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Engineered Foods
Engineered food crops are a parallel seed family to resource crops. Where resource crops feed the material economy, food crops feed the player: each carries a nutrition value, a saturation value, and — for most species — a bounded signature effect applied when eaten.
Like resource crops, food crops keep the registered item catalogue finite. One Food Seed item, one
Engineered Food Crop block, and one Engineered Food produce item all carry their species in a
species_variant data component rather than as separate registered items. The server-owned food
catalogue resolves that id to a full definition (nutrition, saturation, effect, caps, tier, planet
theme). Datapacks may add or replace species under
data/neroagriculture/neroagriculture/foods/food/<name>.json.
Food seeds are planted on a grow bed whose tier meets or exceeds the species tier, exactly like
resource crops — see Grow Beds and Growth Conditions. Growth is
server-authoritative and fail-closed: an unknown species, an under-tier bed, low light, or (for powered
tiers) missing NF/nutrient all stop growth. Right-clicking a mature crop yields one Engineered Food
stamped with the species; breaking the crop returns the seed and preserves its harvest history for the
genetics work in later stages.
Eating an Engineered Food restores hunger and saturation and, if the species defines one, applies its
signature effect. Effect potency (amplifier) and duration are always clamped to the
per-species caps recorded in the definition, and the effect is re-derived from the server catalogue on
consumption — a forged component can never grant an out-of-cap effect. Vanilla handles renewal and
removal.
New food species are unlocked at the Seed Research Bench: researching a species from its discovery sample records the milestone and hands back the corresponding seed. From there the crop is cultivated and replanted like any other.
See also: Alien Crops, Planet Varieties.