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I Should Eat More

A mod to enhance food experiences in MC

Modrinth

Описание

# 吃不能停 I should eat more ## 中文 ### 概述 移除饥饿值和饱和度上限,模组提供的剑和盔甲会根据饥饿值增强能力,并消耗额外的饱和度/饥饿值。本模组专注于数值调整。 ### 核心机制 - **移除饱和度上限** - **增加饥饿值的阶段性上限与饥饿值等级** - 饥饿值等级为 L 时饥饿值上限为 `10^(L+1)` - **增加渡劫功能** - 饥饿值突破当前等级上限时触发渡劫,玩家会受到雷击伤害,从劫雷中存活下来之后饥饿值等级+1 - 渡劫共 L 道雷击,每次雷击伤害为 `2*10^L`,每次雷击间隔一秒 - 请认真对待劫雷!未能完全承受所有劫雷(服务器重启、离线、卡无敌帧等)可能导致渡劫失败,需要重新渡劫 - **动态调整食物效率** - 根据食物提供的饥饿值计算**食物等级 FL**(非整数):`FL = log10(食物饥饿值)` - **鼓励食物多样性**:吃下食物时会根据最近 `L+5` 种「不同数值」(饥饿值与饱和度的不同组合)的食物提供额外的饥饿值/饱和度倍率 **×(1~2)** - 计算方式:`(最近食用的 L+5 种食物中不同数值的种类数 / (L+5)) + 1`,即轮流食用 L+5 种食物即可达到最大效率 - 提供相同饥饿值和饱和度的食物被记为同一种(如 1 饥饿+1 饱和的两种食物属于同一类别) - **鼓励食用高级食物**:吃下食物时会根据食物等级提供额外倍率 **×(1+FL)** - **降低后期食物效率**:吃下食物时会根据玩家饥饿值等级降低效率,倍率 **×1/L** - **最终食物效率**:`1/L × (1+FL) × (1~2)` - **始终显示需要进食**:`needsFood()` 恒为 `true`,用于配合本 mod 的饥饿值逻辑 - **瞬间进食**:食用任意食物时,进食时间被设为 0 - **自定义 HUD**:显示当前饥饿值等级(鸡腿数量)、饥饿值与饱和度,格式为 `饥饿等级*饥饿值(+饱和度)` ### 食物剑 共 5 个等级,均为「按饥饿值加伤、攻击时消耗饥饿值/饱和度」的剑。 | 剑 | 材质等级 | 额外伤害倍率 | |----------------|------------|--------------| | 肥肉剑 | 木 | 1× | | 肌肉剑 | 石头 | 2× | | 骨剑 | 铁 | 1.5× | | 胳膊剑 | 钻石 | 4× | | 附魔金胳膊剑 | 下界合金 | 6× | - **额外伤害**:基础量 = `L²`,再乘以上表倍率;饥饿等级 ≥ 1 时生效。 - **攻击消耗**:每次命中敌人会消耗 L 饱和度,不足时再扣饥饿值。 ### 食物护甲 五套盔甲(肥肉 / 肌肉 / 骨头 / 胳膊 / 金胳膊),每套 4 件(头盔、胸甲、护腿、靴子)。材质等价于:金、链甲、铁、钻石、下界合金。 #### 伤害减免 - 穿戴任意一件「食物盔甲」时,受到伤害会用 **饱和度 + 饥饿值** 抵伤。 - 可减免比例有上限,由当前穿戴的套装档次决定(混搭则按四件平均): | 套装 | 最多减免 | |----------|----------| | 肥肉套 | 30% | | 肌肉套 | 50% | | 骨头套 | 70% | | 胳膊套 | 85% | | 金胳膊套 | 100% | - 当 **饥饿等级 ≥ 2** 时生效;先扣饱和度,再扣饥饿值。 #### 放屁悬浮(护腿) - 穿着任意一件**食物护腿**时,若 **饥饿等级 ≥ 3**,可在空中长按跳跃实现水平悬浮。 - 每 tick 会消耗少量饱和度(0.01),不会消耗饥饿值。 #### 空中连跳(护腿) - 穿着任意一件**食物护腿**时,若 **饥饿等级 ≥ 4**,可在空中按跳跃实现连跳。 - 每次会消耗 1 饱和度,不会消耗饥饿值。 #### 空中冲刺(护腿) - 穿着任意一件**食物护腿**时,若 **饥饿等级 ≥ 5**,可在空中按冲刺键向当前面朝方向冲刺。 - 每次会消耗 1 饱和度,不会消耗饥饿值。 ### 剑/护甲制作 - **肥肉材质**:可用任意食物 tag 的材料(`#c:foods`)制作 - **肌肉材质**:在肥肉材质损坏时自动获得 - **骨材质**:使用骨头制作 - **胳膊材质**:使用肥肉 + 肌肉 + 骨头混合制作 - **金胳膊材质**:制作需要附魔金苹果 --- ## English A Minecraft mod that removes the hunger and saturation cap. Swords and armor added by the mod scale with your food level and consume extra saturation/hunger. The mod focuses on number tuning and progression. ### Core mechanics - **No saturation cap** - **Food level stage and stage cap** - at stage L, max food level is `10^(L+1)`. - **Tribulation (lightning)** - when food level breaks the current stage cap, tribulation triggers: the player takes lightning damage. After surviving all strikes, food level stage increases by 1. - There are L lightning strikes; each strike deals `2*10^L` damage, with 1 second between strikes. - Take it seriously: leaving (server restart, disconnect, invincibility frames, etc.) before all strikes are applied can cause the tribulation to fail; you must trigger it again. - **Dynamic food efficiency** - **Food level FL** (from the food item): `FL = log10(food nutrition)`. - **Variety bonus**: eating food gives extra hunger/saturation multiplier ×(1~2) based on the last `L+5` “distinct values” (hunger + saturation combinations). - Formula: `(number of distinct values in last L+5 foods / (L+5)) + 1`; rotating through L+5 different foods gives max efficiency. - Same hunger + saturation count as one type (e.g. two foods that both give 1 hunger + 1 saturation are one category). - **Better food bonus**: multiplier **×(1+FL)** from food level. - **Late-game penalty**: multiplier **×1/L** from your current stage L. - **Effective efficiency**: `1/L × (1+FL) × (1~2)`. - **Always “needs food”**: `needsFood()` is always `true` for this mod’s logic. - **Instant eat**: eating any food has duration set to 0. - **Custom HUD**: shows food level stage (drumstick icons), hunger and saturation as `stage*hunger(+saturation)`. ### Food Swords Five tiers; all swords add damage based on food level and consume hunger/saturation on hit. | Sword | Material tier | Extra damage multiplier | |-----------------|----------------|--------------------------| | Fat Sword | Wood | 1× | | Muscle Sword | Stone | 2× | | Bone Sword | Iron | 1.5× | | Arm Sword | Diamond | 4× | | Golden Arm Sword| Netherite | 6× | - **Extra damage**: base = `L²` × table multiplier; requires food level stage ≥ 1. - **On hit**: each hit consumes L saturation, then hunger if saturation is insufficient. ### Food Armor Five sets (Fat / Muscle / Bone / Arm / Golden Arm), four pieces each (helmet, chestplate, leggings, boots). Material tiers match leather, chain, iron, diamond, netherite. #### Damage reduction - Wearing any Food Armor piece lets **saturation + hunger** absorb damage. - Max reduction is capped by the set tier (mixed sets use the average of the four pieces): | Set | Max reduction | |------------|----------------| | Fat | 30% | | Muscle | 50% | | Bone | 70% | | Arm | 85% | | Golden Arm| 100% | - Active when **food level stage ≥ 2**; saturation is consumed first, then hunger. #### Hover (leggings) - With any **Food Leggings**, if **stage ≥ 3**, hold jump in the air to hover. - Costs a small amount of saturation per tick (0.01); does not consume hunger. #### Air jump (leggings) - With any **Food Leggings**, if **stage ≥ 4**, press jump in the air to double jump. - Costs 1 saturation per jump; does not consume hunger. #### Air dash (leggings) - With any **Food Leggings**, if **stage ≥ 5**, press sprint in the air to dash in the direction you’re facing. - Costs 1 saturation per dash; does not consume hunger. ### Crafting - **Fat tier**: materials from any food tag (e.g. `#c:foods`). - **Muscle tier**: obtained automatically when fat gear breaks. - **Bone tier**: bone. - **Arm tier**: fat + muscle + bone. - **Golden Arm tier**: enchanted golden apple.