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Nutritional

Nutritional adds a diet system where every food counts toward five groups: dairy, fruit, grain, protein, and vegetable. Keep them balanced to climb diet tiers and earn health, speed, and armor bonuses. Eat poorly and pay for it. Datapack-driven.
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nutritional 26.1.2-1.3.0

File namenutritional-26.1.2-1.3.0.jar
Uploader
SaerethSaereth
Uploaded
Nov 5, 2026
Downloads
23.5K
Size
416.7 KB
Mod Loaders
NeoForge
File ID
9457688
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:nutritional-1579319:9457688"

Learn more about Curse Maven

What's new

1.3.0

  • Food from Create: Food now counts toward your diet, 1,091 items in all. So does the food from Chovy's Apocalypse Mod, Cold Sweat's soul sprout and Create's bar of chocolate.
  • The Nutritional advancement tab now uses the farmland background.
  • The first Nutritional advancement now unlocks when you eat or drink anything. Before this only fruit counted, so most of the tab stayed hidden until you ate some.
  • /nutritional-food unmapped now saves the full list to its own file, logs/nutritional-unmapped-foods.txt in the game folder, with each food's name next to its id. Chat tells you where to find it. Adding a mod id saves to logs/nutritional-unmapped-foods-<mod>.txt instead.
  • There's a new apple button next to the recipe book in your inventory that opens the diet screen. Escape takes you back to the inventory. Anything in the crafting grid goes back into your inventory when you click it, the same as closing the inventory.
  • The diet screen now looks like the rest of the game's menus. It uses the same panel and size as the inventory, and your tier shows in the corner without the "Tier:" label.
  • Food tooltips are shorter. A food now lists its groups in each group's own colour, without the "Nutrients:" label or the multiplier. To get the multipliers back, turn on tooltip_show_multipliers. JEI still shows them.
  • New options in the ui section of nutritional-client.toml:
    • gui_button_x and gui_button_y move the inventory button, in case another mod's button is in the way.
    • tooltip_show_multipliers is described above.
  • The gui_enabled and gui_button_enabled options now work. Before this they did nothing. gui_button_enabled hides the inventory button. gui_enabled turns off the hotkey and the button.

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