4. Metabolites (Food) - lilypuree/Metabolism GitHub Wiki
Overview
Edible items, water bottles, and some blocks such as cakes can give a combination of food, hydration, and the metabolism effect. These are called 'metabolites' in this mod.
Metabolite data is defined in json files. It is possible for mods and datapacks to define new metabolite data for other edible items, or change values of the existing ones.
Important changes
- Stack size, ability to be eaten when full, and eating speed some foods are changed
- all stews(and soups) stack to 16
- cakes stack up to 64, and can be eaten as long as one bar is empty
- cookies and melon slices can be eaten as fast as dried kelp.
- cookies are always edible
- It is not possible to eat food that gives more resources than the remaining space in the food or hydration bar, if it isn't always edible!
Metabolite Information
All edible items will show tooltips like above that shows how much food, hydration, and metabolism effect it will give when consumed. The effect is shown as the maximum amount of warmth generated (shown as the number of half-orbs), and the effect duration.
Tooltips can be disabled or configured to only be visible when pressing shift
in the client configs.
Food & Hydration Management
You will need food and hydration gained from metabolites to generate warmth, and to keep your body temperature under control in hot or cold environments.
To get the most out of valuable food, you need to be aware of the different types of metabolites and the situations in which they are suitable.
Keeping Balance
Heat only drains one type of resource. This leads to imbalance of the two bars. At extremes, you might start to take damage due to an empty bar, but be unable to eat because the other bar is full! The balancing effect of metabolization helps prevent this, but you will be unable to generate more warmth to heal quicker whilst converting food to hydration or vice versa.
[!NOTE] It is best to eat food that gives more of the resource being drained, to counterbalance the drain effect.
Controlling Metabolization
Metabolites that give a strong warmth effect (above level 1, shown in the tooltips as taking less than 2s per warmth) lets you generate warmth above the base level in heat or cold. However, the extra warmth will soon be replaced by heat orbs. If you did not need that warmth, this is a waste of resources! Some metabolites that give more warmth than food or hydration can even decrease the amount of resources after eating.
It is possible to use this to one's advantage to keep the bars in balance, but if erroneously consumed, you will get an empty bar quicker.
[!NOTE] Foods that give strong warmth effects might not be suitable in non-combat situations.
Food Types
The following food types are a general rule of thumb that is used to determine metabolite values of items. It is not something assigned to items, unlike other mods like Diet. The actual values are defined individually for each item.
1. Golden Food
Golden food gives Metabolism III (level 2), and thus is best for regenerating warmth quickly. However it does not give as many resources as warmth. Eating other food is necessary to not starve. Golden carrots give more warmth, while golden apples give special effects.
2. Warm Food
These food types give Metabolism II (level 1), which generates warmth above the base level.
- Stews
- Mushroom, sus, rabbit stew.
- Rich in food, hydration, and warmth. Will not deplete resources.
- Meats
- Does not include fish.
- Rich in food only. Hydration will decrease when a lot of warmth is generated.
- Cooked meals
- Only baked potatoes count in vanilla.
- Balanced food and hydration.
- Other
- Honey (low in resources, but gives a lot of warmth)
3. Normal Food
- Fish
- Similar to meat, but gives Metabolism I instead. Will not deplete hydration consequently.
- Vegetables
- Beetroot(soup), carrot, pumpkin pie, etc.
- Gives more hydration than food.
- Fruits
- Apple, Melon
- Larger difference between food and hydration
- Sugars
- Cookies, Kelp
- Low in food/hydration
- Gives relatively large amounts of warmth.
- Special Food
- Foods that are found in certain environments will generally be useful for survival there, like chorus fruit giving more food or glow berries being rich in hydration.
Food from other mods
Mods that do not have compat with metabolism have food, hydration, and warmth depending on its nutrition & saturation value. The effective quality (nutrition + saturation) is multiplied by a set constant (1/3 by default) to get equal food, hydration, warmth values. The effect level is always 0.