This mod replaces hunger with timed food bonuses, in the style of Valheim. Hunger stops mattering: nobody starves, sprinting is never blocked, and any food can be eaten at any time. Eating a configured food activates its bonuses for a set time. The mod ships no food values of its own: the pack maker writes a definition for each food, with its duration and bonuses, in one JSON file.
AI usage disclaimer: This mod was developed with AI-agent assistance using this agent workflow. The project owner reviewed the work during development.
Food
- A player holds up to three active foods at once (configurable). Each one keeps its full bonus until its time runs out, then the bonus is gone and a message says so.
- A food can be eaten again once it is below half of its duration (configurable). Eating it earlier is refused with a short message. When every slot is full, a new food replaces the active food that can be eaten again and has the least time left.
- Bonuses come as properties: maximum health, health recovery rate, and how fast every food timer counts down. Several foods add up. Addon mods can add their own properties.
- The Hunger effect makes every food timer run faster, one step per effect level.
- A small HUD by the hotbar shows each active food's icon with its time left. The time turns yellow once the food can be eaten again and red in its last minute. Its position, direction, and size are set in the mod's config screen.
- The tooltip of a configured food lists its bonuses and duration. Other edible items say that no bonus is configured.
- Bitter Berries, the one item added, clear every active food at once. They drop now and then from tall grass and ferns broken by hand.
- The hunger bar is hidden. Death clears active foods unless the pack keeps them.
Health recovery
Health comes back on its own, with or without food. After ten seconds without damage (configurable), health returns at five percent of maximum health per second (configurable) until full. Taking damage restarts the wait. Food can make recovery faster or slower through the recovery rate property.
For modpack creators
Food does nothing until you write definitions. Edit config/jafs/foods.json on the server, then run /jafs reload (or restart). foods-examples.json next to it has copy-ready entries with comments. One entry looks like this:
{
"id": "steak",
"match": [ { "item": "minecraft:cooked_beef" } ],
"fullDuration": 1200,
"modifiers": [
{ "property": "jafs:max_health", "operation": "flat", "amount": 4 },
{ "property": "jafs:recovery_rate", "operation": "percent", "amount": 25 }
]
}
A definition can match several items, an item variant, an item by NBT (a potion by its type), or a cake-like block. Drinks and potions are ordinary items until a definition names them. config/jafs/jafs.cfg holds the slot count, the eating threshold, the recovery delay and rate, and the timer speed. Bad entries are reported in the log and skipped; the game never crashes over a definition.
Food report
/jafs report writes a spreadsheet (config/jafs/jafs-foods-report.csv) of every edible item in your pack: its mod, its vanilla hunger and saturation values, the definition that covers it, its duration and bonuses, and whether it is still unconfigured. Open it in any spreadsheet program to see what your pack still needs and to plan its food balance.
Other mods
- Remove Recovery and Hunger Tweaks; both mods heal, and this one warns about it.
- Mods that remove or pin hunger, and hunger overhauls built on AppleCore, do the same job and should not be installed together with this mod. AppleCore itself is fine.
- AppleSkin and LemonSkin still show vanilla hunger values in food tooltips and a health preview on the hearts; those numbers mean nothing here, so turn those options off in their config.
- RPG-Hud draws its own hunger bar; disable that element in its settings.
- With Inhibited installed, recovery pauses while the Inhibited effect is active (can be turned off).
Install
Needed on the server and on every client. No other mod is required.
Source: github.com/mahghuuuls/jafs

