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Smokey Seasonings
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Adds seasoning pouches, which can be used to smoke seasonings in a smoker, adding effects to foods.
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Description

Give cooked foods a bit of flavor. With Smokey Seasonings discover seasonings, craft seasoning pouches, fill them with up to three seasonings, and use them as fuel in a smoker to give lasting effects upon eating seasoned food.
But How?
- Craft a seasoning pouch

2. Fill it with seasonings

3. Burn it in a smoker

4. Enjoy your seasoned food
ㅤ
hint: the same seasoning can be added to a pouch multiple times, and seasonings that give the same effect combine to give longer lasting effects
Effects
Effects are generally weaker versions of some vanilla equivalent.
Brisk: slightly increase movement speed
Fervor: slightly increase mining speed
Might: +1 attack damage
Hearty: +1 max heart
Hardened: +2 armor, +2 armor toughness
Steadfast: slightly increase knockback resistance
Breath: air lasts longer
Aquane: move and mine faster underwater
Featherweight: lower gravity, fall further without taking damage
Sure Footed: step up blocks without jumping
Long Reach: +1 block reach
Heat Tolerance: less fire damage, less burn time
Enderstep: teleport away whenever you take damage
Iron Stomach: blocks harmful and neutral effects from food
Keen Eyes: weaker night vision
Vigor: heals half a heart every 6.5 seconds
Sated: makes saturation of food last longer
Heavy: more gravity and knockback resistance, but move slower
Reckless: +2 attack damage, −4 armor
Sluggish: slightly decrease movement speed
Brittle: −2 armor and −2 armor toughness
Affliction: 25% less healing from all sources
Unstable Enderstep: teleports you to a random spot nearby every 10 seconds
Customization
Which items are seasonings and what effects they give is data-driven. To modify it, you can change it with a datapack. This mod uses a data map on the item registry.
The file data/smokeyseasonings/data_maps/item/seasonings.json controls what items are seasonings and what effects they give. You can add support for modded items or effects here, or just change what items/effects are present in the data map.
How effects end up on food is not currently customizable, but I do want to add config for this in the future. To get the full effect of a seasoning, it must be put on a food item with at least 20.8 combined nutrition and saturation, which is the amount cooked porkchops and steaks give. Below this threshold, the amount of time an effect is applied for is scaled down. Infinite effects are not scaled, as they are infinite.
Information accurate as of mod version 1.1.1
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