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Mystery Meat

This mod adds a new item : The Mystery Meat. Have you ever wondered why so many animals in Minecraft don't drop anything or at least nothing to eat despite looking so appetizing ? Well this mod fixes that. Now you can eat any animals.
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Description

Two pixel art / texture of a new item called Mysterious Meat, with raw and cooked next to each others.

Mystery Meat

Fabric mod for Minecraft 1.21.11.

Animals that used to drop no meat now drop Mystery Meat, a food half as good as mutton. How much each mob drops can be configured, mob by mob, including mobs from other mods.

Item Hunger Saturation
Raw Mystery Meat 1 0.6
Cooked Mystery Meat 3 4.8

Cook it in a furnace (10 s), a smoker (5 s) or on a campfire (30 s), for 0.35 XP, like mutton.

Default drops

Before Looting. Looting raises the maximum by 1 per level, like vanilla meat.

Mob Mystery Meat
Bat 0 to 1
Cat, Ocelot, Fox, Armadillo 1
Wolf 1 to 2
Panda, Llama, Trader Llama 1 to 3
Camel, Horse, Donkey, Mule 2 to 3
Sniffer 2 to 4

Disabled by default, with a recommended range for those who want them:

Mob Recommended
Goat, Villager, Wandering Trader, Pillager, Vindicator, Evoker, Illusioner, Witch, Player 1 to 2
Ravager 3 to 4

A player drops the meat on top of their inventory. With keepInventory, they only drop the meat.

Supported mods, all listed in the config with their own defaults:

  • Alex's Mobs: enabled by default, except the Froststalker and the Murmur.
  • Friends&Foes, Useless Reptile, It Takes a Pillage, Frostiful: disabled by default.

Values for mods that are not installed are kept and simply ignored.

Other rules, same as vanilla meat:

  • A mob killed while on fire, or with a Fire Aspect weapon, drops cooked meat.
  • Babies drop nothing.
  • The mob's own drops (leather, string, etc.) are kept.

Configuration

In game

With Mod Menu and Cloth Config installed: Mods → Mystery Meat → Config. One tab per mod, a minimum and a maximum slider per mob. Hover a mob to see its default and recommended ranges. Changes apply as soon as you click Save, no restart needed.

Both mods are optional: without them, edit the file instead.

File

config/mysterymeat.toml, created on first launch:

"minecraft:sniffer" = "2-4"                         # default 2-4
"minecraft:goat" = "0-0"                            # default 0-0, recommended 1-2
  • Values go from 0 to 64. "0-0" disables the drop for that mob, even with Looting.
  • If the minimum is higher than the maximum, the maximum is raised to match.
  • Any other mob, from any mod, can be added with its entity ID: "examplemod:deer" = "1-2". It then shows up in an "Other Mobs" tab in the config screen.
  • Changes made in the file apply when the game restarts, or with /reload.
  • On a multiplayer server, the server's file is the one used.

If an enabled mob has no loot table (some modded mobs), it cannot drop anything and a warning is written in the log.

Philosophy

Why adding one meat item instead of different meat items for each animal ?

Because it's easier to maintain that way and it allows for funny situation since you can't determine the origine of the meat. You could convince a player you gave them wild horse meat but actually you feed them their cat or dog or both.

Why are villagers, pillagers and players meat drop deactivated by default ?

Because as much as I like cannibalism, I though it was weird and kinda out of place to have it in the game. So I deactivated it by default and you can enable it in your own game at any time using the mod menu, or directly by editing the config file.

Why those specific mods are supported, what about this other mod ?

Because I like and I play with those mods, so I've had to make it compatible to ee pmy game enjoyable. If I didn't already added support for a mod it's because I don't use it and so I don't plan to add support for it but you can give me some request of mods to add support for, I would be happy to do so.

Why those specific animals ?

Why not adding the Mystery Meat as a drop for Polar Bears, Dolphin, Turtle, etc. ? After all they don't give meat too. Because the mystery meat I've added is a red meat, so only mobs it would make sense for them to have red meat drop it. Polar Bears are an exception because I use a mod that already overhaul them and give them a meat to drop. Same reason the goat is deactivated by default, because there already mods and datapacks that allow the goat to drop meat (mutton). Except polar bears cannot even be configured unlike goats that are simply disabled by default, that's an oversight on my part. I will fix it in a next update.

What is planned ?

I plan to add one to three new kind of mystery meat (depends on how I decide to implement it). Those new mystery meat items would be Strange Meat (like Mystery Meat but white meat, for mysterious pork-like and chicken-like meats) and Fishy Meat (for mysterious strange mysterious fish-like meat). Dolphins and Turtles and more could drop the Fishy Meat. Piglins and Parrots and more could drop the Strange Meat.

A player looking at a dog next to a campfire in a dark forest at night. The player is starving and on the verge of dying. He is holding a sword while looking at the dog.

Mystery Meat Team

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