Is it possible that you could add the 5 food groups into the mod and if you don't eat enough of each food group you'd get debuffs like less health, slowness, weakness, less inventory space but if you get more then enough of a food group you would get bonuses.
I think this would make the game even harder and make the game more balanced.
Preliminary support for food groups (meaning nutritional value is determined by how many times you've eaten any food from the given food's food group) exists currently and will be expanded in the future. Not sure about whether or not food groups will be enabled by default.
Not particularly interested in adding debuffs and definitely not interested in requiring the '5 food groups' to be eaten (mostly because dairy as a required food group is nonsense).
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.
Alright, so I tried to read all the info and syntax, boolean, integers mumbo jumbo, but I still cant get the forumula I want. Probably brcause I didnt understand enough to even try...but I DID read all that so...yeah...Can someone help me with a formula ?
I want:
Normal values the first 2 times, diminishing returns at say idk %20 ? the next few times, BUT once it gets to 1 point, you can eat whatever it is for that 1 point an additional...say...4 (?) times before it goes to 0.
Probably with a history of around 20 ?
Is this possible ?
Normal values the first 2 times, diminishing returns at say idk %20 ? the next few times, BUT once it gets to 1 point, you can eat whatever it is for that 1 point an additional...say...4 (?) times before it goes to 0.
Can you explain this a bit more?
You want it to go:
100%, 100%, 80%, 60%, 40%, 20%, 0%, 0%, 0%, 0%, etc?
but then also stay at 1 hunger for 4 times after it first hits 1 hunger restored?
You want it to go:
100%, 100%, 80%, 60%, 40%, 20%, 0%, 0%, 0%, 0%, etc?
but then also stay at 1 hunger for 4 times after it first hits 1 hunger restored?
Yes, something like that. It can be tweaked either way, but
Basically, all foods could be eaten "X" number of times for %100, but after that, they drop "Y"% until they reach 1 hunger point, at which point they can still be eaten "Z" # of times for that tiny 1 hunger point, but afterwards they hit 0.
I KNOW that is so complicated, Im sorry, Mods have us all spoiled don't they ? Anyway, is this possible, or close to possible ? If you can get an idea of what I am trying to do and come up with something similar, I'm willing to listen also.
And while you're reading this, GREAT job, you have added a very important piece to my perfect puzzle. I cant play without it now, And while mods like Harvestcraft DO a great job of answering HOW, yous really is the perfect WHY, So perfect, that you can tweak it to fit your own personal idea if perfect...lol
Yes, something like that. It can be tweaked either way, but
Basically, all foods could be eaten "X" number of times for %100, but after that, they drop "Y"% until they reach 1 hunger point, at which point they can still be eaten "Z" # of times for that tiny 1 hunger point, but afterwards they hit 0.
I KNOW that is so complicated, Im sorry, Mods have us all spoiled don't they ? Anyway, is this possible, or close to possible ? If you can get an idea of what I am trying to do and come up with something similar, I'm willing to listen also.
And while you're reading this, GREAT job, you have added a very important piece to my perfect puzzle. I cant play without it now, And while mods like Harvestcraft DO a great job of answering HOW, yous really is the perfect WHY, So perfect, that you can tweak it to fit your own personal idea if perfect...lol
It's possible but would be extremely difficult to create that formula, as the 'if it restores 1 hunger point then do something else' part won't fit neatly into a math formula.
However, here's a formula that will give a very rough approximation of what you want:
Changelog
- Added 1.7.2 version
- The mod will now automatically disable diminishing returns if the server does not have the mod installed
- Added better integration with foods added by the Agriculture mod
- Made the hunger overlay flash speed independent of frame rate
- Capped saturation bonus shown in the food values tooltip to the maximum that is actually attainable
The Meaning of Life, the Universe, and Everything.
Join Date:
9/26/2012
Posts:
50
Member Details
Yesssss it finally updated to 1.7.2 yesssss
I've been wanting this mod for like three weeks, but couldn't get it because I'd already updated my server to 1.7.2. This is going to make getting all those food mods completely worth it.
No clue if this is a problem with your mod or someone else's, but I tried eating some Maggot Baits added by the Mariculture mod, and now no foods will restore any saturation. Holding shift over a food item still shows how much saturation it should restore, but if I hold it in my hand or eat it, it shows no saturation gain.
No clue if this is a problem with your mod or someone else's, but I tried eating some Maggot Baits added by the Mariculture mod, and now no foods will restore any saturation. Holding shift over a food item still shows how much saturation it should restore, but if I hold it in my hand or eat it, it shows no saturation gain.
That is a Mariculture problem. Baits reduce your saturation by a HUGE amount (hundreds), turning your saturation negative and essentially making it impossible to recover from (each bait reduces your saturation by 200; that'd require eating 10 foods that restore full saturation to gain that much back). I'm not sure if that's intented by Mariculture or not. Maybe joshie wasn't aware that saturation can become negative?
Basically, though, you do not, under any circumstances, want to eat Mariculture bait. It is a terrible, terrible idea.
the 1.0.4 version doesnt work on my 1.7.2 server :
java.lang.NoClassDefFoundError: net/minecraft/client/entity/EntityClientPlayerMP Caught exception from SpiceOfLife
Whoops, will upload a version that fixes this soon. Thanks for letting me know.
That is a Mariculture problem. Baits reduce your saturation by a HUGE amount (hundreds), turning your saturation negative and essentially making it impossible to recover from (each bait reduces your saturation by 200; that'd require eating 10 foods that restore full saturation to gain that much back). I'm not sure if that's intented by Mariculture or not. Maybe joshie wasn't aware that saturation can become negative?Basically, though, you do not, under any circumstances, want to eat Mariculture bait. It is a terrible, terrible idea.
Yeah, I just figured that out after bringing up the debug screen to check my Y level. Managed to fix it by just setting food.modifier.formula to 10, though. Speaking of which, how would I go about making sure that when I use round in the formula that it rounds up instead of down? I've figured that what I would want to do would require the use of a recursive formula. Is that possible within the config, and if not, can you make it possible?
Yeah, I just figured that out after bringing up the debug screen to check my Y level. Managed to fix it by just setting food.modifier.formula to 10, though. Speaking of which, how would I go about making sure that when I use round in the formula that it rounds up instead of down? I've figured that what I would want to do would require the use of a recursive formula. Is that possible within the config, and if not, can you make it possible?
Recursive in what way? What are you trying to do?
I thought there were floor/ceiling functions in the formula parser, but I guess there isn't. I'll add those in the next version.
Are there issues with running this with MCPC+/Cauldron. It works for a bit when I installed it but as soon as a second person gets on it completely stops working. List of Mods: http://pastebin.com/hYpH24QH
Video:
Minecraft Version: 1.6.4
Mod Version: 1.0.4
Cauldron Version: 1.965.21.55
If you want a log I can get it but it is not a crash so not sure how much use it would be.
Are there issues with running this with MCPC+/Cauldron. It works for a bit when I installed it but as soon as a second person gets on it completely stops working. List of Mods: http://pastebin.com/hYpH24QH
Video:
Minecraft Version: 1.6.4
Mod Version: 1.0.4
Cauldron Version: 1.965.21.55
If you want a log I can get it but it is not a crash so not sure how much use it would be.
I'm pretty unfamiliar with Cauldron, unfortunately. I'll try to look into the problem, though. Thanks for reporting it.
That is a Mariculture problem. Baits reduce your saturation by a HUGE amount (hundreds), turning your saturation negative and essentially making it impossible to recover from (each bait reduces your saturation by 200; that'd require eating 10 foods that restore full saturation to gain that much back). I'm not sure if that's intented by Mariculture or not. Maybe joshie wasn't aware that saturation can become negative?
Basically, though, you do not, under any circumstances, want to eat Mariculture bait. It is a terrible, terrible idea.
In particular, one of the quests for AgSkies is to have you make bait, claiming that it can keep you alive if you run out of food. Fortunately, all that you have to do is make the tool that produces bait -- so I've never actually eaten one (and since you have to give up dirt to make bait, it's far too expensive on that modpack)
Heck, I wasn't aware that saturation could go negative -- I thought it had a "if less than zero, then make it zero" clause in there.
(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?
Changelog
- Fixed server crash in 1.7.2 from client-side packet handlers getting registered server-side
- Hopefully fixed sporadic bug that caused Hunger Overhaul to stop regenerating health from food (thanks to CptVictory for helping to debug it)
- Added Italian localization (thanks TheVikingWarrior)
- Added integration with foods from the Mariculture mod
- Added FLOOR and CEILING functions to the food.modifier.formula expression parser
- Made the food values tooltip handle hugely negative saturation better
- Fixed saturation flashing outside the hunger bar when you have slightly negative saturation and are holding food that restores saturation
Are there issues with running this with MCPC+/Cauldron. It works for a bit when I installed it but as soon as a second person gets on it completely stops working.
Try v1.0.5. If it still doesn't work, post your server log.
I thought there were floor/ceiling functions in the formula parser, but I guess there isn't. I'll add those in the next version.
Making it so the value of the formula for any number count would be calculated using the value of the formula for count-1. It would require a way to actually reference the formula within the formula, and a way to specify what the formula is for count=0.
Preliminary support for food groups (meaning nutritional value is determined by how many times you've eaten any food from the given food's food group) exists currently and will be expanded in the future. Not sure about whether or not food groups will be enabled by default.
Not particularly interested in adding debuffs and definitely not interested in requiring the '5 food groups' to be eaten (mostly because dairy as a required food group is nonsense).
See this post:
I want:
Normal values the first 2 times, diminishing returns at say idk %20 ? the next few times, BUT once it gets to 1 point, you can eat whatever it is for that 1 point an additional...say...4 (?) times before it goes to 0.
Probably with a history of around 20 ?
Is this possible ?
Can you explain this a bit more?
You want it to go:
100%, 100%, 80%, 60%, 40%, 20%, 0%, 0%, 0%, 0%, etc?
but then also stay at 1 hunger for 4 times after it first hits 1 hunger restored?
Yes, something like that. It can be tweaked either way, but
Basically, all foods could be eaten "X" number of times for %100, but after that, they drop "Y"% until they reach 1 hunger point, at which point they can still be eaten "Z" # of times for that tiny 1 hunger point, but afterwards they hit 0.
I KNOW that is so complicated, Im sorry, Mods have us all spoiled don't they ? Anyway, is this possible, or close to possible ? If you can get an idea of what I am trying to do and come up with something similar, I'm willing to listen also.
And while you're reading this, GREAT job, you have added a very important piece to my perfect puzzle. I cant play without it now, And while mods like Harvestcraft DO a great job of answering HOW, yous really is the perfect WHY, So perfect, that you can tweak it to fit your own personal idea if perfect...lol
It's possible but would be extremely difficult to create that formula, as the 'if it restores 1 hunger point then do something else' part won't fit neatly into a math formula.
However, here's a formula that will give a very rough approximation of what you want:
You'll also need to set the config setting 'food.hunger.rounding.mode' to 'ceiling'
Spreadsheet of the formula: https://docs.google.com/spreadsheets/d/1cYNcNV4k-2oWHK5ioih6ceQkQ96CRqFHFkXCiWx_2bY/edit?usp=sharing
Changelog
- Added 1.7.2 version
- The mod will now automatically disable diminishing returns if the server does not have the mod installed
- Added better integration with foods added by the Agriculture mod
- Made the hunger overlay flash speed independent of frame rate
- Capped saturation bonus shown in the food values tooltip to the maximum that is actually attainable
Download v1.0.4 (for Minecraft 1.6.4/1.7.2):
Github | Adf.ly
I've been wanting this mod for like three weeks, but couldn't get it because I'd already updated my server to 1.7.2. This is going to make getting all those food mods completely worth it.
That is a Mariculture problem. Baits reduce your saturation by a HUGE amount (hundreds), turning your saturation negative and essentially making it impossible to recover from (each bait reduces your saturation by 200; that'd require eating 10 foods that restore full saturation to gain that much back). I'm not sure if that's intented by Mariculture or not. Maybe joshie wasn't aware that saturation can become negative?
Basically, though, you do not, under any circumstances, want to eat Mariculture bait. It is a terrible, terrible idea.
Whoops, will upload a version that fixes this soon. Thanks for letting me know.
Speaking of which, how would I go about making sure that when I use round in the formula that it rounds up instead of down?I've figured that what I would want to do would require the use of a recursive formula. Is that possible within the config, and if not, can you make it possible?Recursive in what way? What are you trying to do?
I thought there were floor/ceiling functions in the formula parser, but I guess there isn't. I'll add those in the next version.
Video:
Minecraft Version: 1.6.4
Mod Version: 1.0.4
Cauldron Version: 1.965.21.55
If you want a log I can get it but it is not a crash so not sure how much use it would be.
I'm pretty unfamiliar with Cauldron, unfortunately. I'll try to look into the problem, though. Thanks for reporting it.
EDIT: Not able to reproduce this locally.
PLEASE, report this to JadedCat. See also: http://forum.feed-th...eporting.43625/
In particular, one of the quests for AgSkies is to have you make bait, claiming that it can keep you alive if you run out of food. Fortunately, all that you have to do is make the tool that produces bait -- so I've never actually eaten one (and since you have to give up dirt to make bait, it's far too expensive on that modpack)
Heck, I wasn't aware that saturation could go negative -- I thought it had a "if less than zero, then make it zero" clause in there.
* 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?
Changelog
- Fixed server crash in 1.7.2 from client-side packet handlers getting registered server-side
- Hopefully fixed sporadic bug that caused Hunger Overhaul to stop regenerating health from food (thanks to CptVictory for helping to debug it)
- Added Italian localization (thanks TheVikingWarrior)
- Added integration with foods from the Mariculture mod
- Added FLOOR and CEILING functions to the food.modifier.formula expression parser
- Made the food values tooltip handle hugely negative saturation better
- Fixed saturation flashing outside the hunger bar when you have slightly negative saturation and are holding food that restores saturation
Download v1.0.5 (for Minecraft 1.6.4/1.7.2):
Github | Adf.ly
Try v1.0.5. If it still doesn't work, post your server log.
Changelog
- Actually fixed networking-related server crashes in the 1.7.2 version
Download v1.0.5a (for Minecraft 1.6.4/1.7.2):
Github | Adf.ly
bloodyraoul, this hotfix should fix that problem.
Making it so the value of the formula for any number count would be calculated using the value of the formula for count-1. It would require a way to actually reference the formula within the formula, and a way to specify what the formula is for count=0.