Not Just Spoiled

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Not Just Spoiled

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A modern food spoilage mod that enhances food management for a more immersive survival experience

Farming & Agriculture
Food & Culinary
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Minecraft

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Type
Mod
License
MIT License
Latest Version
Not Just Spoiled 0.4.1
Authors
CurseForge
Modrinth

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Modrinth ID

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About

Description

Not Just Spoiled title in minecraft logo style

Description

Not Just Spoiled is a modern mod that adds a simple but immersive and realistic food spoilage system. It makes survival more dynamic by encouraging players to carefully manage their food supplies without becoming overly difficult. With extensive configuration options, JSON-based customization and performance, the mod is designed to fit both personal worlds and large modpacks.


Features

Food Status

Food status system is the core of Not Just Spoiled. While other mods simply convert food into rotten flesh or another item, this mod adds 4 different spoilage statuses instead: fresh, stale, half-spoiled and spoiled. Food does not instantly become unusable — it gradually loses its quality over time, with each status having its own hunger and saturation values. This allows food to become less effective before becoming completely spoiled, adding more depth to survival without making food management overly punishing. Spoiled food may also apply negative effects.

Food Category

Every food item belongs to one of 34 logically divided food categories, each with its own spoilage time. This allows different types of food to spoil at different rates, making food management a more important part of gameplay. For now, categories affect only spoilage duration, but additional mechanics based on food categories are planned for future updates.

Food Environment

Food in this mod does not spoil after a fixed amount of time. Instead, spoilage speed depends on the environment the food is currently in. There are 3 environments: inventory, storage and open air. The worse the environment, the faster the food spoils!

Food Spoilage in Loot Tables

Food in loot tables (like chests, archaeology, etc.) can have different spoilage statuses depending on where it is found. Instead of always generating fresh food, loot tables can define the expected condition of the food they generate using built-in loot modifiers. For example, food in buried treasures, shipwrecks, mineshafts or other abandoned structures generates already spoiled, while food in villages, mansions, bastions, etc. will be fresh or stale. This mechanic makes loot feel more dynamic and logical, as the spoilage status of found food depends on the place where it was discovered.

Currently, there are 4 loot modifiers:

  • Fresh. Food always generates with fresh status.
  • Fresh or stale. Food generates with fresh or stale status.
  • Spoiled. Food always generates with spoiled status.
  • Random. Food generates with a random spoilage status.

Food Crafting

The way food spoilage affects crafting is fully configurable. There are five food crafting modes, each with its own rules and logic, letting you decide how much food spoilage affects your survival experience.

  • Average. Food can always be crafted. The spoilage time of the result is calculated as the weighted average of all ingredients.
  • Worst status. Food can always be crafted. The result inherits the spoilage level of the worst ingredient. For example, if all ingredients are fresh but one is half-spoiled, the crafted food will also be half-spoiled.
  • Same status. You can craft food only if all ingredients have the same food status.
  • Fresh only. Food can be crafted only when using fresh ingredients.
  • Fresh or stale. Food can be crafted only when using fresh or stale ingredients.

Food Stacking

Unlike many similar mods, Not Just Spoiled keeps vanilla item stacking behavior without any workarounds or artificial limitations. Food can be stacked normally as long as all items have the same spoilage status. When food stacks are merged, the final spoilage time is calculated correctly using a weighted arithmetic mean, ensuring that no spoilage data is lost.


Configuration

Almost every aspect of the food spoilage system can be customized through config or JSON files:

  • hunger and saturation values of each food status (JSON);
  • effects, their duration, amplifier and applying chance for each status (JSON);
  • spoilage time of each food category (JSON);
  • food crafting mode (config);
  • spoilage speed in different environments (config);
  • various tooltip information (config);
  • food slot overlay (config);
  • initial food spoilage status in different loot tables (JSON);
  • spoilage status chances for loot generation (config);

Performance

The mod is built around a smart lazy-update system instead of redundant ticking of players, item and block entities, meaning that food is updated in only 3 scenarios:

  • when its environment changes;
  • when a player eats it;
  • when it merges with other food stacks.

This approach avoids unnecessary calculations and keeps the performance impact minimal, even with large amounts of food items in the world.


Compatibility

Not Just Spoiled is not automatically compatible with other mods. However, compatibility can be easily added via JSON files, while some mods may require additional in-code support.

Additional compatibility is required for mods that add:

  • food items or food ingredients (JSON);
  • loot tables (e.g. chests, archaeology, etc.) (JSON);
  • advanced blocks with custom inventories, such as backpacks from Sophisticated Backpacks or cooking pots from Farmer's Delight (requires in-code support).

Compatible with:

Special integration with:

  • AppleSkin (dynamically updates hunger and saturation values in the tooltip depending on the food's current status)
  • Tough As Nails (food spoilage also works with TAN's thirst system)

You can submit a compatibility request on the mod's issue tracker.

Not Just Spoiled title in minecraft logo style

Description

Not Just Spoiled is a modern mod that adds a simple but immersive and realistic food spoilage system. It makes survival more dynamic by encouraging players to carefully manage their food supplies without becoming overly difficult. With extensive configuration options, JSON-based customization and performance, the mod is designed to fit both personal worlds and large modpacks.


Features

Food Status

Food status system is the core of Not Just Spoiled. While other mods simply convert food into rotten flesh or another item, this mod adds 4 different spoilage statuses instead: fresh, stale, half-spoiled and spoiled. Food does not instantly become unusable — it gradually loses its quality over time, with each status having its own hunger and saturation values. This allows food to become less effective before becoming completely spoiled, adding more depth to survival without making food management overly punishing. Spoiled food may also apply negative effects.

Food Category

Every food item belongs to one of 34 logically divided food categories, each with its own spoilage time. This allows different types of food to spoil at different rates, making food management a more important part of gameplay. For now, categories affect only spoilage duration, but additional mechanics based on food categories are planned for future updates.

Food Environment

Food in this mod does not spoil after a fixed amount of time. Instead, spoilage speed depends on the environment the food is currently in. There are 3 environments: inventory, storage and open air. The worse the environment, the faster the food spoils!

Food Spoilage in Loot Tables

Food in loot tables (like chests, archaeology, etc.) can have different spoilage statuses depending on where it is found. Instead of always generating fresh food, loot tables can define the expected condition of the food they generate using built-in loot modifiers. For example, food in buried treasures, shipwrecks, mineshafts or other abandoned structures generates already spoiled, while food in villages, mansions, bastions, etc. will be fresh or stale. This mechanic makes loot feel more dynamic and logical, as the spoilage status of found food depends on the place where it was discovered.

Currently, there are 4 loot modifiers:

  • Fresh. Food always generates with fresh status.
  • Fresh or stale. Food generates with fresh or stale status.
  • Spoiled. Food always generates with spoiled status.
  • Random. Food generates with a random spoilage status.

Food Crafting

The way food spoilage affects crafting is fully configurable. There are five food crafting modes, each with its own rules and logic, letting you decide how much food spoilage affects your survival experience.

  • Average. Food can always be crafted. The spoilage time of the result is calculated as the weighted average of all ingredients.
  • Worst status. Food can always be crafted. The result inherits the spoilage level of the worst ingredient. For example, if all ingredients are fresh but one is half-spoiled, the crafted food will also be half-spoiled.
  • Same status. You can craft food only if all ingredients have the same food status.
  • Fresh only. Food can be crafted only when using fresh ingredients.
  • Fresh or stale. Food can be crafted only when using fresh or stale ingredients.

Food Stacking

Unlike many similar mods, Not Just Spoiled keeps vanilla item stacking behavior without any workarounds or artificial limitations. Food can be stacked normally as long as all items have the same spoilage status. When food stacks are merged, the final spoilage time is calculated correctly using a weighted arithmetic mean, ensuring that no spoilage data is lost.


Configuration

Almost every aspect of the food spoilage system can be customized through config or JSON files:

  • hunger and saturation values of each food status (JSON);
  • effects, their duration, amplifier and applying chance for each status (JSON);
  • spoilage time of each food category (JSON);
  • food crafting mode (config);
  • spoilage speed in different environments (config);
  • various tooltip information (config);
  • food slot overlay (config);
  • initial food spoilage status in different loot tables (JSON);
  • spoilage status chances for loot generation (config);

Performance

The mod is built around a smart lazy-update system instead of redundant ticking of players, item and block entities, meaning that food is updated in only 3 scenarios:

  • when its environment changes;
  • when a player eats it;
  • when it merges with other food stacks.

This approach avoids unnecessary calculations and keeps the performance impact minimal, even with large amounts of food items in the world.


Compatibility

Not Just Spoiled is not automatically compatible with other mods. However, compatibility can be easily added via JSON files, while some mods may require additional in-code support.

Additional compatibility is required for mods that add:

  • food items or food ingredients (JSON);
  • loot tables (e.g. chests, archaeology, etc.) (JSON);
  • advanced blocks with custom inventories, such as backpacks from Sophisticated Backpacks or cooking pots from Farmer's Delight (requires in-code support).

Compatible with:

Special integration with:

  • AppleSkin (dynamically updates hunger and saturation values in the tooltip depending on the food's current status)
  • Tough As Nails (food spoilage also works with TAN's thirst system)

You can submit a compatibility request on the mod's issue tracker.

Screenshots

Gallery

  • Tooltip Example
    Tooltip Example
  • Food Slot Overlay
    Food Slot Overlay
  • Tooltip Example
    Tooltip Example
  • Food Slot Overlay
    Food Slot Overlay

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