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.luckattribute increases the chance as well)
Animals
Can be fed with quality food (that they would normally eat), improving their potential
Said potential will increase the chances for quality loot (and also the outcome of milking cows or chickens laying egggs)
Baby animals will gain (using default values) ~ 60% to 90% of the parents' potential
You can give yourself a quality item like this: /give @s farmersdelight:roast_chicken_block{quality_food:{quality:2}}
qualityis a value between0(NONE) and3(DIAMOND)- Setting
NONEdoes 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:appleis the item this effect should apply to (can also be a tag, e.g.#minecraft:cat_food)minecraft:regenerationis the effect0.5is the chance for a food item to gain this effect (1means 100%)120is the duration in ticks (20ticks means 1 second)3is the amplifier (0results in an effect level of 1 (i.e. no level shown))0.45is the probability to gain this effect when eating the item (1means 100%)
The tag of an item with effects applied to it looks like this:
{
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
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"]3is the index (configurations are tested with the lowest one first - the first matching one will be applied) (needs to be positive)#minecraft:cropsis the crop block (can be a tag or a single block)farmersdelight:rich_soil_farmlandis the farmland block (can be a tag or a single block)1.25is the multiplier to be applied (needs to be positive - values below1will reduce the chance)
Non-food items can be made applicable to quality by adding them to the quality_food:material_whitelist item tag
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
For crafting (crafting table) there are these configs:
retain_quality_recipes: The result will retain the quality of the ingredients, examples:- If all items are
diamondquality the result will bediamond - If three items are
goldquality and two arediamondthe result will begold - If two items are
ironquality and the rest have none then the result will also have none
- If all items are
no_quality_recipes: Entries will not roll for quality (useful in case items can be crated back and forth)storage_recipe_blacklist: Entries will be excluded from the automatic storage block detection
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
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
There are a lot of mod-specific compatibilities already added
Usually the problems are related to:
- Crafting
- Blocks (crops e.g.) drop items in a specific way
- Crops that grow in a special way (e.g., two blocks high)
These things are handled automatically
- Food items (others need to be added to the tags mentioned above)
- Most recipes for compacting (storage-blocks)
Misc

Credits for the quality icons go to https://twitter.com/concernedape
All Versions
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- fixed a crash that could occur when harvesting crops
- fixed an issue where furnaces would accumulate entries in the cooking queue for non-quality-applicable results, causing sparkles to appear
- (to get rid of existing sparkles you will have to re-place the block)
- added support for collectors reap tall fruit bush growth
- fixed a potential issue with create harvester quality handling
- fixed an issue where entity or fishing loot was double-rolled for quality due to loot modifier change
- added farmers delight mushroom colonies tag by default to quality whitelist
added two configs
- max. natural harvest quality, applies to non-quality / non-player-placed crops or things like glow berries and enables you to limit the max. quality the resulting items can be
- max. natural loot quality, same as above but for loot from chests etc. (does not apply to loot from entities or fishing)
surely no new bugs this time
Whenever you feed animals (for breeding or babies for growth) and said food item has quality, it will increase the potential of that animal (up to 100%)
There is a Jade plugin to showcase this percentage
### Impact
Quality applicable drops from that animal will then be boosted (have a higher chance of receiving quality)
This also applies to milking cows and chicken laying eggs
### Breeding
The potential of the child will be based on the average of the parents with some randomness
- By default 60% of the average is used as base (configurable)
- And 30% of a random factor (0..1) will be added (configurable)
- This results in a range of ~ 60% to 90%
### Example values
Using the default values:
| Potential | Odds Multiplier | Iron | Gold | Diamond |
|----------:|----------------:|-----:|-----:|--------:|
| 0% | 1.00× | 10.00% | 3.00% | 0.50% |
| 10% | 5.90× | 39.60% | 15.42% | 2.90% |
| 25% | 13.25× | 59.57% | 29.05% | 6.24% |
| 35% | 18.15× | 66.87% | 35.98% | 8.33% |
| 50% | 25.50× | 73.92% | 44.08% | 11.35% |
| 75% | 37.75× | 80.77% | 53.87% | 15.93% |
| 100% | 50.00× | 84.75% | 60.73% | 20.08% |
### Additional configs
- How impactful this potential multiplier is
- How much potential bonus each quality may give
- A mulitplier to lower the impact on baby animals (since there is no cooldown for feeding)
## Fixes
- Player luck was not correctly applied as multiplier to the chance
- Making sure capability cache entries for block entities (furnace etc.) are cleared
(was relevant to chance based quality application, conversion (e.g. compacting) path was already properly retrieving the items)
Fixed an oversight where base quality chance was not applied for crafting
The chances now look like this with the default weight values
| Ingredients (3x3) | Avg weight | None | Iron | Gold | Diamond |
|---|---|---|---|---|---|
| 9x Plain | 0.00 | 87% | 10% | 3% | 0.5% |
| 6x Plain + 3x Iron | 0.33 | 55% | 42% | 3% | 0.5% |
| 3x Plain + 6x Iron | 0.67 | 23% | 74% | 3% | 0.5% |
| 9x Iron | 1.00 | — | 96% | 3% | 0.5% |
| 6x Iron + 3x Gold | 1.33 | — | 63% | 36% | 0.5% |
| 3x Iron + 6x Gold | 1.67 | — | 30% | 69% | 0.5% |
| 9x Gold | 2.00 | — | — | 79% | 21% |
| 6x Gold + 3x Diamond | 2.33 | — | — | 53% | 47% |
| 9x Diamond | 3.00 | — | — | — | 100% |
Fixed baseline quality application
Adjusted the cooking values (there is now a config to change these values with an explanation on how it works)
Example results using the default values:
| Ingredients (4 slots) | Baseline | None / Iron / Gold / Diamond |
|---|---|---|
| 4x Plain | — | 87% / 10% / 3% / 0.5% |
| 1x Iron + 3x Plain | — | 76% / 18% / 5% / 1% |
| 1x Diamond + 3x Plain | — | 32% / 48% / 15% / 6% |
| 2x Diamond + 2x Plain | — | 0% / 64% / 25% / 12% |
| 4x Iron | Iron | 0% / 84% / 11% / 4% |
| 3x Iron + 1x Gold | Iron | 0% / 79% / 15% / 6% |
| 2x Iron + 2x Gold | Iron | 0% / 74% / 18% / 8% |
| 2x Iron + 2x Diamond | Iron | 0% / 58% / 28% / 14% |
| 1x Iron + 3x Diamond | Iron | 0% / 47% / 35% / 18% |
| 4x Gold | Gold | 0% / 0% / 88% / 12% |
| 2x Gold + 2x Diamond | Gold | 0% / 0% / 83% / 17% |
| 4x Diamond | Diamond | 0% / 0% / 0% / 100% |
# Compacting / storage-block recipes
Is now handled automatically by parsing recipes
There is a blacklist config to ignore recipes
And special / uncatched recipes can still be handled by the 'retain_quality' and 'no_quality_recipes' (now empty by default) configs
# Fixes / Support
# General
- Adjusted how quality is applied for drops (loot modifier, previously mixins)
- Previously this modifier only handled chests, now it handles everything which should work better with other mods (e.g. Mine Colonies or general loot in boxes)
- There is still some special handling needed since mods sometimes drop items manually (some of this stuff is still catched by generic mixin, like glow berries e.g.)
## Vanilla
- Campfire cooking
## Herbal Brews
- Added more blocks to the quality tag by default
## Farmer's Delight
- Stove cooking
## Vintage Delight
- Fermenting jar
- Cheese mold
- Added some blocks and items to the quality tag by default
## Jade
- Fixed an issue where for some block entities quality was not shown in the tooltip
## Minecolonies
- Crop growth in other directions retain quality
- Farmers can plant quality crop
## Create
Fixed an issue with basin crafting - previously if you had two differing qualities of the same item it would convert qualities and in general just be wrong
This is now the result of 64x iron onion and 64x gold onion with a press

- fix shift-click crafting when fast workbench is installed
- fix a crash when a dispenser interacts with a cutting board
- fix cooking pot (and furnace etc.) behaviour
- when cooking the bonus and lowest quality of ingredients is now stored in a queue (and retained in the block entity)
- (lowest quality is the base quality of the result item)
- when taking out items, entries are de-queued (based on the amount taken out)
- the bonus (calculated from the ingredients) is then applied to the result stacks
- this fixes the part where taking out items from a cooking pot would clear the bonus entirely, resulting in the stored-up stacks not getting any bonus
- fix shift-click crafting when fast workbench is installed
- fix cooking pot (and furnace etc.) behaviour
- when cooking the bonus and lowest quality of ingredients is now stored in a queue (and retained in the block entity)
- (lowest quality is the base quality of the result item)
- when taking out items, entries are de-queued (based on the amount taken out)
- the bonus (calculated from the ingredients) is then applied to the result stacks
- this fixes the part where taking out items from a cooking pot would clear the bonus entirely, resulting in the stored-up stacks not getting any bonus
add compatibility with kaleidoscope cookery
add quality icon to create storage ui
add compatibility with corn delight
fix issue where melon / pumpkin stem lost quality after fruit had grown
- fix crash with sophisticated core
- fix crash with kaleidoscope cookery
- add quality icon to create storage ui
- add compatibility with corn delight
- fix issue where melon / pumpkin stem lost quality after fruit had grown
- fix compatibility with farmer's delight
- improve pie compatibility (properly apply quality bonus when consumed from the ground etc.)
- fix compatibility with farmer's delight
- improve pie compatibility (properly apply quality bonus when consumed from the ground etc.)
- fix potion tooltips
- fix potential issue with quality usage from furnace etc.
- fix herbal crafting quality application for tea kettle
- actually modify the effects from herbal crafting items when quality is present
# 2.3.2
- adjust gold min_weight (1 to 0.75) so it can be attained through iron quality
- add color to quality name
- add quality to create basin goggle tooltip
- add some [Kaleidoscope Cookery
- add support for campfire cooking
- fix issue with crafting weight calculation (items that were applicable to quality but had none were excluded, leading to the wrong results)
- Mod compatibility (e.g. Create)
- Cooking changes (lowest quality is the base and cooking bonus may upgrade it to a higher quality)
- New fields for quality definition
# Weight
There is now a min_weight and weight field, they behave as following:
``
iron: 0 / 1 gold: 1 / 2 diamond: 1.75 / 3
(min_weight / weight)
5 ingredients
2 are of gold quality
2 are of diamond quality
1 has no quality
2x2 + 2x3 + 0 -> 10 / 5 = average quality of 2
Rolling for gold: (2 - 1) / (2 - 1) = 1 (100%)
Rolling for diamond: (2 - 1.75) / (3 - 1.75) = 0.2 (20%)
Formula: (average_weight - min_weight) / (weight - min_weight)
``- collectors reap
- farm and charm
- some others (i think)
added compatibility with [[Let's Do] HerbalBrews](https://modrinth.com/mod/lets-do-herbalbrews)
cooking bonus now considers the max. stack size of the result item
- previously you could not get a high bonus (which is applied when taking out the item) if the result item had a max stack size of 16 e.g.
- fix issue where quality stored in furnace / cooking pots etc. was not correctly utilized
- some compatibility with https://modrinth.com/mod/tooltip-overhaul (quality icon is no longer far away)
- fixed some create related quality exploits (was supposed to be in 2.2.7 but apparently forgot to upload that - it's the reason for the version skip)
- fix crash with latest create version (6.0.7)
- fix removing duration tooltip from potions (and potentially other items)
- fix shift-crafting not applying quality when visual workbench is installed
forge:seed tag)forge:seed tag)more create compat
- Fixed wrong quality being used to calculate weight-related chance (for crops)
- Fix tag validation for the effect config (for items)
Qualities now have a min. weight and a weight field (config)
Each quality gets rolled using these weights
Example with default values:
iron: 0 / 1
gold: 1 / 2
diamond: 1.75 / 3
5 ingredients
- 2 are of
goldquality - 2 are of
diamondquality - 1 has no quality
2x2 + 2x3 + 0 -> 10 / 5 = average quality of 2
Rolling for
gold:(2 - 1) / (2 - 1) = 1 (100%)
Rolling for
diamond:(2 - 1.75) / (3 - 1.75) = 0.2 (20%)
Formula: (average_weight - min_weight) / (weight - min_weight)
Since crops only have 1 quality to work with there are also two configs for seed and crop drops (a multiplier to the chance), in case you want to reduce the chance of quality seeds dropping (per quality)
Fixes:
- sophisticated storage compat
- create crushing wheel
- create harvester