Nourished
“A lightweight nutrition system that rewards balanced diets without turning survival into micromanagement.”
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Nourished
🌿 Nourished — Food variety finally matters.
I got sick of Minecraft's food system. There are other nutrition mods out there, but none of them did what I wanted or were updated for modern Minecraft, so I decided to build my own.
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❤️ What you gain When all six food groups are above 75%, you get:
Health Boost I — passively while balanced Regeneration I — passively while balanced
Let any single group drop below 25% and a debuff kicks in:
| Group | Neglect Penalty | |---|---| | 🌾 Grains | Weakness I | | 🥦 Vegetables | Slowness I | | 🥩 Proteins | Mining Fatigue I | | 🍎 Fruits | Unluck I | | 🍬 Sugars | — | | 🥛 Dairy | — |
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Sugars and Dairy have no penalty effect by default — these groups are tracked and affect your balance score but do not apply a debuff when depleted. This is configurable.
🍽️ Eating at full hunger
Vanilla hunger prevents eating at full hunger, so Nourished allows foods to still provide nutrition even when your hunger bar is full.
Both behaviors are configurable: `blockHeavyMeals` and `blockLightFood` toggles give server admins full control.
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📺 The HUD

Press H to enter edit mode. Drag it anywhere, resize it, anchor it to any corner. Zero bars hide automatically so it never feels cluttered.
Press N to open the full config menu in-game.
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📋 The Diet Screen
Open it from your inventory for a full nutrition overview.

Six color-coded bars sit on screen while you play. You always know where you stand without opening anything.
📸 *Screenshots taken with PureBDCraft resource pack. UI works on vanilla textures but will appear in the default Minecraft style.*
| What you see | | |---|---| | Trend arrows | Whether each group is rising or falling | | Balance score | How evenly spread your nutrition is | | Active effects | What your current diet is doing to you | | Calorie tracking | Daily intake at a glance | | Recently eaten | What you've had lately | | Neglected categories | What you should probably eat next |
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🍽️ Variety is always rewarded
Eating the same food repeatedly becomes less effective over time — so rotating what you eat always pays off. Memory fades naturally, so foods you've avoided recover their full value on their own.
Repeated foods give diminishing returns for a while, so rotating foods is worth it.
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🤝 Broad Mod Compatibility
If a mod adds food with `FoodProperties`, Nourished handles it automatically. No data files to write, no configs to edit.
| Mod | Status | |-----|--------| | Farmer's Delight | ✅ Full | | Pam's HarvestCraft 2 | ✅ Full | | Create: Food | ✅ Full | | Croptopia | ✅ Full | | Farmer's Croptopia | ✅ Full | | Croptopia Delight | ✅ Full | | Farm & Charm | ✅ Full | | Ender's Delight | ✅ Full | | L_Ender's Delight | ✅ Full | | Ars Delight | ✅ Full | | Autochef's Delight | ✅ Full | | Spice of Life: Onion | ✅ Full | | KubeJS | ✅ Full scripting support | | Peak Stamina | ✅ Nutrition affects stamina | | JEI / REI / EMI | ✅ Tooltips in recipe viewers | | Legendary Survival Overhaul | ⚠️ Effects disabled (LSO takes priority) | | Any mod with FoodProperties | ✅ Auto-classified |
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🔧 Configurable to your server
Everything ships with sensible defaults. Everything can be changed:
- Toggle individual modules on or off - Adjust decay rates and thresholds per nutrient - Add, remove, or replace effects via `effects.json` - Override anything through datapacks — no file editing needed - Control eating behavior with `blockHeavyMeals` and `blockLightFood` toggles - Save and share full config snapshots with a single share code
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📦 Datapack Support
Everything in Nourished can be driven by datapacks with zero Java code:
- Colors — define custom food groups - Colors — assign items to nutrient bars via item tags under `data/nourished/tags/item/nutrients/` - Colors — add or replace buff/debuff rules via `effects.json` - Colors — override specific item nutrition values via `food_overrides.json` - Colors — adjust category multipliers via `food_values.json` - Colors — customize HUD bar colors via `colors.json`
The built-in Food Scanner tool auto-classifies unknown foods and can write a ready-to-use datapack directly into your save with one click.
Example — Adding a food to a nutrient tag
Create the following file inside your datapack:
``` your_datapack/ data/ nourished/ tags/ item/ nutrients/ vegetables.json ```
```json { "replace": false, "values": [ { "id": "pamhc2foodextended:honeyglazedcarrotsitem", "required": false } ] } ```
`"replace": false` means your entries merge with Nourished's defaults — nothing gets overwritten. Any mod's food items can be classified this way with no Java required.
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🟨 KubeJS Support
Full KubeJS scripting support for custom nutrient events, food classifications, and diet hooks — no Java required.
```javascript NourishedEvents.onNutrientChanged(event => { if (event.nutrient === 'proteins' && event.level < 0.25) { event.player.tell('Eat some protein!') } }) ``` ---
🌐 For mod developers
Nourished ships a stable public API if you want to integrate with it:
```java float level = NourishedAPI.getNutrientLevel(player, "proteins"); NourishedAPI.registerNutrient(definition); NourishedAPI.registerFoodClassification(foodId, "proteins", 0.15f); ```
API elements are marked `@Stable`, `@Experimental`, or `@Internal` so you know exactly what you can rely on.
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⚙️ Requirements
- Minecraft 1.21.1 - NeoForge 21.1.x
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🚧 Current Focus
- Balancing nutrient decay - Expanding datapack support - Improving multiplayer syncing - Additional compat integrations - More HUD customization
--- ~~~~ MIT licensed — free to use in modpacks, forks, and addons.