Minecraft mod: What is that funky smell in my backpack? Food spoils over time unless preserved. Configure any item to rot, any container to preserve items.
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The Decay mechanic from FoodFunk adds a nice touch of immersion. I think it would be beneficial to expand upon that mechanic through compatibility with another mod, by the name "Nutrition", that provides nutritional values to food which can applies a custom buff/debuff. In most cases, "Nutrition" is able to take the food eaten and assign accumulated nutritional percentages.
It is my hopes that between both developers, a solution could be found that would allow a foods typical nutritional value(I believe "Nutrition" currently bases their stats on a food saturation) could be reduced by the percentage of decay from "FoodFunk". Then the difference could be applied to another nutritional category, if implemented by the user. Which would normally result in a negative debuff, from consuming too much decay.
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I have already addressed this suggestion with the developer of "Nutrition" in #99 of the Nutrition issue tracker, offering to initiate communication between the two of you to work on this.
At which point I was directed to a discussion about "Nutritions" API #74. I will be posting a copy of my suggestions in that thread along with a link back to this issue.
Is your feature request related to a problem? Please describe. A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
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The Decay mechanic from FoodFunk adds a nice touch of immersion. I think it would be beneficial to expand upon that mechanic through compatibility with another mod, by the name "Nutrition", that provides nutritional values to food which can applies a custom buff/debuff. In most cases, "Nutrition" is able to take the food eaten and assign accumulated nutritional percentages.
It is my hopes that between both developers, a solution could be found that would allow a foods typical nutritional value(I believe "Nutrition" currently bases their stats on a food saturation) could be reduced by the percentage of decay from "FoodFunk". Then the difference could be applied to another nutritional category, if implemented by the user. Which would normally result in a negative debuff, from consuming too much decay.
Describe alternatives you've considered A clear and concise description of any alternative solutions or features you've considered.
Additional context Add any other context or screenshots about the feature request here.
I have already addressed this suggestion with the developer of "Nutrition" in #99 of the Nutrition issue tracker, offering to initiate communication between the two of you to work on this.
At which point I was directed to a discussion about "Nutritions" API #74. I will be posting a copy of my suggestions in that thread along with a link back to this issue.
Thank you for your efforts.