Bulletpies · wiki

Flavor Text

Enchant food at the enchanting table you already built, sixty-four loaves at a time

BuiltNeoForgeForgeFabric1.21.1
Status
Builds on all three loaders; nobody has enchanted bread yet
Mod loader
NeoForge, Forge, Fabric
Minecraft
1.21.1
Who installs it
Everyone on the server needs it

What it is

Minecraft will happily enchant a sword and flatly refuses to enchant a sandwich. Flavor Text opens that door: you put food into the ordinary enchanting table you already have, spend lapis, and get it back enchanted, a whole stack at once. The twist is that the level the table asks for is decided by how much food you put in. One apple is a level-1 job and will only ever get you junk; a full stack of sixty-four is a level-30 job, and level 30 is where the good ones live.

You walk up to a table you have used a hundred times, and this time you shove a whole stack of bread into it. The three rows do something you have never seen them do: they answer to the pile, not the item. Sixty-four loaves in a room full of bookshelves reads 10, 20, 30. One apple reads 1, 2, 3 no matter how many books you own, and that is the mod telling you, politely, that you did not commit to anything. Then the stack comes back out with a tooltip that shows you exactly what changed (nutrition five to seven, eat time 1.6 seconds to 0.72) and you eat a steak in the time it takes to blink.

👥 Playing with friends

Enchanting happens on the server; Banquet feeds every player within 32 blocks off one meal.

⚠️ Before you install

  • Completely unplaytested. It builds on three loaders and a dedicated server loads it cleanly, but nobody has actually put bread in an enchanting table. All the balance is arithmetic that has never met a player.
  • It uses mixins to open the enchanting table's front door, so it can conflict with other mods that rewrite the same screen.
  • Bottle Episode requires this mod. If you install that one, install this one too.

Your first 5 minutes

New to this mod? Do these in order and you will have seen the point of it.

  1. Use any ordinary enchanting table. The mod adds no new block, no new item and no new ore.
  2. Shift-click a full stack of 64 bread into the input slot; all 64 should move, not one.
  3. Read the three rows. At a bare table they ask for roughly 1, 3 and 5; ringed with fifteen bookshelves, 10, 20 and 30.
  4. Buy the top row. It costs three lapis and three levels, exactly like a pickaxe would.
  5. Hover the result and read the before → after block on the tooltip.
  6. Put raw beef in, then cooked beef, and notice you are offered two completely different sets of enchantments.

How it works

How much you put in sets the price

You are not enchanting an item, you are enchanting a batch, and the batch size is the commitment. Roughly: 1–16 items asks for 1–8 levels, 16–32 asks for 8–16, 32–48 asks for 16–24, and 48–64 asks for 24–30. It is measured as a share of a full stack rather than a raw count, so an item that only stacks to one (a bowl of rabbit stew, a cake, a honey bottle) counts as everything you could possibly have committed and gets the full ladder.

Tip: No randomness anywhere: the number the table shows is a straight function of the stack and the room.

Bookshelves still do what bookshelves do

The stack sets a ceiling; the bookshelves decide how much of that ceiling you can actually reach, from 15% at none to 100% at fifteen. So the same full stack reads 1 / 3 / 5 in a bare room and 10 / 20 / 30 in a full library. The two axes multiply, which means a bare table is nearly useless for food in exactly the way it is nearly useless for a pickaxe.

Tip: 15% is lifted off vanilla's own tool formula, so a bookshelf means the same to food as it does to a sword.

What you actually pay is tiny

Row one costs one lapis and one level, row three costs three of each, identical to enchanting a tool. The big number is a requirement, not a bill. That is generous on purpose: the real cost is getting to level 30 and holding sixty-four loaves, and it means the mod never makes you choose between enchanting your food and enchanting your gear.

Raw and cooked are two different halves

Food splits the way gear splits into tools and armour. Cooked food gets the nourishment and after-dinner enchantments: Hearty, Rich, Sated, Restorative, Sugar Rush, Battle Rations, Second Helping, Bottomless, Banquet. Raw food gets the growing-and-animals half, which is Homegrown, Beastfeast, On The Go, Big Bite, Potluck, Cornucopia. Three go on anything at all: Gulp, Doggy Bag and Everlasting.

Tip: Raw beef will never be offered Hearty, and cooked beef will never be offered Beastfeast.

Better food rolls better

Vanilla's reason to enchant gold is that gold rolls past its level requirement more often. Food uses the same machinery: rotten flesh, spider eyes, poisonous potatoes, pufferfish and dried kelp roll worst; ordinary food is average; pies, cakes, stews, honey bottles and golden carrots roll better; golden apples, enchanted golden apples and chorus fruit roll best. A full stack of something precious can reach outcomes a full stack of bread cannot.

Tip: The very best results in the mod need a full stack of something already worth eating.

Enchanting rewrites the food itself

Anything that can be expressed as a property of the food (how filling it is, how much saturation it gives, how long it takes to eat, whether you can eat it on a full bar) is written directly onto the item rather than intercepted when you eat. That is why the tooltip can show honest before and after numbers, why it works on modded food the mod has never heard of, and why it survives being thrown on the ground, stored in a chest or moved by a hopper.

Tip: The untouched original is kept on the stack, so the numbers can be recomputed exactly if the balance changes.

Treasure and curses never appear at the table

Everlasting and Cornucopia are treasure: the table will not offer them at any bookshelf count, and a Master-level Butcher's book trade is their reliable source. The two curses are loot and cursed trades only, on the grounds that a table is a place you choose to go and a curse you chose is not a curse. Everything else is merged into vanilla's random-loot pool, so enchanted food books turn up in ordinary chest loot with no extra code.

Tip: Everlasting is also gated to a curated list of staples. No golden apples, no chorus fruit, no suspicious stew.

It is a base other mods build on

The batch-enchanting machinery (the front-door changes, the widened input slot, the commitment ladder, the anvil pricing) lives in a public package other mods register with in one line. Bottle Episode declares Flavor Text a required dependency and uses exactly that, and Flavor Text's own food goes through the same path with no special treatment. Adding a new food enchantment needs no Java at all: the mod publishes its effect vocabulary so a datapack can ship a complete, level-scaling enchantment in one file.

Items & blocks

Gulp I–III

Eat 25%, 40% or 55% faster. Level III lands most food quicker than dried kelp, vanilla's own fast food.

Where: Common, on any enchantable food. Available from a one-item commitment upward.

Doggy Bag I

The stack is not dropped when you die.

Where: Rare, on any enchantable food.

Everlasting I

The food is never consumed, with a thirty-second cooldown between bites. Infinite food, not an infinite heal button.

Where: Treasure. Never offered at the table; it comes from a Master-level Butcher's book trade, and only on a curated list of staples.

Hearty I–III

Restores +1, +2 or +3 more hunger.

Where: Common, cooked food only.

Rich I–III

Restores 40%, 80% or 120% more saturation, the hidden timer that decides how long before your hunger starts draining again.

Where: Common, cooked food only.

Sated I–III

Grants Well Fed for 3, 5 or 8 minutes: hunger drains far more slowly.

Where: Uncommon, cooked food only.

Restorative I–III

Eating clears 1, 2 or all negative status effects.

Where: Uncommon, cooked food only.

Sugar Rush I–III

Speed I for 15, 30 or 45 seconds when you eat.

Where: Uncommon, cooked food only.

Battle Rations I–II

Below 40% health, eating grants Resistance I for 8 seconds or Resistance II for 10.

Where: Uncommon, cooked food only.

Second Helping I–III

A 15%, 25% or 35% chance the item is not consumed at all.

Where: Uncommon, cooked food only.

Bottomless I–III

Edible on a full hunger bar, and the nutrition that would have been wasted becomes up to 1, 2 or 3 Absorption hearts.

Where: Rare, cooked food only.

Banquet I

Feeds every player within 32 blocks at full value, effects included.

Where: Rare, cooked food only.

Homegrown I–III

A 20%, 40% or 60% chance eating returns whatever the food grew from: apple to sapling, beetroot to seeds, chorus fruit to chorus flower.

Where: Common, but only on the six raw foods whose source is a different item.

Beastfeast I–II

Right-click any animal to feed, breed, tame or heal it, whatever the food happens to be.

Where: Common, raw food only.

On The Go I

Walk and swim at full speed while eating. Does not grant sprinting.

Where: Uncommon, raw food only.

Big Bite I–II

One right-click eats 2 or 3 items, at full value each, in a single animation.

Where: Uncommon, raw food only.

Potluck I–II

Also feeds players within 4 or 8 blocks at half value, and heals your pets.

Where: Uncommon, raw food only.

Cornucopia I

The stack regrows one item per minute, up to the size it was when you enchanted it.

Where: Treasure. Never at the table; it comes from a Butcher's book trade. Enchant a full stack or it regrows to almost nothing.

Curse of Gluttony

Right-clicking eats the whole stack. You cannot stop.

Where: Loot and cursed trades only.

Curse of Blandness

The food restores no saturation whatsoever. Hunger only.

Where: Loot and cursed trades only.

Lore

Flavour, not rules. None of this changes how the mod behaves.

The last loaf you'll ever need

That is the actual name of the advancement you get for holding a piece of food with Everlasting. It is the request that started the whole mod, and it is also the one most likely to get the mod uninstalled if it is wrong, so it ships behind four separate rails: treasure only, a curated list of foods, a thirty-second cooldown between bites, and a rule that it cannot be combined with the other two ways of not losing your food.

Somebody made this

The split between raw and cooked is not bookkeeping, it is the mod's idea of what food means. Cooked food is nourishment and what a meal does to you afterwards. Someone stood at a furnace for this. Raw food is still close to the living thing it came from, so it gets the enchantments about growing, animals and the wild. A raw potato that filled you up like a baked one would quietly delete cooking from the game.

Spoilage: no

Rotting food is written into the design document specifically as the thing this mod will never add, flagged so that nobody later mistakes its absence for an oversight. The promise here is upside only. If someone genuinely wants their bread to go off, the mod's extension system makes that somebody else's easy afternoon.

Jokes & trivia

Bits you might miss

  • The advancement for a piece of food that is never consumed is called 'The Last Loaf You'll Ever Need'.
  • Curse of Gluttony is a stack of rotten flesh that you cannot stop eating until it is gone.
  • Curse of Blandness fills your hunger bar and then makes absolutely certain the bar starts emptying again immediately.
  • Banquet feeds every player within 32 blocks at full value, effects included, so one questionable mushroom stew becomes everyone's problem at once.
  • Beastfeast means any animal accepts any food. A cow will breed on a cookie.
  • Gulp III makes ordinary bread faster to eat than dried kelp, which is the food vanilla explicitly designed to be fast.
  • Restorative on a suspicious stew is a meal that cures itself.

From the workshop

  • The mod originally shipped a Seasoning Table, spice racks, salt ore, brine bottles, a currency item and its villager trade. All of it was deleted in one pass when the author realised vanilla's refusal to enchant food is three small front-door checks, not a limit of the data model. Every item in Minecraft can already hold enchantments.
  • Every enchanted food in the mod stacked to 1 for a while, reported from play as an interaction between two enchantments and actually the default path for all of them. The cause was one line: on 1.21, removing a component asserts that it is absent rather than resetting it to the default, and an absent max-stack-size reads back as 1.
  • Bookshelves were pure decoration until the last day of the build. The floor was set at 80% of the ceiling, which meant a bare table already reached most of the roster and building the entire fifteen-shelf library moved the top row by six levels. It is 15% now, and a unit test pins it as a property with the failure message 'bookshelves have stopped mattering'.
  • The rarity curves were copied from vanilla's and measured, afterwards, at exactly 0% for rare enchantments below a 24-stack. There is a Python simulator in the repository that replays vanilla's own selection maths over 20,000 rolls per stack size, so the next tuning pass is measured rather than argued.
  • Six enchantments were cut (Compact, Gourmand, Last Supper, Infused, Curse of Sharing and Curse of the Crumb), but the effect components they used all kept working readers. Any of them is one datapack file away from coming back.
  • The mod ships on NeoForge, Forge and Fabric. The shared code is written against vanilla only, deliberately, so it is a copy rather than three ports. That rule was already broken once by a single convenient method that only exists on NeoForge.

FAQ

Do I need to build a new block?

No. The mod adds no items and no blocks at all. That is the point. It only changes what the enchanting table you already have is willing to look at.

Can I enchant just one apple?

You can, and it will ask for 1, 2 and 3 levels no matter how many bookshelves you own, and it will only ever offer you the cheapest enchantments. Committing more food is the entire mechanic.

Will my enchanted food still stack?

Yes. It did not for a while. That was a bug, and it is fixed and covered by a test.

Can I re-enchant food that already has an enchantment?

Not at the table; vanilla's own rule requires the enchantments to be empty, the same rule that sends a used pickaxe to the anvil. Second enchantments go through the anvil, where a book is priced by how many batches of eight are in the stack.

Can I add my own food enchantment?

Yes, and without writing any Java. The mod publishes its effect vocabulary to datapacks, level scaling included, and ships an example pack. ADDONS.md is the contract.

Which loaders and versions?

Minecraft 1.21.1 on NeoForge, Forge and Fabric. All three build, load and run; none of them has been played.

Get it

Status: The jar compiles and the author has tested it himself, but it has not had a real playtest yet.

  1. Install NeoForge, Forge, Fabric for Minecraft 1.21.1. The install guide walks through this assuming no prior knowledge.
  2. Drop the mod's .jar file into your mods folder.
  3. Everyone on the server needs it.
  4. Launch the game with that loader's profile selected.

📦 Where is the file?

This wiki documents the mods; it does not host them. Builds live in the project's own repository under mc-flavor-text/build/libs/.

By Bulletpies. The batch-enchanting api/ package is public; ADDONS.md is its contract.

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