This tutorial will assume that you already understand Creating your First Item
FoodComponent to an item’s settings makes that item food. A
FoodComponent can be created using a
FoodComponent.Bulder. Try reading the inline documentation (Javadocs) of the builder to understand what’s going on here, or continue reading for an explanation:
public static final Item EXAMPLE_FOOD = new Item(new QuiltItemSettings().food( new FoodComponent.Builder() .hunger(2) .saturationModifier(1) .snack() .alwaysEdible() .meat() .statusEffect(new StatusEffectInstance(StatusEffects.NIGHT_VISION, 10), 0.8f) .build() ));
Now that you tried using the Javadocs cough, cough, here is an alternate explanation:
- We instantiate a new builder. Using this, we can configure the
FoodComponentbefore finally turning it into a proper
FoodComponent. Note that all the following values are by default 0, false or empty.
- We set the hunger to 2, which corresponds to one of the total 10 drumsticks in Minecraft.
- We set the saturation modifier, which, multiplied by the hunger value and 2, is added to the saturation.
- We make it a snack, which means that it gets eaten quickly, just like dried kelp.
- We make it always edible (even when hunger is full), just like suspicious stew.
- We mark it as meat, so that wolves can eat it.
- We add a Night Vision status effect which will be applied for 10 seconds with a 80% chance.
- Finally, we create a proper
FoodComponentfrom the builder using the