Micah Holmes Posted November 4, 2025 Report Posted November 4, 2025 Working on my Catmint some more and I want to increase the nutrition when cooked in a meal. I'm trying to base off bushmeat but so far code is not working: item: { code: "rawcatmint", maxstacksize: 64, variantgroups: [ { code: "type", states: ["cut", "dried" ] }, ], attributes: { onDisplayTransform: { origin: { x: 0.5, y: 0, z: 0.5 }, scale: 0.58 }, displaycaseable: true, shelvable: true, }, shape: { base: "game:item/resource/haybundle" }, texturesByType: { "*cut":{"bundle": { base: "block/rawcatmint/cut" }}, "*dried": {"bundle":{ base: "block/rawcatmint/dried" }} }, creativeinventory: { "general": ["*"], "items": ["*"] }, nutritionPropsByType: { "*cut": { satiety: 20, health: 0, foodcategory: "Vegetable" }, "*dried": { satiety: 10, health: 0, foodcategory: "Vegetable" } }, nutritionPropsWhenInMeal: { satiety: 100, foodcategory: "game:Vegetable" }, transitionablePropsByType: { "*cut": [{ type: "Perish", freshHours: { avg: 66 }, transitionHours: { avg: 18 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 4 }, { type: "Dry", freshHours: { avg: 0 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "catmint-dried" }, transitionRatio: 1 } ], "*dried": [{ type: "Perish", freshHours: { avg: 1000 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 4 }], }, guiTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 120, y: 41, z: 7 }, origin: { x: 0.5, y: 0.11, z: 0.47 }, scale: 2.15 }, fpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 40, y: 91, z: 15 }, origin: { x: 0.8, y: 0.4, z: 0 }, scale: 1.47 }, groundTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 180, y: 33, z: -180 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 2.5 }, tpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 5, y: 41, z: -31 }, origin: { x: 0.16, y: 0.05, z: 0.08 }, scale: 0.44 } } I've also made a coup/meal recipe that is working but only gives 10 nutrition currently. { code: "catmintsoup", perishableProps: { freshHours: { avg: 144 }, transitionHours: { avg: 36 }, transitionRatio: 1, transitionedStack: { type: "item", code: "rot" } }, shape: { base: "game:block/food/meal/soup" }, ingredients: [ { code: "game:stock", validStacks: [ { type: "item", code: "game:waterportion", shapeElement: "game:bowl/water" } ], minQuantity: 1, maxQuantity: 10, portionSizeLitres: 1, typeName: "game:stock" }, { code: "game:vegetable-base", validStacks: [ { type: "item", code: "rawcatmint-dried", shapeElement: "game:bowl/vegetable base 1/*" } ], minQuantity: 1, maxQuantity: 10, typeName: "vegetable" } ] } I've tried using this attribute in both code objects with no success nutritionPropsWhenInMeal: { satiety: 100, foodcategory: "game:Vegetable" }, I assume i'm using the line of code or not placing it correctly?
Micah Holmes Posted November 4, 2025 Author Report Posted November 4, 2025 Sorry this was easier than i thought to figure out. Here is the working code sample: { code: "rawcatmint", maxstacksize: 64, variantgroups: [ { code: "type", states: ["cut", "dried" ] }, ], attributes: { onDisplayTransform: { origin: { x: 0.5, y: 0, z: 0.5 }, scale: 0.58 }, displaycaseable: true, shelvable: true, nutritionPropsWhenInMeal: { satiety: 100, foodcategory: "Vegetable" }, }, shape: { base: "game:item/resource/haybundle" }, texturesByType: { "*cut":{"bundle": { base: "block/rawcatmint/cut" }}, "*dried": {"bundle":{ base: "block/rawcatmint/dried" }} }, creativeinventory: { "general": ["*"], "items": ["*"] }, nutritionPropsByType: { "*cut": { satiety: 20, health: 0, foodcategory: "Vegetable" } }, transitionablePropsByType: { "*cut": [{ type: "Perish", freshHours: { avg: 66 }, transitionHours: { avg: 18 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 4 }, { type: "Dry", freshHours: { avg: 0 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "catmint-dried" }, transitionRatio: 1 } ], "*dried": [{ type: "Perish", freshHours: { avg: 1000 }, transitionHours: { avg: 48 }, transitionedStack: { type: "item", code: "rot" }, transitionRatio: 4 }], }, guiTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 120, y: 41, z: 7 }, origin: { x: 0.5, y: 0.11, z: 0.47 }, scale: 2.15 }, fpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 40, y: 91, z: 15 }, origin: { x: 0.8, y: 0.4, z: 0 }, scale: 1.47 }, groundTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 180, y: 33, z: -180 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 2.5 }, tpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 5, y: 41, z: -31 }, origin: { x: 0.16, y: 0.05, z: 0.08 }, scale: 0.44 } } Adjustment 1 nutritionPropsByType: { "*cut": { satiety: 20, health: 0, foodcategory: "Vegetable" } }, I dont know if this would of had an effect or not but I removed nutrition for "dried" because I wanted to force people to use it as an ingredient for cooking. adjustment 2: attributes: { onDisplayTransform: { origin: { x: 0.5, y: 0, z: 0.5 }, scale: 0.58 }, displaycaseable: true, shelvable: true, nutritionPropsWhenInMeal: { satiety: 100, foodcategory: "Vegetable" }, }, Fruit had a good example of how to use it in the attributes. Adjustment 3 nutritionPropsWhenInMeal: { satiety: 100, foodcategory: "Vegetable" }, I wanted to share this correction as well. Originally I had "foodcategory: "game:Vegetable" ". this caused a crash. So I removed "game:" and it fixed my crash issue. 1
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