client {
# If true, left clicking the air while holding a food container will open it (so that it can be eaten from)
B:left.click.opens.food.containers=false
}
##########################################################################################################
# foodgroups
#--------------------------------------------------------------------------------------------------------#
# Food groups are defined using .json files in /config/SpiceOfLife/
# See /config/SpiceOfLife/example-food-group.json
##########################################################################################################
foodgroups {
}
##########################################################################################################
# server
#--------------------------------------------------------------------------------------------------------#
# These config settings are server-side only
# Their values will get synced to all clients on the server
##########################################################################################################
server {
# If true, foods' hunger value will be multiplied by the current nutritional value
# Setting this to false and affect.food.saturation.modifiers to true will make diminishing returns affect saturation only
B:affect.food.hunger.values=true
# If true, foods' saturation modifier will be multiplied by the current nutritional value
# NOTE: When affect.food.hunger.values is true, saturation bonuses of foods will automatically decrease as the hunger value of the food decreases
# Setting this to true when affect.food.hunger.values is true will make saturation bonuses decrease disproportionately more than hunger values
# Setting this to true and affect.food.saturation.modifiers to false will make diminishing returns affect saturation only
B:affect.food.saturation.modifiers=false
# If true, foods with negative hunger values will be made more negative as nutritional value decreases
# NOTE: affect.food.hunger.values must be true for this to have any affect
B:affect.negative.food.hunger.values=false
# If true, foods with negative saturation modifiers will be made more negative as nutritional value decreases
# NOTE: affect.food.saturation.modifiers must be true for this to have any affect
B:affect.negative.food.saturation.modifiers=false
# If true, a player's food history will be empty once they pass the new.player.food.eaten.threshold
# If false, any food eaten before the threshold is passed will also count after it is passed
B:clear.history.after.food.eaten.threshold.reached=false
# The chance for food to drop from an open food container when the player jumps
# Temporarily disabled while a better implementation is written (this config option will do nothing)
D:food.containers.chance.to.drop.food=0.25
# The maximum stacksize per slot in a food container
I:food.containers.max.stacksize=2
# The maximum time it takes to eat a food after being modified by food.eating.speed.modifier
# The default eating duration is 32. Set this to 0 to remove the limit on eating speed.
# Note: If this is set to 0 and food.eating.speed.modifier is > 0, a food with 0% nutrtional value will take nearly infinite time to eat
I:food.eating.duration.max=0
# If set to greater than zero, food eating speed will be affected by nutritional value
# (meaning the lower the nutrtional value, the longer it will take to eat it)
# Eating duration is calcualted using the formula (eating_duration / (nutritional_value^eating_speed_modifier))
D:food.eating.speed.modifier=1.0
# The maximum amount of eaten foods stored in the history at a time
I:food.history.length=12
# If true, food history will not get reset after every death
B:food.history.persists.through.death=false
# Rounding mode used on the hunger value of foods
# Valid options: 'round', 'floor', 'ceiling'
S:food.hunger.rounding.mode=round
# Uses the EvalEx expression parser
# See: https://github.com/uklimaschewski/EvalEx for syntax/function documentation
#
# Available variables:
# count : The number of times the food (or its food group) has been eaten within the food history
# hunger_count : The total amount of hunger that the food (or its food group) has restored within the food history (1 hunger unit = 1/2 hunger bar)
# saturation_count : The total amount of saturation that the food (or its food group) has restored within the food history (1 saturation unit = 1/2 saturation bar)
# max_history_length : The maximum length of the food history (see food.history.length)
# cur_history_length : The current length of the food history (<= max_history_length)
# food_hunger_value : The default amount of hunger the food would restore in hunger units (1 hunger unit = 1/2 hunger bar)
# food_saturation_mod : The default saturation modifier of the food
# cur_hunger : The current hunger value of the player in hunger units (20 = full)
# cur_saturation : The current saturation value of the player
# total_food_eaten : The all-time total number of times any food has been eaten by the player
# food_group_count : The number of food groups that the food belongs to
# distinct_food_groups_eaten : The number of distinct food groups in the player's current food history
# total_food_groups : The total number of enabled food groups
#
S:food.modifier.formula=MAX(0, (1 - count/12))^MIN(8, food_hunger_value)
# If true, a food journal will be given to each player as a starting item
B:give.food.journal.as.starting.item=false
# If true, a food journal will be given to each player once diminishing returns start for them
# Not given if a player was given a food journal by give.food.journal.as.starting.item
B:give.food.journal.on.dimishing.returns.start=false
# The number of times a new player (by World) needs to eat before this mod has any effect
I:new.player.food.eaten.threshold=6
# If true, any foods not in a food group will be excluded from diminishing returns
B:use.food.groups.as.whitelists=false
# If true, food.history.length will use amount of hunger restored instead of number of foods eaten for its maximum length
# For example, a food.history.length length of 12 will store a max of 2 foods that restored 6 hunger each,
# 3 foods that restored 4 hunger each, 12 foods that restored 1 hunger each, etc
# NOTE: food.history.length uses hunger units, where 1 hunger unit = 1/2 hunger bar
B:use.hunger.restored.for.food.history.length=false
# If true, food.history.length will use time (in Minecraft days) instead of number of foods eaten for its maximum length
# For example, a food.history.length length of 12 will store all foods eaten in the last 12 Minecraft days.
# Note: On servers, time only advances for each player while they are logged in unless use.time.progress.time.while.logged.off is set to true
B:use.time.for.food.history.length=false
# If true, food history time will still progress for each player while that player is logged out.
# NOTE: use.time.for.food.history.length must be true for this to have any affect
B:use.time.progress.time.while.logged.off=false
}
Interesting, it forces you to eat different kinds of food instead of beef from your cow spawner.
I think I'll try this mod with Agriculture. I'd love to automate making different food instead of killing my cows
Conceptually, I like this a lot. It'd always seemed strange to exist on a diet of plain bread. (That's not the only strange thing in Minecraft, of course...)
I'm left questioning the gameplay ramifications. Without other mods, food has to be on your hotbar to be eaten, and different foods won't stack, so either your hotbar will need to be cluttered or you'll have a lot of tedious inventory-swapping to do, and either a bulky portion of your inventory will have to be dedicated to the food pyramid or there'll be a lot of tedious chest-to-inventory swapping, too. That's not a gameplay challenge, that's simply annoying.
It strikes me that there could be a new category of foodstuff added, along the lines of MREs or even just a plate of food - a "balanced meal" of some sort, that is not affected by repetitive eating and would be crafted from a combination of vanilla foods. The problem, though, is that in actual gameplay practice, it would effectively reduce this mod to merely being a new crafting recipe with an inventive incentive to use the new item. That's not very interesting.
What about an item called a "lunchbox" that has maybe 4 inventory spots for food, which, upon eating a food on your hotbar, will automatically swap that stack back into the lunchbox and replace it with a different kind of food from the lunchbox? In terms of what buttons you have to press and how you have to prepare during gameplay, that's not much different from a "balanced meal" item, but at least it feels a little more creative.
Conceptually, I like this a lot. It'd always seemed strange to exist on a diet of plain bread. (That's not the only strange thing in Minecraft, of course...)
I'm left questioning the gameplay ramifications. Without other mods [...]
Any thoughts?
I had similar thoughts while developing it, and actually did consider adding a lunchbox. However, for now at least, I'm going to leave it up to other mods to provide ways to make eating a variety of food more convenient.
I made this mod because although mods like HarvestCraft add a million new foods, they don't actually encourage eating more than 1 type. This mod should cover the 'why eat a varied diet', but I'd like to leave the 'how to eat a varied diet' for each food mod and/or other mods to decide for themselves.
As of now, making a dedicated kitchen/canteen area for food prep/storage/eating might actually be legitimately worthwhile, and I consider that a plus.
Conceptually, I like this a lot. It'd always seemed strange to exist on a diet of plain bread. (That's not the only strange thing in Minecraft, of course...)
I'm left questioning the gameplay ramifications. Without other mods, food has to be on your hotbar to be eaten, and different foods won't stack, so either your hotbar will need to be cluttered or you'll have a lot of tedious inventory-swapping to do, and either a bulky portion of your inventory will have to be dedicated to the food pyramid or there'll be a lot of tedious chest-to-inventory swapping, too. That's not a gameplay challenge, that's simply annoying.
It strikes me that there could be a new category of foodstuff added, along the lines of MREs or even just a plate of food - a "balanced meal" of some sort, that is not affected by repetitive eating and would be crafted from a combination of vanilla foods. The problem, though, is that in actual gameplay practice, it would effectively reduce this mod to merely being a new crafting recipe with an inventive incentive to use the new item. That's not very interesting.
What about an item called a "lunchbox" that has maybe 4 inventory spots for food, which, upon eating a food on your hotbar, will automatically swap that stack back into the lunchbox and replace it with a different kind of food from the lunchbox? In terms of what buttons you have to press and how you have to prepare during gameplay, that's not much different from a "balanced meal" item, but at least it feels a little more creative.
Any thoughts?
A 4 inventory space lunchbox would be useless.
Especially if you have a mod that adds pouches/backpacks.
A kitchen might be a good idea to help free up inventory.
A kitchen linking different types of food to an ender chest and linking it to an ender pouch.
Ta-Da! You can use Food mods to it's full potential!
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I cannot understand your hunger graph. Can you please clarify it?
I think the numbers on the right are hunger units. 1 is half a hunger bar, 2 is a full hunger bar and so on.
Do you see the Dark blue line on the far right
Let's use that as an example.
That dark blue line is a food that gives you half a hunger bar or 1 unit of hunger.
You can eat it 5times in your food history timeline before it's hunger value goes down.
The green line of the far left gives you the most hunger which is 16 unit of hunger (aka 8 Hunger bars)
You can eat it 1time in your food history timeline before the efficiency of the food goes down.
I think the numbers on the right are hunger units. 1 is half a hunger bar, 2 is a full hunger bar and so on.
Do you see the Dark blue line on the far right
Let's use that as an example.
That dark blue line is a food that gives you half a hunger bar or 1 unit of hunger.
You can eat it 5 times in your food history timeline before it's hunger value goes down.
The green line of the far left gives you the most hunger which is 16 unit of hunger (aka 8 Hunger bars)
You can eat it 1 time in your food history timeline before the efficiency of the food goes down.
Exactly correct. Each line on the graph represents a different category of food based on its default amount of hunger restored (the line labeled '1' being all food that would restore 1/2 bar of hunger by default, and the line labeled '16' being all food that would restore 8 bars of hunger by default) .
I think the graph could be wrong.
The first time you eat a food it should be 100% efficient.
That means the graph should be
My x-axis was intended to show how many of that food was recently eaten just before the next food is eaten, meaning that when you eat a food and you have recently eaten zero of that food, you get 100% nutritional value, and when you eat a food and you have recently eaten 12 of that food, you get 0% nutritional value.
Not sure which would be easier to read, but my graph's axis makes more sense to me because that's how it works in the code (the food that is being eaten has not been added to the history when calculating its nutritional value).
EDIT#2:
Updated the graph in the OP with a label on the key.
My x-axis was intended to show how many of that food was recently eaten just before the next food is eaten, meaning that when you eat a food and you have recently eaten zero of that food, you get 100% nutritional value, and when you eat a food and you have recently eaten 12 of that food, you get 0% nutritional value.
Not sure which would be easier to read, but my graph's axis makes more sense to me because that's how it works in the code (the food that is being eaten has not been added to the history when calculating its nutritional value).
Which ever way works
I just thought most people prefer a right on the spot graph.
Cool, thanks. Just so you know, the 11 out of 12 foods thing is probably due to you eating something else in the middle of that chicken spree, as the food history works as a queue (once you eat more than 12 foods, the last food in the history is removed and the new one is added to the front).
The best foods, that are supposed to restore 8 points of hunger (steak and porkchops; what else?) will instead return
Wait, what returns more than 8 points of hunger? That's 4 full shanks. For that matter, how does saturation get factored in -- steak/porkchops give more than 10 saturation, so eating two of then normally gives you enough food and saturation to max out both bars.
Ok, so lets say we have a food item that restores 16 points of hunger, 8 shanks. Some sort of feast-meal from hunger overhaul perhaps?
The first time you eat it, you get 16 points.
The second time you eat it, it is immediately down to 25% and only 4 points
The third time, it is down to 6% and 1 point.
Is that correct???
That seems to be excessively steep drop-off for a "best food" item.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The best foods, that are supposed to restore 8 points of hunger (steak and porkchops; what else?) will instead return
Wait, what returns more than 8 points of hunger? That's 4 full shanks. For that matter, how does saturation get factored in -- steak/porkchops give more than 10 saturation, so eating two of then normally gives you enough food and saturation to max out both bars.
Saturation is somewhat tricky and I'm not sure very many people really understand it. Foods have a saturation modifier, not a set bonus, and when you eat something, your saturation level either gets incremented by (foodHungerValue * foodSaturationModifier * 2) or is set to foodHungerValue if foodHungerValue is lower than what saturationLevel would have been incremented to. Saturation then acts as a buffer against your hunger going down every 4 units of foodExhaustion (1 saturation buffers against the loss of 1/2 hunger bar; foodExhaustion is increased over time and by things like sprinting, jumping, etc).
I edited the OP because I forgot to explicitly state this in it, but this mod also multiplies the saturationModifier of food by the "Nutritional value" percent.
Ok, so lets say we have a food item that restores 16 points of hunger, 8 shanks. Some sort of feast-meal from hunger overhaul perhaps?
The first time you eat it, you get 16 points.
The second time you eat it, it is immediately down to 25% and only 4 points
The third time, it is down to 6% and 1 point.
Is that correct???
That seems to be excessively steep drop-off for a "best food" item.
Yes. It's steeper for the best foods in order to encourage a varied diet throughout the entire game (in theory, at least). However, you're more than welcome to change your config to set a uniform diminishing return for all hunger values, or change anything else about how the mod functions.
Also note that the default values were not decided on through much playtesting; they are rather arbitrary at this point. If better settings are found through playtesting, I'll definitely put those as the default in the future.
Question: Does the mod only diminish returns from specific foods eaten (like steak) or specific food groups eaten (like meat)?
If the former, I'd love to see the latter implemented as a "hard" mode, with a config to create your own food groups, classify foods and compatibility for a food to be part of multiple groups.
Question: Does the mod only diminish returns from specific foods eaten (like steak) or specific food groups eaten (like meat)?
If the former, I'd love to see the latter implemented as a "hard" mode, with a config to create your own food groups, classify foods and compatibility for a food to be part of multiple groups.
It's currently the former. I'm working on implementing the latter.
When a food item reaches zero nutrition make it so you cannot eat the item to prevent food waste. This will save the time it takes to open inventory and mouse over to check if you can still eat that food and get anything from it.
Of course if there was an on screen tool tip when you had a food item in your hand to tell you what the hover over tool tip says, that would be even better and way epic
I am playing Blood and Bones and the food history is set to 36, so I spend a lot of time managing food. Anything to help speed up that process would be great
When a food item reaches zero nutrition make it so you cannot eat the item to prevent food waste. This will save the time it takes to open inventory and mouse over to check if you can still eat that food and get anything from it.
Of course if there was an on screen tool tip when you had a food item in your hand to tell you what the hover over tool tip says, that would be even better and way epic
I am playing Blood and Bones and the food history is set to 36, so I spend a lot of time managing food. Anything to help speed up that process would be great
Good ideas. I'll try to put something in that removes the need to constantly mouse over food in your inventory to check if it's worth eating.
Note: This mod is mostly intended to be used with other mods that add more food to the game.
The following only applies to the 1.6.4/1.7.2 versions, in 1.7.10, these features were moved to AppleCore:
Also adds useful client-side information in the form of tooltips that show the hunger/saturation of food (when holding Shift) and an overlay on the HUD that shows your current saturation value (will only update properly if the mod is installed on the server), how much hunger/saturation you'd gain from eating any food that you are holding, and your food exhaustion level (only works if the mod is installed on the server).
If the mod is not installed on the server, then dimishining returns will be disabled automatically. Server-side (or in a single player world), the 'food.modifier.enabled' config setting can be set to false to disable the diminishing returns part of the mod.
CurseForge | Github
Food values are shown when holding shift
Hunger/saturation HUD overlay
When holding food, the hunger/saturation you'd get from eating it flashes on the screen
In the 1.7.10 version, this is provided by AppleCore
Food exhaustion HUD underlay
Food exhaustion gets shown as a progress bar behind the hunger bar
In the 1.7.10 version, this is provided by AppleCore
Food Journal
Crafted with wheat + paper
The Vegan Option
The Spice of Life | AppleCore | Hunger In Peace
Creative Blocks
Squake | Squeedometer
HarvestCraft Waila Fixes
I think I'll try this mod with Agriculture. I'd love to automate making different food instead of killing my cows
Well done!
I'm left questioning the gameplay ramifications. Without other mods, food has to be on your hotbar to be eaten, and different foods won't stack, so either your hotbar will need to be cluttered or you'll have a lot of tedious inventory-swapping to do, and either a bulky portion of your inventory will have to be dedicated to the food pyramid or there'll be a lot of tedious chest-to-inventory swapping, too. That's not a gameplay challenge, that's simply annoying.
It strikes me that there could be a new category of foodstuff added, along the lines of MREs or even just a plate of food - a "balanced meal" of some sort, that is not affected by repetitive eating and would be crafted from a combination of vanilla foods. The problem, though, is that in actual gameplay practice, it would effectively reduce this mod to merely being a new crafting recipe with an inventive incentive to use the new item. That's not very interesting.
What about an item called a "lunchbox" that has maybe 4 inventory spots for food, which, upon eating a food on your hotbar, will automatically swap that stack back into the lunchbox and replace it with a different kind of food from the lunchbox? In terms of what buttons you have to press and how you have to prepare during gameplay, that's not much different from a "balanced meal" item, but at least it feels a little more creative.
Any thoughts?
I had similar thoughts while developing it, and actually did consider adding a lunchbox. However, for now at least, I'm going to leave it up to other mods to provide ways to make eating a variety of food more convenient.
I made this mod because although mods like HarvestCraft add a million new foods, they don't actually encourage eating more than 1 type. This mod should cover the 'why eat a varied diet', but I'd like to leave the 'how to eat a varied diet' for each food mod and/or other mods to decide for themselves.
As of now, making a dedicated kitchen/canteen area for food prep/storage/eating might actually be legitimately worthwhile, and I consider that a plus.
Especially if you have a mod that adds pouches/backpacks.
A kitchen might be a good idea to help free up inventory.
A kitchen linking different types of food to an ender chest and linking it to an ender pouch.
Ta-Da! You can use Food mods to it's full potential!
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Do you see the Dark blue line on the far right
Let's use that as an example.
That dark blue line is a food that gives you half a hunger bar or 1 unit of hunger.
You can eat it 5 times in your food history timeline before it's hunger value goes down.
The green line of the far left gives you the most hunger which is 16 unit of hunger (aka 8 Hunger bars)
You can eat it 1 time in your food history timeline before the efficiency of the food goes down.
Exactly correct. Each line on the graph represents a different category of food based on its default amount of hunger restored (the line labeled '1' being all food that would restore 1/2 bar of hunger by default, and the line labeled '16' being all food that would restore 8 bars of hunger by default) .
EDIT:
My x-axis was intended to show how many of that food was recently eaten just before the next food is eaten, meaning that when you eat a food and you have recently eaten zero of that food, you get 100% nutritional value, and when you eat a food and you have recently eaten 12 of that food, you get 0% nutritional value.
Not sure which would be easier to read, but my graph's axis makes more sense to me because that's how it works in the code (the food that is being eaten has not been added to the history when calculating its nutritional value).
EDIT#2:
Updated the graph in the OP with a label on the key.
I just thought most people prefer a right on the spot graph.
Edit: Forgot to change the x-axis.
Cool, thanks. Just so you know, the 11 out of 12 foods thing is probably due to you eating something else in the middle of that chicken spree, as the food history works as a queue (once you eat more than 12 foods, the last food in the history is removed and the new one is added to the front).
So it probably went something like this:
Food history: chicken, chicken, chicken, something, chicken, chicken, chicken, etc.
<another chicken eaten>
Food history: chicken, chicken, something, chicken, chicken, chicken, chicken, etc.
The best foods, that are supposed to restore 8 points of hunger (steak and porkchops; what else?) will instead returnWait, what returns more than 8 points of hunger? That's 4 full shanks. For that matter, how does saturation get factored in -- steak/porkchops give more than 10 saturation, so eating two of then normally gives you enough food and saturation to max out both bars.
Ok, so lets say we have a food item that restores 16 points of hunger, 8 shanks. Some sort of feast-meal from hunger overhaul perhaps?
The first time you eat it, you get 16 points.
The second time you eat it, it is immediately down to 25% and only 4 points
The third time, it is down to 6% and 1 point.
Is that correct???
That seems to be excessively steep drop-off for a "best food" item.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Saturation is somewhat tricky and I'm not sure very many people really understand it. Foods have a saturation modifier, not a set bonus, and when you eat something, your saturation level either gets incremented by (foodHungerValue * foodSaturationModifier * 2) or is set to foodHungerValue if foodHungerValue is lower than what saturationLevel would have been incremented to. Saturation then acts as a buffer against your hunger going down every 4 units of foodExhaustion (1 saturation buffers against the loss of 1/2 hunger bar; foodExhaustion is increased over time and by things like sprinting, jumping, etc).
I edited the OP because I forgot to explicitly state this in it, but this mod also multiplies the saturationModifier of food by the "Nutritional value" percent.
Yes. It's steeper for the best foods in order to encourage a varied diet throughout the entire game (in theory, at least). However, you're more than welcome to change your config to set a uniform diminishing return for all hunger values, or change anything else about how the mod functions.
Also note that the default values were not decided on through much playtesting; they are rather arbitrary at this point. If better settings are found through playtesting, I'll definitely put those as the default in the future.
If the former, I'd love to see the latter implemented as a "hard" mode, with a config to create your own food groups, classify foods and compatibility for a food to be part of multiple groups.
Kill two stones with one bird whenever possible
It's currently the former. I'm working on implementing the latter.
It's automatic. The mod hooks into ItemStack.onFoodEaten and FoodStats.addStats.
From the OP:
When a food item reaches zero nutrition make it so you cannot eat the item to prevent food waste. This will save the time it takes to open inventory and mouse over to check if you can still eat that food and get anything from it.
Of course if there was an on screen tool tip when you had a food item in your hand to tell you what the hover over tool tip says, that would be even better and way epic
I am playing Blood and Bones and the food history is set to 36, so I spend a lot of time managing food. Anything to help speed up that process would be great
http://forum.feed-the-beast.com/threads/1-7-10-purgatory-mod-pack-v0-2-0-hqm-tech-quests-rf-beta-release-10-6.52413/
v1.0.1v1.0.2Changelog
- Fixed Hunger Overhaul integration in a few cases
Download v1.0.2 (for Minecraft 1.6.4):
Github | Adf.ly
Eventually, yes.
Good ideas. I'll try to put something in that removes the need to constantly mouse over food in your inventory to check if it's worth eating.