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Fabric mod for Minecraft 1.21.11.
Animals that used to drop no meat now drop Mystery Meat, a food half as good as mutton. How much each mob drops can be configured, mob by mob, including mobs from other mods.
| Item | Hunger | Saturation |
|---|---|---|
| Raw Mystery Meat | 1 | 0.6 |
| Cooked Mystery Meat | 3 | 4.8 |
Cook it in a furnace (10 s), a smoker (5 s) or on a campfire (30 s), for 0.35 XP, like mutton.
Before Looting. Looting raises the maximum by 1 per level, like vanilla meat.
| Mob | Mystery Meat |
|---|---|
| Bat | 0 to 1 |
| Cat, Ocelot, Fox, Armadillo | 1 |
| Wolf | 1 to 2 |
| Panda, Llama, Trader Llama | 1 to 3 |
| Camel, Horse, Donkey, Mule | 2 to 3 |
| Sniffer | 2 to 4 |
Disabled by default, with a recommended range for those who want them:
| Mob | Recommended |
|---|---|
| Goat, Villager, Wandering Trader, Pillager, Vindicator, Evoker, Illusioner, Witch, Player | 1 to 2 |
| Ravager | 3 to 4 |
A player drops the meat on top of their inventory. With keepInventory, they only drop the meat.
Supported mods, all listed in the config with their own defaults:
- Alex's Mobs: enabled by default, except the Froststalker and the Murmur.
- Friends&Foes, Useless Reptile, It Takes a Pillage, Frostiful: disabled by default.
Values for mods that are not installed are kept and simply ignored.
Other rules, same as vanilla meat:
- A mob killed while on fire, or with a Fire Aspect weapon, drops cooked meat.
- Babies drop nothing.
- The mob's own drops (leather, string, etc.) are kept.
With Mod Menu and Cloth Config installed: Mods → Mystery Meat → Config. One tab per mod, a minimum and a maximum slider per mob. Hover a mob to see its default and recommended ranges. Changes apply as soon as you click Save, no restart needed.
Both mods are optional: without them, edit the file instead.
config/mysterymeat.toml, created on first launch:
"minecraft:sniffer" = "2-4" # default 2-4
"minecraft:goat" = "0-0" # default 0-0, recommended 1-2- Values go from 0 to 64.
"0-0"disables the drop for that mob, even with Looting. - If the minimum is higher than the maximum, the maximum is raised to match.
- Any other mob, from any mod, can be added with its entity ID:
"examplemod:deer" = "1-2". It then shows up in an "Other Mobs" tab in the config screen. - Changes made in the file apply when the game restarts, or with
/reload. - On a multiplayer server, the server's file is the one used.
If an enabled mob has no loot table (some modded mobs), it cannot drop anything and a warning is written in the log.
From the project root, with a JDK (the official Fabric template builds with JDK 25):
./gradlew build
The mod is written to build/libs/mystery-meat-1.2.0.jar (ignore the -sources.jar). It requires Fabric Loader and Fabric API.
The GitHub Actions workflow (.github/workflows/build.yml) also builds the mod on every push if the project is on GitHub.
-
ModLootadds one pool to the loot table of every configured mob. The pool points to the shared loot tabledata/mysterymeat/loot_table/entities/mystery_meat.json. - That table uses the loot number provider
mysterymeat:configured_count, which reads the looted mob's range from the config at every roll. This is why config changes apply without reloading loot tables. -
MysteryMeatConfigreads and writes the config file.MobDefaultsholds the built-in mob list. - The config screen (
src/client) is only loaded when Mod Menu and Cloth Config are present.