Dynamic Nutrition
Hunger tells you how long since you last ate. It says nothing about what you ate.
Dynamic Nutrition adds the other half. Five nutrients, filled by different foods, drained at
different rates, with values built from real nutritional composition rather than from a category
label. Eat well and you are rewarded. Live on bread and you will notice.
Five nutrients, from real data
Carbohydrates, protein, fat, vitamins and minerals.
A carrot is worth far more vitamins than cooked beef, and cooked beef is worth far more protein than
a carrot, because the numbers come from actual per-100g composition. Vegetables are poor in
macronutrients and rich in micronutrients, exactly as they are in life, so the mod rewards the diet
you would expect it to.
Each nutrient drains at its own speed. Carbohydrates burn fastest, fat is storage and barely moves.
Five bars that emptied together would be one bar with five labels.
Variety is the mechanic
Eating the same food over and over is worth less. Of your last eight meals, every repeat of a food
beyond the first costs part of its value, down to a floor it never falls below.
A rotation of eight or more foods costs you nothing. Three foods costs about a third. One food
forever lands on the floor. It affects nutrition only and never hunger, so it composes with vanilla
and with every other food mod instead of fighting them.
A diet worth keeping
Keep everything up and you gain two hearts of maximum health. Run short and you lose one, along with
a little speed and attack damage.
The effect tells you which nutrient is the problem. No mystery debuff, no wondering for three
days why you feel slow.
The two thresholds differ per nutrient, and they are argued from the body rather than from the
spreadsheet. Fat has months of reserve and its deficiency is close to unheard of, so it is
forgiving. Protein has no storage pool at all. Vitamins are the deficiency diseases with names.
Both lines are marked on every bar, and a mark turns white once you are past it.
Every food mod works, with nothing to configure
Values resolve in four stages. Explicit data first, then item tags, then the recipe graph, so bread
is a carbohydrate because wheat is. Anything still unresolved is worked out from the c:foods
convention tags that both loaders ship.
That last stage is why a food from a mod nobody has written a compatibility patch for still feeds
you something sensible. On a modded test instance, three quarters of the foods present resolved
without a single line of configuration.
What you see
- Press N, or use the small button in your inventory, for the full screen. The keybind is the
primary route, so if the button ever collides with another mod you can simply turn it off
- A strip beside the hunger bar shows all five at a glance. Each section is ten pixels, so one
pixel is worth exactly ten points
- Food tooltips show what that food is worth to you right now, including when variety has
reduced it. Hold F3 and H for where the value came from
For modpack authors
/dynamicnutrition export writes the whole resolved table to a CSV, including how each value was
derived, so you can check the balance of your own pack in a spreadsheet.
/dynamicnutrition unassigned lists any food that resolved to nothing.
Settings
Cloth Config is optional. Install it for a settings screen covering the HUD strip, the inventory
button, tooltips, the variety mechanic and the status effects, including how many hearts they are
worth. Without it the mod runs on its defaults.
Credits
Several of the interface textures are derived from Minecraft's own and remain Mojang's property.
An original mod, written from scratch. Not a fork or a port.