*** Supports HarvestCraft, WeeeFlowers and Natura ***
Mod by Iguanaman
maintained by ProgWML6, Alexbegt, Squeek502, and Parker8283
maintained by ProgWML6, Alexbegt, Squeek502, and Parker8283
REQUIRES APPLECORE
*** HarvestCraft is highly recommended to get the full experience ***
Minecraft Forum thread
The purpose of this mod is to tweak the hunger mechanics to my liking. My aim here is to make hunger more of a challenge, rather than just a mild annoyance. To compensate I have added a few features that make certain aspects easier (tooltips on food, harvest without having to replant via right click).
This mod is designed for me and represents my personal preferences. That said, I am happy to hear your ideas and comments (especially regarding balance). If I use an idea you suggest, I will credit you.
The purpose of this mod is to tweak the hunger mechanics to my liking. My aim here is to make hunger more of a challenge, rather than just a mild annoyance. To compensate I have added a few features that make certain aspects easier (tooltips on food, harvest without having to replant via right click).
This mod is designed for me and represents my personal preferences. That said, I am happy to hear your ideas and comments (especially regarding balance). If I use an idea you suggest, I will credit you.
*** Hunger Overhaul is modular, you can disable/modify most features in the config ***
Customizing Hunger Overhaul using JSON configs
A guide to using Hunger Overhaul's JSON config files can be found on the project's Github wiki:
A guide to using Hunger Overhaul's JSON config files can be found on the project's Github wiki:
Rebalanced food replenishment values
Unprepared food, such as raw crops or meat replenish half a hunger shank
Cooked crops and meat replenish one full hunger shank
Light meals such (soups, toast, etc) replenish around 2 hunger shanks
Average meals such (baked potato, hamburger, etc) replenish 3-4 hunger shanks
Large meals replenish around 5 hunger shanks
And so on...
Foods from other mods nerfed (1/4 of food value & saturation)
Requires 'modifyFoodStats' and 'modifyFoodValues' to be true
Can be configured with the 'modFoodValueDivider' config setting
Tooltips on food
The tooltip will give you a rough indication of the food value and
saturation value of the food. For example; snack, nourishing meal, etc
New GUI text shown when low on health/hunger
Displays in the top left (health) and top right (hunger) corners
Color coded warning system (White
Can be disabled in the config
Eating food gives a 'Well Fed' effect that boosts health regen
The larger the meal, the longer the effect will last
Light meal (food value 4) = 40 seconds
Meal (food value 7) = 2 minutes
Large meal (food value 10) = 4 minutes
Feast (food value 14) = 8 minutes
The duration stacks, so if you eat 2 meals it will last 4 minutes
The boost increases the speed health replenishes by about 33%
For example, instead of taking 8 seconds to heal a heart it will take 6 seconds
Only affects base health regen (the one based on hunger level)
so if your hunger is low you will still not heal
Only takes effect if 'modifyFoodStats' is enabled in the config
Maximum stack size depends on hunger value of food
The larger the meal, the less you can carry
Eating speed depends on food value
The larger the meal, the longer it takes to eat it
Morsels and snacks can be eaten quicker than in vanilla
Light meals are about the same as vanilla
A few modifications to animals to reduce output
Delay between chickens laying eggs 4x longer (configure with 'eggTimeoutMultiplier')
Breeding timeout delay 4x longer (configure with 'breedingTimeoutMultiplier')
Time a child takes to mature 4x longer (configure with 'childDurationMultiplier')
Crops can be right clicked when fully grown to harvest and replant
Self explantory really. You right click, harvest the produce and the crops remain
Crops only grow during daytime (not in torchlight)
Make sense, right?
Crops take much longer to grow
This, combined with the above make resources more scarce
Crops only give back the planted seeds, no extras
You can still get seeds by punching grass if you need more
HarvestCraft village integration: HarvestCraft food can now be traded
Farmer villagers buy crop produce
Butcher villagers sell high tier foods
HarvestCraft chest loot integration: HarvestCraft food can now be found as chest loot
Includes chests found in dungeons, mineshafts, desert/jungle temples
High tier foods only (large meal and above)
The chance for the items to show may need balancing
Changed the way hoes work
If used on dirt and water is nearby, the dirt will be tilled as normal
If used on grass and no water nearby turns grass to dirt and creates a random seed
Chance of seed depends on difficulty (10-40% per try, configurable)
Can be disabled in the config with 'modifyHoeUse'
Breaking tall grass no longer gives seeds
Can be disabled in the config with 'removeTallGrassSeeds'
Removed recipies for wood & stone hoes
You now need iron before you can get seeds / start that initial farm
Unless you find a village, of course
Can be disabled in the config with 'removeHoeRecipies'
Hoe durability is now 1/5th of vanilla
Iron = 52 uses
Diamond = 314 uses
Configure with 'hoeToolDamageMultiplier'
Effects of bone meal on crops depends on difficulty setting
Peaceful/easy = Similar to vanilla
Normal = Reduced growth effect
Hard = No effect
Can be disabled in the config with 'difficultyScalingBoneMeal'
Constant hunger loss (even when not doing anything)
As time passes, hunger drops (very slowly)
Can be disabled in the config
Hunger value set on respawn (including initial spawn) dependant on difficulty
Peaceful/Easy = Same as vanilla (10 shanks)
Normal = 8 shanks
Hard = 6 shanks
Requires 'modifyFoodStats' to be true
Can be configured in the config with the following settings;
respawnHungerValue (20): The value hunger is set to on peaceful/easy difficulty
respawnHungerDifficultyModifier (4): Amount difficulty will modify the above value
difficultyScalingRespawnHunger(true): Whether difficulty modifies respawn hunger
Health heals while your hunger is above 3 shanks (albeit slower)
So you don't need to eat as soon as you have lost a couple of shanks
It seemed pointless to have a food that restored a large amount of hunger when
you had to stay at max hunger just to heal
Now you can let your hunger drop to around halfway before eating
Healing gets progressively slower as your health gets lower
Low health gives negative effects
Slowness, mining speed slowdown and weakness
The potency of the effect and starts is determined by difficulty setting
Each effect can be individually disabled in the config
Hunger loss and healing rate affected by difficulty
Easy/Peaceful is 75% speed, Normal is 100%, Hard is 150%
Hunger loss speed increased when HarvestCraft installed (33% quicker)
Just because it's much easier to find food
Low hunger gives negative effects
Slowness starts when 3 shanks left and the effect increases as you starve
Mining speed slowdown and weakness also kick in when under 2 shanks
You die instantly when hunger reaches zero
Don't worry, this is compensated by the lower hunger levels taking longer to deplete
Modpack Policy
Feel free to use this mod in your modpack.
Hello,
I want to customize something for my personal game, and I want to set a following feature:
Speeds up the hunger loss when player's saturation level reaches 0 (so saturation is far more important than hunger level). I'm still novice in mod making (just learnt how to add new block, the first lesson) and your mod reaches the highest achievement in hunger system modifying, so I ask you for help. Any guide on how to set this?
Regards
Hello,
Can you please kick out an official update that includes 2f26ac0?
It's been a few months since that fix was committed, and we've got people running into this issue in our modpack.
I'm trying to come up with a modpack for me and my friends, so that hunger is much harder to deal with. I really want to use Agricraft, as it makes farming and automation nicer (as it interacts with several other mods nicely), and I was wondering if the longer plant growth/light requirement is compatible with Agricraft? If it isn't, then we can just skip Agricraft and use just vanilla style growing (as this mod allows for right clicking crops to harvest, which is a bit easier). If someone, or the mod author/devs can confirm or deny Compatibility with Agricraft, I'd really appreciate it!
Sincerely,
Drako
For some reason the plants from Gany's Nether are saying they need to be grown in plains and forest. Any way to remove this feature, or is it really not doing anything?
Is it okay If I use this mod in a public modpack? I give all credit to the mod creators and I will post this link in the forums.
Thanks,
LordOfFireCoder
Crops only grow during daytime (not in torchlight)
Make sense, right?
Actually, it doesn't make sense. Plants grow throughout the night, and some plants, like corn and cactus, grow mostly at night.
The json file of "Custom Food Values" seem to only depend on client side, the server side can't control the "Custom Food Values" although the server has json file. Is it bug?
In other words, if only server has the json file, there will don't have any modify.
Why is it "All rights reserved" and what does it mean?
Just a suggestion to add some realism, you make it so that double tall grass can drop seeds but other grass cannot since once grass is that big it would be seeding
This mod is excellent and has improved the experience of harvest craft a lot.
I do have one suggestion which would make it more appealing to servers:
Would it be possible to add a config option for a required light level modifier for the crops to grow? Some servers dont want to force their players to have to build their farms in direct sunlight but still like the challenge of having to grow in conditions which would emulate real sunlight so a light level moifier (either with setting a minimum light level or a range of light levels to restrict further) would allow greater control over the level of difficulty of crop management.
Yes it is, the SpiceOfLife mod author states it is compatible on his forum post! Enjoy!
Is there a way to disable natural healt regen but still have the well fed effect enabled?
Does someone know if it compatible with SpiceOfLife Mod??
Great mod! Used with harvestcraft, the only thing driving me nuts was the hoe degradation combined with no wood/stone.Will keep most of the multipliers at 2-3x until I get the hang of it.
You have a potion effect ID conflict with another mod. All food is *supposed* to be giving you the "Well Fed" buff. Open the config file for HO and change the well fed potion id to something else (hopefully a number that's not already in use).
Without the intention of being a hater, I've got a problem with the mod. Whenever I eat something it gives me "Radiation" debuff, that has a similar effect to "Poison" debuff. And happens with ALL the food (Including the HarvestCraft ones)
I don't know if it is a bug, or is intended to be like that, but is annoying in a normal LP.
Glad your updating it, too many mods are just staying in old versions.
Great job on this, should make survival much more interesting.
Given the comments, i'm assuming this also sets peaceful to have hunger doesn't it?
If so, that's awesome. In not, mods still awesome.
Thank you for updating this