Quality Food
This mod adds quality to food and certain food-related material (e.g. crops)
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Quality Food
General
This mod adds quality to food and certain food-related material (e.g. crops) through NBT data (meaning no new items)
1.21 documentation is currently located here
Quality can: - Increase nutrition and saturation - Improve positive effects and diminish (or outright remove) negative effects gained from eating food - Impact the result of crafted (quality applicable) items (the `minecraft:generic.luck` attribute increases the chance as well)
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You can give yourself a quality item like this: `/give @s farmersdelight:roast_chicken_block{quality_food:{quality:2}}` - `quality` is a value between `0` (`NONE`) and `3` (`DIAMOND`) - Setting `NONE` does not make sense since it will not affect anything and just makes the item unstackable with non-quality items
You can also use the following commands - `/quality_food give` - `/quality_food apply` - `/quality_food remove`
Configuration
There is a configuration per quality - aside from some normal things you can also specify which item should gain which effects - Example: `effect_list = ["minecraft:apple;minecraft:regeneration;0.5;120;3;0.45"]` - `minecraft:apple` is the item this effect should apply to (can also be a tag, e.g. `#minecraft:cat_food`) - `minecraft:regeneration` is the effect - `0.5` is the chance for a food item to gain this effect (`1` means 100%) - `120` is the duration in ticks (`20` ticks means 1 second) - `3` is the amplifier (`0` results in an effect level of 1 (i.e. no level shown)) - `0.45` is the probability to gain this effect when eating the item (`1` means 100%)
The tag of an item with effects applied to it looks like this: ```json { quality_food: { effects: [ { "forge:id": "minecraft:regeneration", chance: 0.45d, Ambient: 0b, CurativeItems: [ { id: "minecraft:milk_bucket", Count: 1b } ], ShowIcon: 1b, ShowParticles: 1b, Duration: 120, Id: 10, Amplifier: 3b } ], quality: 1 } } ```
I don't recommend manually creating such items - the `quality_food` commands will apply the configured effects
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There is a farmland configuration which allows you to define a bonus (can also be negative, i.e. 0.5) based on the farm block the crop is planted on - Example: `farmland_config = ["3;#minecraft:crops;farmersdelight:rich_soil_farmland;1.25"]` - `3` is the index (configurations are tested with the lowest one first - the first matching one will be applied) (needs to be positive) - `#minecraft:crops` is the crop block (can be a tag or a single block) - `farmersdelight:rich_soil_farmland` is the farmland block (can be a tag or a single block) - `1.25` is the multiplier to be applied (needs to be positive - values below `1` will reduce the chance)
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Non-food items can be made applicable to quality by adding them to the `quality_food:material_whitelist` item tag
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Only blocks within the block tag `quality_food:quality_blocks` will support (i.e. retain) quality - If a block is applicable to quality the item for said block will be too
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For crafting (crafting table) there are three configs: - `retain_quality_recipes`: The result will retain the quality of the ingredients, examples: - If all items are `diamond` quality the result will be `diamond` - If three items are `gold` quality and two are `diamond` the result will be `gold` - If two items are `iron` quality and the rest have none then the result will also have none - `no_quality_recipes`: Entries will not roll for quality (useful in case items can be crated back and forth) - `handle_compacting`: If enabled then (de)compacting results should retain quality automatically without having to specify the relevant recipes
The bonus quality a quality ingredient provides is configurable for the crafting table (`crafting_bonus`)
Cooking quality items will store a quality bonus within the furnace / cooking pot / ... - Higher quality will store a higher bonus per cooked item - Once enough bonus is stored particles will start to show - A higher bonus results in more particles - This can be disabled through the client config - Once you take out the result the stored bonus will be used up and grant a higher chance to a quality result
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For compatibility’s sake certain blocks (and their item variant) are supported in a broader way than needed
If you find some items having quality where it doesn't make much sense you can blacklist them using the item tag `quality_food:blacklist`
Compatibility
- Farmer's Delight - Apply quality when crafting - Handle quality block state for growing plants (rice and tomato) - Apply quality to served items (feast blocks) - Storage blocks are part of the default config - Fast Entity Transfer - Use stored quality bonus of the furnace - Tom's Simple Storage Mod - Apply quality when crafting - Sophisticated Core - Properly handle compacting - Apply quality when crafting - Create - Milling and Mechanical Mixer should apply the quality of the ingredients - Mechanical Harvester and cooking with fan apply quality - Quality item attribute (for filters) - Harvest with ease - Properly roll quality when auto harvesting - Quark - Quality gets properly rolled - Storage blocks are part of the default config - Right-Click-Harvest - Quality gets properly rolled - [[Let's Do] Vinery](https://modrinth.com/mod/lets-do-vinery) - Storage blocks are part of the default config - FastWorkbench - Quality gets properly handled when using the crafting bench - Crate Delight - Storage blocks are part of the default config - Fruitful Fun 🍊 - Roll quality for dropped items from fruit trees - Apply quality to served items - Collector's Reap - Quality effect cake blocks grant improved effects - Apply quality to growing fruit bushes - Roll quality for dropped items from fruit bushes - Storage blocks are part of the default config
This is mostly about block interaction / quality application through crafting - If a mod adds a new crafting block then quality may not apply correctly - Items should generally be fine
Misc

Credits for the quality icons go to https://twitter.com/concernedape