Dynamic Nutrition 2.5.0 [Fabric]
Curse Maven Snippet
What's new
Nutrient values for modded food are now worked out in proportion, the nutrient strip moves out of the way of other mods' HUD bars, and the mod is translated into eight languages.
Values for food from other mods changed
Every modded food that takes its values from its recipe, its tags or its name now has different values, usually larger and with a real mix instead of an even split. Vanilla foods keep their own data and are unchanged.
- Proportional values: a dish takes the mix of its ingredients instead of an equal share of each nutrient, so fried rice is mostly carbohydrates rather than 6 of everything, and a food's size follows its hunger value
- Cooking pot dishes are worked out from their recipes (1.20.x and 1.21.1): Farmer's Delight's cooking pot, Kaleidoscope Cookery's pot and other mods' cooking and processing recipes were skipped before, so their dishes fell back on their names. Milk, cream and other liquids those recipes use now count too
- 182 base ingredients now have real values (flours, butters, cheeses, tofu, salt, crops from food mods, and vanilla's wheat, sugar, eggs, milk, mushrooms, cocoa, kelp and pumpkin), so the dishes made from them are closer to the real thing
- Kaleidoscope Cookery's sweet and sour ender pearls, made of ingredients with no nutrients, has its own values
- Items that are not food no longer pass on another mod's food: a water bucket made from a cactus, raw gold smelted from a fish
- Tag names are read only for things a player can eat, so leaves, cactus and blaze powder no longer get nutrients
/dynamicnutrition exportalso writes the ingredients each value was derived from
Measured on 18 test packs with about 280 food mods on 1.20.1 and 1.21.1 (30,668 foods), foods with values went from 95.5% to 97.6%. On NeoForge 26.2 (28 food mods) it is 99.5%, and on NeoForge 26.1.2 (45 food mods) 98.5%. /dynamicnutrition unassigned lists the foods that still have none, and reports of missing or wrong values are very welcome.
The nutrient strip and other HUD mods
The strip now sits above the other bars in the right-hand column instead of on a fixed row, so another mod's bar keeps its place and the strip moves up. Tested in game, one mod at a time:
- NeoForge 1.21.1: Tough As Nails 10.1.0.13, Iron's Spells 'n Spellbooks 3.16.3, Thirst Was Taken 2.1.5, Legendary Survival Overhaul 2.4.7.2, Survive 10.2.0, AsteorBar 1.5.3, ParCool 4.0.1.2 and Cold Sweat 2.4.3.1, plus Tough As Nails, Thirst Was Taken and Iron's Spells 'n Spellbooks together
- Fabric 1.21.1: Tough As Nails 10.1.0.13 and AsteorBar 1.5.3
- Fabric 1.20.1: Tough As Nails 9.2.0.171, Dehydration 1.3.6 and AsteorBar 1.5.3
Each was checked with and without the air bubbles showing.
On NeoForge and on Forge 1.20.1 the strip stacks on the loader's own HUD layout, so it also moves for bars from mods not listed here that use it. On Fabric and on Forge 1.21.x there is no shared layout, so the strip knows the mods above by name. The horizontal and vertical offsets in the settings still apply on top.
Languages
Translations for Chinese (Simplified), Russian, Portuguese (Brazil), Spanish, German, French, Japanese and Korean. They are machine-assisted; corrections are welcome on the issue tracker.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include