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Salt and pepper mod

  • 8 Devlogs
  • 19 Total hours

A simple and lightweight minecraft mod that adds salt and pepper, which allows you to season your food and make it just a bit better.

Ship #1

What the heck am I looking at?

This is asimple minecraft mod that adds salt and pepper. That is the core idea of this whole mod. Salt and pepper are new ingredients you can find in the wild, with salt in its rock form (as an ore) and pepper as a plant in jungle, that generates similar to a cocoa pod. You can use both of these to season your food, which will increase the food’s saturation and the nutrition value by a bit. You can also stack these two together to get a decent bonus in that foods stat. This mod also adds shakers, which work just as their real-life version. You can make an empty shaker and then fill it up with salt, or pepper. All that’s left for you to do is just hold the shaker and right click any food in your inventory to season it.

Salt

  • Found as an ore (or rarely even deepslate form) underground
  • Breaking the ore gives you raw rock salt
  • Raw rock salt can be smelted into a dry and fine form, that you can use on any food item
  • Can be put into a shaker to season your food
  • Also can be crafted into a block if you need to flex on your friends for whatever reason

Pepper

  • Found as a plant in the jungle and generates similar as a cocoa pod
  • Upon breaking you get seeds to grow more and/or green peppercorns
  • The seeds can be planted on a jungle tree and have three different growth stages, each with a unique texture
  • Green peppercorns need to be “boiled” first, which you can do by putting a cauldron filled with water over a campfire and right clicking, or if you have farmer’s delight installed you can use the cooking pot to boil them there. In both cases you get blanched peppercorns
  • Blanched peppercorns can be smelted in a furnace to get black peppercorns
  • Black peppercorns need to be broken down into the fine powder, which you can do in your inventory’s crafting, which will give you ground pepper
  • Ground pepper can be used on any food item to season it directly, or put into a shaker

Shakers

  • Can be made with glass and an iron nugget
  • Can be filled with salt, or ground pepper, each filling it by 8 uses
  • Has a maximum of 64 uses and can be refilled anytime
  • If enough uses are left it can season any stack of food at once (you have 56 uses left and use it on a stack of 45 steaks, then it will season all of the 45 steaks)

Versions

  • The mod is available for Neoforge, Fabric and Forge.
  • Forge is only on version 1.20.1 (versions 1.20.2-1.20.6 should work as well, but I cannot guarantee their functionality as the mod was not intentionally built for them)
  • Fabric has versions: 1.20.1 (once again 1.20.2-6 should work too, but it is not intended and untested), 1.21.1 & 26.1-26.1.2
  • Neoforge has: 1.21.1 & 26.1.2.

Downloads

Testing / checking out for yourself

To test this mod out, all you have to do is download the file for any minecraft version of your liking (although I reccomend Neoforge 1.21.1, as all features are 100% guaranteed to work there) and hop into the game!
If you want to check it out deeper you can also download farmer’s delight (or the refabricated version for fabric) and use the compatibility feature I added - boiling green peppercorns in the cooking pot instead of building the cauldron abomination.
If you are unsure about anything be sure to check out this mod’s wiki I made here, it’s even in the mod’s github repo!

  • 8 devlogs
  • 19h
  • 13.36x multiplier
  • 253 Stardust
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1h 14m 44s logged

Made the github wiki pages for the mod + final touches before ship!

Devlog #8 - last before the ship
Even though I wanted to ship the project already I still felt that there were some inconsistencies, so I went ahead and made a wiki on the projects github page.
I also prepared for shipping and I think there’s nothing stopping me now from shipping!

Seeing this for the first time?
This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise!, so be sure to check it out, since this project is about to hit its end, thx!

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4h 42m 37s logged

Ported the mod to Forge and Fabric 1.20.1 + prep for ship!

Devlog #7 - most likely final
I kept my promise and ported the mod to Forge 1.20.1 and Fabric 1.20.1. The Forge port went smoothly, but by the time I reached the Fabric port multiple things I have messed up in the past surfaced, thus I had to fix a lot of these issues. A majority has been with the github repository, as I named tags the same as branches and that messed quite some things up. But now all of that is fixed and I no longer have to worry about it. The last thing remaining is to ship. So the next post will be a ship.
So long story short:

  • Ported to Forge 1.20.1
  • Ported to Fabric 1.20.1
  • Fixed up tags in the github repo
  • Fixed up gradle daemons not launching correctly after a branch switch
  • Uploaded the new versions to CurseForge and Modrinth
  • Updated the README files accross branches as some were incorrect
  • Other smaller fixes and patches

Seeing this for the first time?
This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise!, so be sure to check it out, since this project is about to hit its end, thx!

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4h 24m 17s logged

Ported the mod to Neoforge 26.1.2 and all Fabric 26.1.x versions!

Devlog #6
Just as I promised last time (or maybe not last time, but the one before that) I spent my time porting this mod to:

  • Neoforge 26.1.2
  • Fabric 26.1, 26.1.1 & 26.1.2

The reason why fabric has all of the 26.1.x version is pretty simple really - compared to neoforge it didn’t change things that would make a huge difference in the mod’s code.
Outside this I also completed the project’s info, the mod got approved on Curseforge (you can check out and maybe even download please? the mod here. I am yet waiting for Modrinth to approve the project, but I am sure they’ll do so one day.
I also uploaded all of the releases to github and learned alongside with it how to manage releases on github, so 2 birds, one stone (or however it goes :p).
And that’s it for this devlog, next time will likely be the last devlog of this project, as the last thing I plan on doing is porting the project to Forge and Fabric 1.20.1.

Seeing this for the first time?
Well it wouldn’t be surprising if this is your first time seeing this project, as this mod is not a very big project. This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise!, so be sure to check it out, tyy!

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1h 23m logged

Designed the mod icon and set up the mod pages on modrinth and curseforge!

Devlog #5
This time around I finally made the icon for the mod; it’s simple but I think it gets the job done.
I also set up the project pages on both of the most used mod platforms for minecraft; Curseforge and Modrinth. I think it should provide a way for far more people to get to see this project.
Alongside setting up the pages I built the first two working versions, one for Neoforge 1.21.1 and Fabric 1.21.1.
And outside these I think that’s it for this devlog. Next time I’ll be making a port for other game versions and also finally forge.

Seeing this for the first time?
Well it wouldn’t be surprising if this is your first time seeing this project, as this is just the third devlog. This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise!, so be sure to check it out, tyy!

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1h 44m 1s logged

Ported the mod to fabric!

Devlog #4
So as I promised last time, I’ve now ported the mod to fabric, for now only 1.21.1, but I’ll be sure to port it to other versions later and most importantly forge as well. I think that’s about it for this devlog as I haven’t really done anything else.

Seeing this for the first time?
This mod is designed to be lightweight, simple and mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise!, so be sure to check it out, thx!

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1h 30m 19s logged

Added the shakers!

Devlog #3
I added the shakers which you can easily use from your inventory by just right-clicking any food item. You can refill them using either salt, or pepper by once-again right clicking them with that item. They can last up to 64 times and each salt/pepper added adds 8 uses in, thus making it a pretty damn good value. I think it’s a very good Qol addition and should make using these just a little bit more enjoyable. The banner for this project got an update, since three new items got added. I also renamed the main branch on github to match what’s gonna follow and outside that I’ve done some research on porting possibilites for other versions/loaders, but more on that in the next one!

Seeing this for the first time?
Well it wouldn’t be surprising if this is your first time seeing this project, as this is just the third devlog. This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise!, so be sure to check it out, tyy!

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Open comments for this post

1h 57m 37s logged

Redesigned a mojority of the textures!

Devlog #2
So as the title suggests I pretty much just retextured a majority of the things, since they were just using the placeholder textures. In my opinion the new textures are a million time better, but if you have any suggestions on how to improve them further feel free to suggest it!

Seeing this for the first time?
Well it wouldn’t be surprising if this is your first time seeing this project, as this is just the second devlog. This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise!, so be sure to check it out, tyy!

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Open comments for this post

1h 57m 55s logged

Added salt and pepper! (aka. the mods mainframe)

Devlog #1
As of this devlog I added a majority of the function-wise things for the mod. So far you can:

  • Find salt in its rock form underground, generating naturally
  • Find pepper as a wild plant in the jungle, inspired by cocoa beans
  • Proccess salt into its fine/powder form
  • Proccess pepper into its boiled form by putting it into a cauldron above a campfire
  • Proccess the boiled pepper further into its dryed form, achieved by cooking boiled pepper in a furnace
  • Last proccessing is the dryed pepper into its fine/powdery form
  • Last but not least, use salt or pepper on any food item to enhance it a little bit

So far all textures in the screenshots are just cheap placeholders, all will be replaced in the next one!

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