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Description:
The Everfeast is an enchanted survival amulet with five internal food slots—four softly glowing enchanted slots plus one golden priority slot—that automatically feeds or heals you using your best available foods. Right-click to open its clean, magical interface, drag-and-drop or shift-click edibles into the slots, and click the centered “Priority Mode: Normal / Critical Only” text to toggle whether the golden slot is always consumed first or only in emergencies. Simply carry Everfeast anywhere in your inventory, and it will seamlessly trigger every vanilla or modded food effect to keep you perfectly nourished and buffed without lifting a finger.
Manage versions and create new iterations of this mod.
This will create a new mod based on "The Everfeast" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
This will create a new version of "The Everfeast" for Minecraft Java 1.20.1. The original mod will remain unchanged.
1
Sep 25, 2025, 07:40 AM
User request: Create a Minecraft mod item called the Gluttony Amulet or similar, designed as an intelligent, self-operating survival tool that automatically manages food consumption for the player. This item should have five internal slots dedicated exclusively to edible items, supporting all vanilla foods as well as mod-added foods. Its primary function is to continuously monitor the player’s hunger and health values while active in the player’s inventory, including off-hand, main inventory, or any wearable accessory/bauble slot, and automatically consume the most optimal food from its internal storage whenever hunger falls below a configurable threshold or the player’s health drops critically. The item should select food based on hunger restored per item and saturation efficiency, ensuring that no food is wasted and the player receives maximum benefit from every item consumed. Foods with special effects, such as buffs, teleportation, or status-altering effects, should trigger these effects automatically when consumed, preserving the original behavior of the food item. The Gluttony Amulet should prioritize critical health situations, automatically consuming the highest-value healing foods first, and then revert to standard hunger management using the most efficient foods remaining in its slots. The consumption process should include visible and/or audio cues indicating which item is being eaten and any resulting effects applied. The system should be fully automatic and configurable, allowing optional prioritization of certain foods, toggling of special effects, and potential upgrades that improve efficiency or add additional behaviors. The item should feel seamless and intelligent, functioning as a real-time survival assistant that maximizes resource efficiency, automates food consumption, and integrates unique food effects into gameplay, providing a sophisticated enhancement for both casual exploration and combat-heavy scenarios. Any food consumed should also give the player its status effects and/or trigger any action that food does. Edit v2: Update the Auto-Food Processor mod to fully preserve the status effects and special abilities of any consumable food items it consumes. When the item automatically eats a golden apple, chorus fruit, or any mod-added food with unique effects, the player should receive all original buffs, teleportation, or other effects exactly as if they had manually eaten the item. Ensure that the internal consumption logic triggers the food’s native use method rather than simply restoring hunger and saturation, maintaining full compatibility with all vanilla and modded foods that apply special effects. Revise the user interface to properly synchronize with the player’s inventory. The item’s internal slots should display correctly relative to the in-game inventory UI, accurately reflecting the contents at all times. Foods located in the player’s hotbar or main inventory must be fully compatible and placeable into the Auto-Food Processor slots without restriction. The UI should scale, align, and behave consistently across different screen resolutions, maintaining visual clarity and accessibility. Correct the item texture and design so that it matches the image uploaded by the user. The generated in-game item should reflect the desired custom artwork rather than defaulting to placeholder textures such as a Nether Star. Ensure that the texture is applied to all instances of the item, including inventory icons, held items, and equipped displays, preserving visual consistency and matching the uploaded design precisely. Edit v3: Update the Auto-Food Processor mod to properly synchronize its internal inventory with the player’s inventory. All internal slots should accurately reflect the actual items stored in the amulet in real time, including items moved from the hotbar or main inventory, ensuring the UI is fully aligned with the player’s inventory and internal slot contents at all times. Implement a new priority slot mechanic: the 5th slot should be visually distinct, for example, colored gold, to indicate its special status. Any consumable food placed in this slot must be consumed first whenever the amulet activates, before foods in the other four slots. The 5th slot continues to give priority consumption until the item in that slot is depleted, after which the amulet resumes standard consumption behavior for slots 1–4. Slots 1–4 retain their existing functionality, including intelligent selection based on hunger and saturation efficiency, and activation of any food status effects or special abilities. Ensure the UI clearly highlights the priority slot and dynamically updates to show changes in slot contents in real time. Edit v4: Rework the Auto-Food Processor mod to fully synchronize its internal inventory with the player’s inventory. Any food placed in the player’s hotbar, main inventory, or moved into the amulet should immediately appear in the amulet’s UI, and any item moved within the amulet should instantly update in the player’s inventory, preventing desynchronization or misalignment. Implement drag-and-drop functionality so players can seamlessly move items between the amulet and their inventory, with visual indicators highlighting valid slots for placement and signaling invalid moves. Enhance the 5th slot as a priority slot, visually distinct (e.g., golden), and allow it to be configurable: players can toggle whether this slot always prioritizes food consumption or only does so when health or hunger drops below a critical threshold. The amulet should continue to automatically consume foods according to efficiency, saturation, and status effect rules, while the 5th slot is handled according to the player’s chosen priority behavior. Slots 1–4 operate as usual, selecting foods intelligently based on hunger, saturation, and special effects. Ensure the UI correctly mirrors all slot contents, updates dynamically when items are moved, and maintains clear, accurate visual feedback across all resolutions. The mod should now provide a fully synchronized, intuitive, and user-friendly experience, with seamless inventory interaction, configurable priority behavior, and full support for all vanilla and mod-added food effects. Edit v5: Completely rework the Gluttony Amulet’s inventory system to ensure full, real-time synchronization between the player’s inventory and the amulet’s internal slots. The amulet’s UI should accurately reflect the contents of its five slots at all times, including items added, removed, or moved from the player’s hotbar or main inventory. Any changes in the player’s inventory should immediately update in the Gluttony Amulet’s internal slots, and any movement of items within the amulet should instantly update the player’s inventory. Implement event-driven updates or an equivalent system so that slot contents are always mirrored perfectly, eliminating any desynchronization, display misalignment, or delayed updates. Ensure that the UI shows all changes dynamically, including the 5th priority slot, and maintains visual consistency and clarity across all screen resolutions. This fix should guarantee that the player can always see an accurate, up-to-date representation of the Gluttony Amulet’s inventory, allowing seamless management of food items and enabling all other mechanics (auto-consume, priority slot, status effect activation) to function correctly without interference. Edit v6: The Everfeast must have a fully functional and visually distinct custom inventory interface that appears when the player opens it. This interface should be designed so that it feels magical and immersive while still being practical to use. At the center of the screen, there should be five storage slots that represent the Everfeast’s internal storage. These five slots should be placed in a clear horizontal row, separated slightly from the rest of the interface to make them stand out. Below or alongside these slots, the player’s full inventory and hotbar should be visible exactly as they appear in the normal inventory screen. This is important because it allows seamless drag-and-drop interactions between the Everfeast slots and the player’s main inventory. Each of the first four Everfeast slots should look like normal item slots but with a faint glowing border or subtle aura around them to signal that they are enchanted slots. These four slots should only accept edible items, and if a non-edible item is placed into them, it should be rejected with a short red outline or error animation. The fifth slot should be visually unique and clearly marked as the priority slot. It should have a golden outline or a brighter glowing frame so that it stands out from the others. When the player hovers over it, a tooltip should appear that reads “Priority Slot – Food here is eaten first.” This slot functions as a dedicated space where the player can place their most important consumables, such as golden apples or chorus fruit, and these items will always be consumed first before any other stored food until the stack is depleted. The Everfeast’s internal storage must always remain perfectly synchronized with the player’s inventory to avoid ghost items, duplication bugs, or desynchronization issues. If the player places an edible item into one of the Everfeast’s slots through drag-and-drop or shift-clicking, it should appear instantly in the slot and update the player’s inventory to reflect the removal of that item. Similarly, removing an item from the Everfeast should instantly return it to the player’s inventory without delay or mismatch. Shift-clicking should automatically move valid food items into the first available Everfeast slot, and drag-and-drop should function seamlessly in both directions. If an invalid item is attempted, the slot should briefly flash red or show a rejection effect. To give players proper feedback, whenever the Everfeast consumes food automatically, the slot that held the consumed food should briefly flash, pulse, or fade to indicate which food was eaten. If the Everfeast has no food stored, faint gray text should appear below the slots that says “No food stored.” This ensures the player always has clear visual awareness of what the Everfeast contains and what it is doing. The overall aesthetic of the Everfeast inventory screen should fit its magical theme. The background should feature faint swirling magical patterns, runes, or glowing energy that reflects its enchanted nature. The slot borders and UI accents should use colors like gold, purple, or blue to create an enchanted feel. The final design should combine both function and atmosphere, making the Everfeast not just a useful tool but also a visually pleasing magical artifact. Edit v7: The Everfeast inventory interface must be redesigned for proper alignment, readability, and usability. At the top of the interface, display the Everfeast’s name in a clean, centered title bar. Below the title, include a single clearly separated line of text for the toggle option labeled “Priority Mode: Normal / Critical Only.” This toggle text should not overlap with any slots or other UI elements and should be centered just above the item storage area. The five Everfeast slots must be arranged in a single, neat horizontal row at the center of the interface. The first four slots should have a consistent style with a faint glowing border, while the fifth slot must be visually distinct with a golden outline or highlighted background. These slots should be evenly spaced, properly aligned, and sized identically to standard inventory slots. Each slot must remain locked to only accept edible items, and if a non-edible item is attempted, it should flash red and reject placement. Directly below the Everfeast slots, show the full player inventory grid, including both the 3x9 main inventory and the hotbar, exactly as it appears in the vanilla inventory screen. The Everfeast slots and player inventory must align correctly, with no overlapping, misplacement, or floating items. Drag-and-drop between the Everfeast slots and the player’s inventory should work seamlessly, and shift-clicking must place valid items into the first available Everfeast slot. Visually, the UI background should have a clean magical theme with subtle glowing patterns or runes, but it should not obscure or overlap text or slots. The toggle text, Everfeast slots, and player inventory should each have their own dedicated area in the interface so nothing appears stacked on top of each other. This redesign should make the Everfeast inventory feel like a polished, professional interface that is both functional and immersive. Edit v8: Redesign the Everfeast inventory interface so that all elements are properly spaced, aligned, and visually clean. At the very top, display the title “Everfeast” centered in the window with no overlapping text or slots. Below the title, add a dedicated line for the toggle option labeled “Priority Mode: Normal / Critical Only.” This toggle text should be positioned clearly between the title and the Everfeast slots, with enough padding so that it does not overlap or touch any items. Directly below the toggle text, place the five Everfeast slots in a single neat horizontal row. Each slot should be evenly spaced and aligned at the center of the window. The first four slots should have a faint enchanted glow around them, while the fifth slot must have a distinct golden outline to indicate that it is the priority slot. These slots should be placed far enough below the toggle text so that there is no overlap. Beneath the Everfeast slots, display the full player inventory grid, including the 3x9 main inventory and the hotbar, exactly as it appears in the vanilla inventory screen. The player inventory must be aligned consistently and separated visually from the Everfeast slots with a small gap so the two areas are clearly distinct. The background of the interface should remain clean and magical, but it should never obscure text or slots. All UI elements (title, toggle, Everfeast slots, player inventory) must be organized into clear, non-overlapping layers with proper spacing so that the interface looks polished and professional.
1
Sep 25, 2025, 07:01 AM
User request: Create a Minecraft mod item called the Gluttony Amulet or similar, designed as an intelligent, self-operating survival tool that automatically manages food consumption for the player. This item should have five internal slots dedicated exclusively to edible items, supporting all vanilla foods as well as mod-added foods. Its primary function is to continuously monitor the player’s hunger and health values while active in the player’s inventory, including off-hand, main inventory, or any wearable accessory/bauble slot, and automatically consume the most optimal food from its internal storage whenever hunger falls below a configurable threshold or the player’s health drops critically. The item should select food based on hunger restored per item and saturation efficiency, ensuring that no food is wasted and the player receives maximum benefit from every item consumed. Foods with special effects, such as buffs, teleportation, or status-altering effects, should trigger these effects automatically when consumed, preserving the original behavior of the food item. The Gluttony Amulet should prioritize critical health situations, automatically consuming the highest-value healing foods first, and then revert to standard hunger management using the most efficient foods remaining in its slots. The consumption process should include visible and/or audio cues indicating which item is being eaten and any resulting effects applied. The system should be fully automatic and configurable, allowing optional prioritization of certain foods, toggling of special effects, and potential upgrades that improve efficiency or add additional behaviors. The item should feel seamless and intelligent, functioning as a real-time survival assistant that maximizes resource efficiency, automates food consumption, and integrates unique food effects into gameplay, providing a sophisticated enhancement for both casual exploration and combat-heavy scenarios. Any food consumed should also give the player its status effects and/or trigger any action that food does. Edit v2: Update the Auto-Food Processor mod to fully preserve the status effects and special abilities of any consumable food items it consumes. When the item automatically eats a golden apple, chorus fruit, or any mod-added food with unique effects, the player should receive all original buffs, teleportation, or other effects exactly as if they had manually eaten the item. Ensure that the internal consumption logic triggers the food’s native use method rather than simply restoring hunger and saturation, maintaining full compatibility with all vanilla and modded foods that apply special effects. Revise the user interface to properly synchronize with the player’s inventory. The item’s internal slots should display correctly relative to the in-game inventory UI, accurately reflecting the contents at all times. Foods located in the player’s hotbar or main inventory must be fully compatible and placeable into the Auto-Food Processor slots without restriction. The UI should scale, align, and behave consistently across different screen resolutions, maintaining visual clarity and accessibility. Correct the item texture and design so that it matches the image uploaded by the user. The generated in-game item should reflect the desired custom artwork rather than defaulting to placeholder textures such as a Nether Star. Ensure that the texture is applied to all instances of the item, including inventory icons, held items, and equipped displays, preserving visual consistency and matching the uploaded design precisely. Edit v3: Update the Auto-Food Processor mod to properly synchronize its internal inventory with the player’s inventory. All internal slots should accurately reflect the actual items stored in the amulet in real time, including items moved from the hotbar or main inventory, ensuring the UI is fully aligned with the player’s inventory and internal slot contents at all times. Implement a new priority slot mechanic: the 5th slot should be visually distinct, for example, colored gold, to indicate its special status. Any consumable food placed in this slot must be consumed first whenever the amulet activates, before foods in the other four slots. The 5th slot continues to give priority consumption until the item in that slot is depleted, after which the amulet resumes standard consumption behavior for slots 1–4. Slots 1–4 retain their existing functionality, including intelligent selection based on hunger and saturation efficiency, and activation of any food status effects or special abilities. Ensure the UI clearly highlights the priority slot and dynamically updates to show changes in slot contents in real time. Edit v4: Rework the Auto-Food Processor mod to fully synchronize its internal inventory with the player’s inventory. Any food placed in the player’s hotbar, main inventory, or moved into the amulet should immediately appear in the amulet’s UI, and any item moved within the amulet should instantly update in the player’s inventory, preventing desynchronization or misalignment. Implement drag-and-drop functionality so players can seamlessly move items between the amulet and their inventory, with visual indicators highlighting valid slots for placement and signaling invalid moves. Enhance the 5th slot as a priority slot, visually distinct (e.g., golden), and allow it to be configurable: players can toggle whether this slot always prioritizes food consumption or only does so when health or hunger drops below a critical threshold. The amulet should continue to automatically consume foods according to efficiency, saturation, and status effect rules, while the 5th slot is handled according to the player’s chosen priority behavior. Slots 1–4 operate as usual, selecting foods intelligently based on hunger, saturation, and special effects. Ensure the UI correctly mirrors all slot contents, updates dynamically when items are moved, and maintains clear, accurate visual feedback across all resolutions. The mod should now provide a fully synchronized, intuitive, and user-friendly experience, with seamless inventory interaction, configurable priority behavior, and full support for all vanilla and mod-added food effects. Edit v5: Completely rework the Gluttony Amulet’s inventory system to ensure full, real-time synchronization between the player’s inventory and the amulet’s internal slots. The amulet’s UI should accurately reflect the contents of its five slots at all times, including items added, removed, or moved from the player’s hotbar or main inventory. Any changes in the player’s inventory should immediately update in the Gluttony Amulet’s internal slots, and any movement of items within the amulet should instantly update the player’s inventory. Implement event-driven updates or an equivalent system so that slot contents are always mirrored perfectly, eliminating any desynchronization, display misalignment, or delayed updates. Ensure that the UI shows all changes dynamically, including the 5th priority slot, and maintains visual consistency and clarity across all screen resolutions. This fix should guarantee that the player can always see an accurate, up-to-date representation of the Gluttony Amulet’s inventory, allowing seamless management of food items and enabling all other mechanics (auto-consume, priority slot, status effect activation) to function correctly without interference. Edit v6: The Everfeast must have a fully functional and visually distinct custom inventory interface that appears when the player opens it. This interface should be designed so that it feels magical and immersive while still being practical to use. At the center of the screen, there should be five storage slots that represent the Everfeast’s internal storage. These five slots should be placed in a clear horizontal row, separated slightly from the rest of the interface to make them stand out. Below or alongside these slots, the player’s full inventory and hotbar should be visible exactly as they appear in the normal inventory screen. This is important because it allows seamless drag-and-drop interactions between the Everfeast slots and the player’s main inventory. Each of the first four Everfeast slots should look like normal item slots but with a faint glowing border or subtle aura around them to signal that they are enchanted slots. These four slots should only accept edible items, and if a non-edible item is placed into them, it should be rejected with a short red outline or error animation. The fifth slot should be visually unique and clearly marked as the priority slot. It should have a golden outline or a brighter glowing frame so that it stands out from the others. When the player hovers over it, a tooltip should appear that reads “Priority Slot – Food here is eaten first.” This slot functions as a dedicated space where the player can place their most important consumables, such as golden apples or chorus fruit, and these items will always be consumed first before any other stored food until the stack is depleted. The Everfeast’s internal storage must always remain perfectly synchronized with the player’s inventory to avoid ghost items, duplication bugs, or desynchronization issues. If the player places an edible item into one of the Everfeast’s slots through drag-and-drop or shift-clicking, it should appear instantly in the slot and update the player’s inventory to reflect the removal of that item. Similarly, removing an item from the Everfeast should instantly return it to the player’s inventory without delay or mismatch. Shift-clicking should automatically move valid food items into the first available Everfeast slot, and drag-and-drop should function seamlessly in both directions. If an invalid item is attempted, the slot should briefly flash red or show a rejection effect. To give players proper feedback, whenever the Everfeast consumes food automatically, the slot that held the consumed food should briefly flash, pulse, or fade to indicate which food was eaten. If the Everfeast has no food stored, faint gray text should appear below the slots that says “No food stored.” This ensures the player always has clear visual awareness of what the Everfeast contains and what it is doing. The overall aesthetic of the Everfeast inventory screen should fit its magical theme. The background should feature faint swirling magical patterns, runes, or glowing energy that reflects its enchanted nature. The slot borders and UI accents should use colors like gold, purple, or blue to create an enchanted feel. The final design should combine both function and atmosphere, making the Everfeast not just a useful tool but also a visually pleasing magical artifact. Edit v7: The Everfeast inventory interface must be redesigned for proper alignment, readability, and usability. At the top of the interface, display the Everfeast’s name in a clean, centered title bar. Below the title, include a single clearly separated line of text for the toggle option labeled “Priority Mode: Normal / Critical Only.” This toggle text should not overlap with any slots or other UI elements and should be centered just above the item storage area. The five Everfeast slots must be arranged in a single, neat horizontal row at the center of the interface. The first four slots should have a consistent style with a faint glowing border, while the fifth slot must be visually distinct with a golden outline or highlighted background. These slots should be evenly spaced, properly aligned, and sized identically to standard inventory slots. Each slot must remain locked to only accept edible items, and if a non-edible item is attempted, it should flash red and reject placement. Directly below the Everfeast slots, show the full player inventory grid, including both the 3x9 main inventory and the hotbar, exactly as it appears in the vanilla inventory screen. The Everfeast slots and player inventory must align correctly, with no overlapping, misplacement, or floating items. Drag-and-drop between the Everfeast slots and the player’s inventory should work seamlessly, and shift-clicking must place valid items into the first available Everfeast slot. Visually, the UI background should have a clean magical theme with subtle glowing patterns or runes, but it should not obscure or overlap text or slots. The toggle text, Everfeast slots, and player inventory should each have their own dedicated area in the interface so nothing appears stacked on top of each other. This redesign should make the Everfeast inventory feel like a polished, professional interface that is both functional and immersive.
1
Sep 25, 2025, 06:06 AM
User request: Create a Minecraft mod item called the Gluttony Amulet or similar, designed as an intelligent, self-operating survival tool that automatically manages food consumption for the player. This item should have five internal slots dedicated exclusively to edible items, supporting all vanilla foods as well as mod-added foods. Its primary function is to continuously monitor the player’s hunger and health values while active in the player’s inventory, including off-hand, main inventory, or any wearable accessory/bauble slot, and automatically consume the most optimal food from its internal storage whenever hunger falls below a configurable threshold or the player’s health drops critically. The item should select food based on hunger restored per item and saturation efficiency, ensuring that no food is wasted and the player receives maximum benefit from every item consumed. Foods with special effects, such as buffs, teleportation, or status-altering effects, should trigger these effects automatically when consumed, preserving the original behavior of the food item. The Gluttony Amulet should prioritize critical health situations, automatically consuming the highest-value healing foods first, and then revert to standard hunger management using the most efficient foods remaining in its slots. The consumption process should include visible and/or audio cues indicating which item is being eaten and any resulting effects applied. The system should be fully automatic and configurable, allowing optional prioritization of certain foods, toggling of special effects, and potential upgrades that improve efficiency or add additional behaviors. The item should feel seamless and intelligent, functioning as a real-time survival assistant that maximizes resource efficiency, automates food consumption, and integrates unique food effects into gameplay, providing a sophisticated enhancement for both casual exploration and combat-heavy scenarios. Any food consumed should also give the player its status effects and/or trigger any action that food does. Edit v2: Update the Auto-Food Processor mod to fully preserve the status effects and special abilities of any consumable food items it consumes. When the item automatically eats a golden apple, chorus fruit, or any mod-added food with unique effects, the player should receive all original buffs, teleportation, or other effects exactly as if they had manually eaten the item. Ensure that the internal consumption logic triggers the food’s native use method rather than simply restoring hunger and saturation, maintaining full compatibility with all vanilla and modded foods that apply special effects. Revise the user interface to properly synchronize with the player’s inventory. The item’s internal slots should display correctly relative to the in-game inventory UI, accurately reflecting the contents at all times. Foods located in the player’s hotbar or main inventory must be fully compatible and placeable into the Auto-Food Processor slots without restriction. The UI should scale, align, and behave consistently across different screen resolutions, maintaining visual clarity and accessibility. Correct the item texture and design so that it matches the image uploaded by the user. The generated in-game item should reflect the desired custom artwork rather than defaulting to placeholder textures such as a Nether Star. Ensure that the texture is applied to all instances of the item, including inventory icons, held items, and equipped displays, preserving visual consistency and matching the uploaded design precisely. Edit v3: Update the Auto-Food Processor mod to properly synchronize its internal inventory with the player’s inventory. All internal slots should accurately reflect the actual items stored in the amulet in real time, including items moved from the hotbar or main inventory, ensuring the UI is fully aligned with the player’s inventory and internal slot contents at all times. Implement a new priority slot mechanic: the 5th slot should be visually distinct, for example, colored gold, to indicate its special status. Any consumable food placed in this slot must be consumed first whenever the amulet activates, before foods in the other four slots. The 5th slot continues to give priority consumption until the item in that slot is depleted, after which the amulet resumes standard consumption behavior for slots 1–4. Slots 1–4 retain their existing functionality, including intelligent selection based on hunger and saturation efficiency, and activation of any food status effects or special abilities. Ensure the UI clearly highlights the priority slot and dynamically updates to show changes in slot contents in real time. Edit v4: Rework the Auto-Food Processor mod to fully synchronize its internal inventory with the player’s inventory. Any food placed in the player’s hotbar, main inventory, or moved into the amulet should immediately appear in the amulet’s UI, and any item moved within the amulet should instantly update in the player’s inventory, preventing desynchronization or misalignment. Implement drag-and-drop functionality so players can seamlessly move items between the amulet and their inventory, with visual indicators highlighting valid slots for placement and signaling invalid moves. Enhance the 5th slot as a priority slot, visually distinct (e.g., golden), and allow it to be configurable: players can toggle whether this slot always prioritizes food consumption or only does so when health or hunger drops below a critical threshold. The amulet should continue to automatically consume foods according to efficiency, saturation, and status effect rules, while the 5th slot is handled according to the player’s chosen priority behavior. Slots 1–4 operate as usual, selecting foods intelligently based on hunger, saturation, and special effects. Ensure the UI correctly mirrors all slot contents, updates dynamically when items are moved, and maintains clear, accurate visual feedback across all resolutions. The mod should now provide a fully synchronized, intuitive, and user-friendly experience, with seamless inventory interaction, configurable priority behavior, and full support for all vanilla and mod-added food effects. Edit v5: Completely rework the Gluttony Amulet’s inventory system to ensure full, real-time synchronization between the player’s inventory and the amulet’s internal slots. The amulet’s UI should accurately reflect the contents of its five slots at all times, including items added, removed, or moved from the player’s hotbar or main inventory. Any changes in the player’s inventory should immediately update in the Gluttony Amulet’s internal slots, and any movement of items within the amulet should instantly update the player’s inventory. Implement event-driven updates or an equivalent system so that slot contents are always mirrored perfectly, eliminating any desynchronization, display misalignment, or delayed updates. Ensure that the UI shows all changes dynamically, including the 5th priority slot, and maintains visual consistency and clarity across all screen resolutions. This fix should guarantee that the player can always see an accurate, up-to-date representation of the Gluttony Amulet’s inventory, allowing seamless management of food items and enabling all other mechanics (auto-consume, priority slot, status effect activation) to function correctly without interference. Edit v6: The Everfeast must have a fully functional and visually distinct custom inventory interface that appears when the player opens it. This interface should be designed so that it feels magical and immersive while still being practical to use. At the center of the screen, there should be five storage slots that represent the Everfeast’s internal storage. These five slots should be placed in a clear horizontal row, separated slightly from the rest of the interface to make them stand out. Below or alongside these slots, the player’s full inventory and hotbar should be visible exactly as they appear in the normal inventory screen. This is important because it allows seamless drag-and-drop interactions between the Everfeast slots and the player’s main inventory. Each of the first four Everfeast slots should look like normal item slots but with a faint glowing border or subtle aura around them to signal that they are enchanted slots. These four slots should only accept edible items, and if a non-edible item is placed into them, it should be rejected with a short red outline or error animation. The fifth slot should be visually unique and clearly marked as the priority slot. It should have a golden outline or a brighter glowing frame so that it stands out from the others. When the player hovers over it, a tooltip should appear that reads “Priority Slot – Food here is eaten first.” This slot functions as a dedicated space where the player can place their most important consumables, such as golden apples or chorus fruit, and these items will always be consumed first before any other stored food until the stack is depleted. The Everfeast’s internal storage must always remain perfectly synchronized with the player’s inventory to avoid ghost items, duplication bugs, or desynchronization issues. If the player places an edible item into one of the Everfeast’s slots through drag-and-drop or shift-clicking, it should appear instantly in the slot and update the player’s inventory to reflect the removal of that item. Similarly, removing an item from the Everfeast should instantly return it to the player’s inventory without delay or mismatch. Shift-clicking should automatically move valid food items into the first available Everfeast slot, and drag-and-drop should function seamlessly in both directions. If an invalid item is attempted, the slot should briefly flash red or show a rejection effect. To give players proper feedback, whenever the Everfeast consumes food automatically, the slot that held the consumed food should briefly flash, pulse, or fade to indicate which food was eaten. If the Everfeast has no food stored, faint gray text should appear below the slots that says “No food stored.” This ensures the player always has clear visual awareness of what the Everfeast contains and what it is doing. The overall aesthetic of the Everfeast inventory screen should fit its magical theme. The background should feature faint swirling magical patterns, runes, or glowing energy that reflects its enchanted nature. The slot borders and UI accents should use colors like gold, purple, or blue to create an enchanted feel. The final design should combine both function and atmosphere, making the Everfeast not just a useful tool but also a visually pleasing magical artifact.
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This mod is licensed under the CreativeMode Mods License.