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Description:
The Fried Chicken Leg is a two-stage, non-stackable food item that lets you get two full bites from one piece: it appears as a full leg, then as a half-eaten leg after the first bite. Right-click to eat—each bite restores 7 hunger (3.5 drumsticks) and grants Saturation I for 1 second; the first eat transforms the item in-place to the half-eaten texture, and the second eat converts it to a vanilla Bone. Craft it by combining Cooked Chicken and a Bone anywhere in the crafting grid; all visual changes and conversions are server-validated so other players see the bite state immediately and the item cannot be duplicated. Making this food item renewable at any give time.
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This will create a new mod based on "Fried Chicken Leg" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
5
Oct 6, 2025, 12:19 PM
User request: Create an item called **Fried Chicken Leg** with the following precise behavior and implementation details. Implement server-side and exactly as described. OVERVIEW - Item name: **Fried Chicken Leg** - Type: Food (multi-stage consumable) - Stack size: **1** (must not stack) - Behavior: Two-stage item — Full → Half-Eaten → Bone. No cooldown between bites. STAGE 1 — Full Chicken Leg - ID: `fried_chicken_leg` - Texture: `fried_chicken_leg_full.png` - Crafting (3×3 shaped): - Row 1: [empty] | [empty] | Cooked Chicken - Row 2: [empty] | Bone | [empty] - Row 3: [empty] | [empty] | [empty] - On consumption (server-side): - Restore **7 hunger points** (3.5 drumsticks). - Apply **Saturation I** for **1 second**. - Replace the item in-slot with the Stage 2 variant (Half-Eaten Chicken Leg) — do not spawn a new stack or change slot index. - Tooltip: - Default: `Fried Chicken Leg — 2 uses` - Hold Shift: show exact values and "Uses remaining: 2" STAGE 2 — Half-Eaten Chicken Leg - ID: same base item with state (use `CustomModelData` or NBT) or internal state `uses=1` - Texture: `fried_chicken_leg_bitten.png` (half-eaten appearance) - On consumption (server-side): - Restore **7 hunger points**. - Apply **Saturation I** for **1 second**. - Replace the item with a **vanilla Bone** item in the same inventory slot (realistic leftover). - Tooltip: - Default: `Fried Chicken Leg — 1 use remaining` - Hold Shift: show exact values and "Uses remaining: 1" IMPLEMENTATION GUIDANCE (recommended) - Use a single item ID with **max_stack_size = 1**. - Use `CustomModelData` (preferred) or NBT `uses` to toggle which texture/model is shown: - `CustomModelData = 0` → full texture - `CustomModelData = 1` → bitten texture - Server must update NBT/CustomModelData when replacing state to ensure client shows correct texture. - Avoid stack/NBT merging by enforcing stack size = 1. - If CreativeMode AI/tooling cannot set NBT on craft output, implement server-side replacement on first eat to set the bitten model state. UX & FEEDBACK - Play normal eating sound on each bite. - Show hunger/saturation HUD updates normally. - Optional: show small actionbar text on eat: `"Fried Chicken Leg — Restored 7 hunger"`. - Ensure the texture swap is immediate and visible to other players (server-side update). TEST CHECKLIST 1. Craft one Fried Chicken Leg using recipe above; verify `max_stack_size = 1`. 2. Eat once: +7 hunger, Saturation I (1s), icon changes to bitten, tooltip shows 1 use. 3. Eat second time: +7 hunger, Saturation I (1s), item replaced by a Bone in same slot. 4. Verify no consumption cooldown; eating twice back-to-back works. 5. Verify multiplayer: other players see the correct texture/state and bone replacement. 6. Ensure no duping or stacking anomalies occur. END Edit v2: EDIT the existing "Fried Chicken Leg" item to fix the following issues: 1. Texture Fix: - The current texture is uncomfortable and does not appear in-game. - Replace with a proper realistic fried chicken leg texture. - Include 2 states: a) Full chicken leg (default) b) Half-eaten chicken leg (last consumption) - Ensure texture updates dynamically after first consumption. 2. Crafting Recipe Fix: - Current crafting recipe does not appear in-game; item is uncraftable. - Change crafting mechanic to act like Flint & Steel: - Ingredients: Cooked Chicken + Bone - Placement in crafting grid can be anywhere (flexible, not fixed positions). - Ensure recipe works in newly created worlds and is server-side validated. 3. Consumption & Stack Fix: - Stack limit should remain 1 to ensure consumption feature works properly. - First consumption: restores 3.5 drumsticks/hunger points + Saturation I for 1 second. - Second (last) consumption: restores 3.5 drumsticks/hunger points + Saturation I for 1 second. - After last consumption, item converts to Bone automatically. - No cooldown between bites. - Ensure last consumption triggers the half-eaten texture before converting to Bone. 4. Server-Side Validation: - Validate all effects and transformations to prevent duplication or client-side desync. - Ensure consumption, transformation, and hunger/saturation effects work consistently. SUMMARY OF FIXES: - Proper in-game textures (full & half-eaten states). - Crafting recipe works like Flint & Steel (Cooked Chicken + Bone anywhere in grid). - Stack limit 1 maintained for proper consumption mechanic. - Last consumption converts item to Bone automatically. - Server-side validated effects and transformations.
1
Oct 5, 2025, 07:43 PM
User request: Create an item called **Fried Chicken Leg** with the following precise behavior and implementation details. Implement server-side and exactly as described. OVERVIEW - Item name: **Fried Chicken Leg** - Type: Food (multi-stage consumable) - Stack size: **1** (must not stack) - Behavior: Two-stage item — Full → Half-Eaten → Bone. No cooldown between bites. STAGE 1 — Full Chicken Leg - ID: `fried_chicken_leg` - Texture: `fried_chicken_leg_full.png` - Crafting (3×3 shaped): - Row 1: [empty] | [empty] | Cooked Chicken - Row 2: [empty] | Bone | [empty] - Row 3: [empty] | [empty] | [empty] - On consumption (server-side): - Restore **7 hunger points** (3.5 drumsticks). - Apply **Saturation I** for **1 second**. - Replace the item in-slot with the Stage 2 variant (Half-Eaten Chicken Leg) — do not spawn a new stack or change slot index. - Tooltip: - Default: `Fried Chicken Leg — 2 uses` - Hold Shift: show exact values and "Uses remaining: 2" STAGE 2 — Half-Eaten Chicken Leg - ID: same base item with state (use `CustomModelData` or NBT) or internal state `uses=1` - Texture: `fried_chicken_leg_bitten.png` (half-eaten appearance) - On consumption (server-side): - Restore **7 hunger points**. - Apply **Saturation I** for **1 second**. - Replace the item with a **vanilla Bone** item in the same inventory slot (realistic leftover). - Tooltip: - Default: `Fried Chicken Leg — 1 use remaining` - Hold Shift: show exact values and "Uses remaining: 1" IMPLEMENTATION GUIDANCE (recommended) - Use a single item ID with **max_stack_size = 1**. - Use `CustomModelData` (preferred) or NBT `uses` to toggle which texture/model is shown: - `CustomModelData = 0` → full texture - `CustomModelData = 1` → bitten texture - Server must update NBT/CustomModelData when replacing state to ensure client shows correct texture. - Avoid stack/NBT merging by enforcing stack size = 1. - If CreativeMode AI/tooling cannot set NBT on craft output, implement server-side replacement on first eat to set the bitten model state. UX & FEEDBACK - Play normal eating sound on each bite. - Show hunger/saturation HUD updates normally. - Optional: show small actionbar text on eat: `"Fried Chicken Leg — Restored 7 hunger"`. - Ensure the texture swap is immediate and visible to other players (server-side update). TEST CHECKLIST 1. Craft one Fried Chicken Leg using recipe above; verify `max_stack_size = 1`. 2. Eat once: +7 hunger, Saturation I (1s), icon changes to bitten, tooltip shows 1 use. 3. Eat second time: +7 hunger, Saturation I (1s), item replaced by a Bone in same slot. 4. Verify no consumption cooldown; eating twice back-to-back works. 5. Verify multiplayer: other players see the correct texture/state and bone replacement. 6. Ensure no duping or stacking anomalies occur. END
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This mod is licensed under the CreativeMode Mods License.