Download Cook your food — Minecraft Mods — MetaMods

Cook your food

Active

Downloads

23

Last update

4 months ago

Versions

1.16.5 — 1.21.10
Server
Fabric
Forge
Neoforge
Quilt
Food

Cook your food

Introduction

This small mod adds elements of realism to the gameplay by applying negative effects to players who decide to consume raw food.

Although Minecraft developers have already attempted to implement similar mechanics, their solution turned out to be quite weak - raw chicken causes only slight hunger, while raw pork gives no consequences at all. Now everything has changed! With this mod, 60 seconds of slowness will remind you that next time it's better to cook that rabbit. This won't kill your character, but will make eating raw food unprofitable. And consuming zombie rotten flesh is a really bad idea that can seriously worsen your situation (unless you're lucky and get effect resistance).

Effect System

The mod divides all food into four categories:

  • Safe to eat - products that can be eaten raw without consequences
  • Light effects - for example, raw potato. Vegetables that should be cooked and other products that shouldn't be eaten raw but aren't as dangerous. Expect annoying effects like damage reduction (weakness). There's a good chance to completely avoid negative consequences.
  • Medium effects - for example, raw meat. This is the default category where all raw products not assigned to other categories automatically fall. Expect movement slowdown, reduced mining speed, and sometimes actual poisoning.
  • Severe effects - for example, rotten flesh. Products that shouldn't be touched even by those dying of hunger. Expect poisoning, blindness, nausea and other serious effects.

Effects are chosen randomly from predefined sets, and the selected set is remembered for several minutes. If you eat the same product again, no new effects will appear - instead, the duration of existing effects will increase. Don't worry about technical details - just fry that pork chop!

For Modpack Makers and Developers

In version 1.00, developers had to use InterModComms to change food item categories, and modpack makers didn't have this option.

Starting from version 1.10, both groups can and should use item tags.

Example: you add Food1 and Food2, both edible, with Food1 cookable into Food2 (at campfire and similar blocks).

The Food1 item will automatically fall into the "medium effects" category. If this suits you, no action is needed.

To move your new item to other categories, use tags (json files). If Food1 can be eaten raw, add it to ok_to_eat_raw.json under the cookyourfood namespace. Also available are raw_food_severe.json, raw_food_light.json and raw_food_normal.json.

There's rarely a need to add anything to the "normal category". The mod automatically detects cookable and edible items and places them in this category. One example where you might use this category is tropical fish, which can be eaten but not cooked.

Categories are evaluated in the order listed above. So if one mod places something in the "normal" category and another mod places the same food in the "severe" category, severe effects will be applied. The order of mod loading doesn't matter.

Effect Configuration

Starting from version 1.10, by popular request, effects are no longer hard-coded. There's a json file in the configuration folder where you can edit which effects can affect raw food enthusiasts.

Project members
MoonFather

MoonFather

Developer

Created: 14 Jan 2026

ID: 7598