MariesWiki
Nourished · Enhancement

Modonomicon Redesign

In progress 4/6 tasks Updated 23 Sept 2026 22 min read

ℹConcept

The Nourished Guide should feel like Nourished itself — not like a linear instruction manual.

The book should serve two purposes:

Learn Nourished — a guided introduction for new players.
Reference Nourished — a searchable knowledge system for players who already understand the basics.


🎯 Core Goal

Transform the current guide from a primarily linear tutorial into a living reference library built around Nourished's actual systems.

The guiding question

"What does the player need to know right now?"

The book should let a player either:

  • Follow a guided introduction

  • Look up a specific mechanic

  • Understand what an icon or value means

  • Learn why a system exists

  • Discover relationships between Nourished systems

  • Find advanced configuration and integration information


🧭 Book Architecture

📖 NOURISHED
│
├── 🌱 GETTING STARTED
│
├── 🍎 FOOD
│
├── ❤️ NUTRITION
│
├── 🏃 ACTIVITY
│
├── 🌿 GUT HEALTH
│
├── 🏆 PROGRESSION
│
└── ⚙️ ADVANCED

!Important

Getting Started is the only guided progression.

The remaining categories should function as an immediately accessible reference library.


🌱 Getting Started

Purpose

Teach a new player the basic Nourished gameplay loop without overwhelming them.

Proposed Structure

                    WELCOME
                       │
              ┌────────┴────────┐
              ▼                 ▼
           YOUR HUD          YOUR DIET
              │                 │
              └────────┬────────┘
                       ▼
                  FOOD GROUPS
                       │
                ┌──────┴──────┐
                ▼             ▼
             VARIETY        BALANCE
                │             │
                └──────┬──────┘
                       ▼
                  SLEEP BONUS
                       │
                       ▼
                 YOUR FIRST DAY

Entries

  • Welcome to Nourished

  • Your HUD

  • Your Diet

  • Food Groups

  • Food Variety

  • Balance

  • Sleep Bonus

  • Food Tooltips

  • Your First Day


🍎 Food

ℹPurpose

Explain what the player is eating and how Nourished interprets food.

Entries

  • Food Groups

  • Food Classification

  • Food Variety

  • Conflicting Foods

  • Super Foods

Food Groups

Create a quick-reference page showing what each group represents.

Food Group What Contributes
🍎 Fruits Fruit-based foods
🥕 Vegetables Vegetable-based foods
🥩 Proteins Meat and protein-rich foods
🌾 Grains Grain-based foods
🥛 Dairy Dairy foods

✦Tip

Need to improve a group?

Check the food tooltip before eating. Nourished shows what that food contributes to your diet.


❤️ Nutrition

ℹPurpose

Explain what Nourished does with the food the player eats.

Entries

  • Balance

  • Nutrient Levels

  • Calories

  • Diminishing Returns

  • Effects

  • Stacking


⚖️ Balance

Explain:

  • What nutritional balance means

  • How food groups contribute

  • How balance is calculated

  • Why balance matters

  • How balance affects effects and bonuses

Always explain the "Why"

Instead of:

Food groups decay over time.

Prefer:

Why does my diet change?

Your body doesn't stay nourished forever. Food group levels naturally decline over time, encouraging you to maintain a varied diet instead of filling your needs once and forgetting about them.


✨ Effects

Instead of creating a long documentation chain:

Balance Bonus
Per-Group Bonuses
Penalties
Per-Group Penalties
Stacking Effects
Viewing Effects

restructure the system into a smaller set of conceptual pages.

Proposed Structure

EFFECTS
│
├── When You're Healthy
├── When You Need Something
├── Food Group Effects
└── How Stacking Works

Tasks

  • Explain positive effects

  • Explain negative effects

  • Explain food-group-specific effects

  • Explain stacking

  • Show actual effect icons

  • Show examples

  • Explain where active effects can be viewed


😴 Sleep Bonus

✓Core Concept

A good diet makes for better rest.

Page 1 — Sleep Bonus

Sleeping while well-nourished grants a Sleep Bonus. The more food groups you have filled, the stronger the bonus when you wake.

The better you eat, the better you wake up.

Page 2 — How It Scales

Show the actual configured values rather than permanently hardcoding them.

1 Food Group  → configured bonus
2 Food Groups → configured bonus
3 Food Groups → configured bonus
4 Food Groups → configured bonus
5 Food Groups → configured bonus

Tasks

  • Create Sleep Bonus entry

  • Explain trigger

  • Explain food-group scaling

  • Show configured bonus values

  • Add effect visualization

  • Explain when the bonus is applied


🏃 Activity

ℹPurpose

Explain how player activity interacts with Nourished.

Entries

  • Activity

  • Sprinting

  • Swimming

  • Mining

  • Combat

  • Starvation

  • Activity Log

Tasks

  • Explain what activity tracking is

  • Explain each activity

  • Explain activity-related nutritional effects

  • Explain the Activity Log

  • Show relevant HUD elements

  • Explain configurable activity behavior


🌿 Gut Health

ℹPurpose

Explain the systems surrounding food quality and digestive effects.

Entries

  • Raw Food

  • Food Tiers

  • Resistance

  • Recovery

Tasks

  • Explain raw food effects

  • Explain food tiers

  • Explain resistance

  • Explain recovery

  • Show relevant effects

  • Explain configurable behavior


🏆 Progression

ℹPurpose

Give players long-term goals instead of only explaining mechanics.

Entries

  • Milestones

  • Food Group Milestones

  • Perfectly Balanced

Tasks

  • Document available milestones

  • Explain milestone requirements

  • Explain food-group progression

  • Document special achievements

  • Add visual examples where useful


⚙️ Advanced

ℹPurpose

Everything a player needs once they want to customize or extend Nourished.

Entries

  • Configuration

  • Food Scanner

  • Datapacks

  • KubeJS

  • Mod Compatibility

Tasks

  • Explain configuration

  • Explain in-game configuration/editor

  • Document Food Scanner

  • Document datapack overrides

  • Document KubeJS integration

  • Document supported integrations

  • Explain server/client configuration behavior


🖼️ Screenshots & Visual Explanations

Screenshots should no longer simply be:

screenshot → paragraph explaining screenshot

Instead, make the screenshot part of the explanation.

Example — Diet Screen

Your Diet

Your diet is the big picture.

Then show the Diet Screen.

Food Group Bars

Each bar represents your current level in that food group.

Recent Foods

See which foods are currently contributing to your diet.

Status

Your current balance determines which bonuses or penalties are active.

Tasks

  • Audit existing screenshots

  • Replace unnecessary screenshots

  • Add annotated screenshots where useful

  • Break large explanations into visual sections

  • Ensure screenshots remain accurate after UI changes


🔎 Quick Reference

Create pages intended specifically for "What the fuck does this mean?" moments.

Potential quick-reference pages:

  • Food Groups

  • HUD Elements

  • Diet Screen

  • Effects

  • Activity Icons

  • Calories

  • Food Classification

  • Notifications

These should prioritize:

What is it? → What does it mean? → What do I do with it?


🧠 Writing Philosophy

Every major mechanic should answer three questions:

1. What is it?

Explain the mechanic.

2. Why does it exist?

Explain its purpose within Nourished.

3. How do I use it?

Give the player something actionable.


Example

Weak

Food groups decay over time.

Nourished-style

Why does my diet change?

Your body doesn't stay nourished forever. Food group levels naturally decline over time, encouraging you to maintain a varied diet rather than filling your needs once and forgetting about them.


🗺️ Node Map Philosophy

The node map should represent relationships between concepts, not simply page order.

Instead of

Page 1
  ↓
Page 2
  ↓
Page 3
  ↓
Page 4

Use

                     NOURISHED
                         │
             ┌───────────┼───────────┐
             ▼           ▼           ▼
           FOOD       NUTRITION    ACTIVITY
             │           │           │
        ┌────┼────┐      │       ┌───┼───┐
        ▼    ▼    ▼      ▼       ▼   ▼   ▼
      Groups Variety Super    Calories Mining Combat
                  Foods
                    │
               Conflicting

Tasks

  • Define category roots

  • Define entry relationships

  • Position nodes intentionally

  • Avoid unnecessary linear chains

  • Keep reference categories accessible

  • Use progression locks only where they improve discovery


🌱 Progressive Disclosure

The guide should reveal complexity gradually.

Don't immediately give a new player 400 pieces of documentation.

First Day

Eat a variety of foods.

Afterward

Your diet is starting to take shape.

Next

You're beginning to see the effects of balance.

Advanced

Now that you understand your diet, here's how Nourished calculates it.

Expert

Want to customize it? Here's the advanced section.

✓Success

Teach the player first. Document the system second.


🛠️ Datagen Architecture

The existing datagen pipeline should be extended rather than discarded.

Proposed Content Structure

Guide
│
├── GettingStarted
├── Food
├── Nutrition
├── Activity
├── GutHealth
├── Progression
└── Advanced

Reusable Helpers

createEntry(...)
addTextPage(...)
addImagePage(...)
addRecipe(...)
addEffect(...)
addFoodGroup(...)
addNavigation(...)

Goals

  • Keep guide generation declarative

  • Separate content from positioning

  • Reuse common page builders

  • Make navigation reusable

  • Keep entries easy to expand

  • Avoid duplicating Modonomicon boilerplate

  • Keep configurable values out of static prose where possible


⚙️ Configuration-Aware Documentation

Where Nourished values are configurable, the guide should avoid becoming stale.

Avoid

Sleeping with five food groups always gives +20 seconds of Speed.

Prefer

The Sleep Bonus scales with the number of filled food groups. The exact values can be configured.

Where practical:

  • Pull configured values into generated content

  • Identify which values are safe to display dynamically

  • Avoid hardcoded mechanics that can change through configuration

  • Clearly distinguish defaults from configured values


🧪 Guide Testing

Content

  • Every entry opens correctly

  • No missing pages

  • No broken links

  • No incorrect mechanics

  • No outdated screenshots

  • No duplicated explanations

  • Getting Started flows correctly

  • Reference categories are accessible

  • Nodes don't overlap

  • Relationships are understandable

  • Locked content behaves correctly

Visual

  • Screenshots render correctly

  • Text fits within pages

  • Icons are correct

  • Images are readable

  • Node positioning feels intentional

Accuracy

  • Food groups match current implementation

  • Calories match current implementation

  • Activity matches current implementation

  • Gut Health matches current implementation

  • Effects match current implementation

  • Configuration behavior is accurate

  • Server/client behavior is accurate


🚧 Things To Avoid

✕Don't Turn the Guide Into a Wiki Dump

More pages do not automatically make a better guide.

Avoid:

  • Huge walls of text

  • Explaining implementation details to normal players

  • Repeating the same mechanic across multiple pages

  • Locking reference material behind tutorial progression

  • Hardcoding configurable values

  • Using screenshots as decoration

  • Creating entries that exist only because a system has a class

  • Turning every tiny mechanic into its own page


⭐ Definition of Done

The guide is ready when a player can:

  • Learn Nourished from scratch without external documentation

  • Quickly look up an unfamiliar HUD element

  • Understand what a food contributes

  • Understand why their diet changes

  • Understand their active effects

  • Understand calories and activity

  • Find advanced configuration information

  • Discover relationships between Nourished systems

  • Navigate the book without following a forced linear path

“Quote

The guide shouldn't tell players everything at once.

It should give them the right information when they need it.


📌 Immediate Next Steps

  • Finish current Modonomicon migration

  • Establish top-level categories

  • Move existing Getting Started content into the new structure

  • Break apart First Day

  • Rework Effects

  • Add Sleep Bonus as its own concept

  • Create Food reference category

  • Create Nutrition reference category

  • Create Activity reference category

  • Create Gut Health reference category

  • Create Progression reference category

  • Create Advanced reference category

  • Rework node positioning

  • Audit screenshots

  • Refactor datagen helpers where duplication exists

  • Test the complete book in-game


🧱 Future Expansion

Potential future entries:

  • Super Foods discovery system

  • Food recommendations

  • Missing Food Groups

  • Meal planning

  • Advanced nutrition explanations

  • More integration documentation

  • Mod compatibility reference

  • Dynamic configuration values in guide

  • Contextual links between related mechanics


Migration

Here's the actual scope, from counting the legacy files: 6 remaining categories, 30 entries total, ~1,183 lines of existing Patchouli content (Getting Started, at 8 entries, is already fully migrated and polished — this is the rest).

Breakdown:

  • compat_mods — 10 entries (butchery, croptopia, farm_and_charm, farmers_delight, herbs_and_harvest, legendary_survival_overhaul, overview, pams_harvestcraft, peak_stamina, spice_of_life) low

  • food_groups — 5 entries (dairy, fruits, grains, proteins, vegetables) high

  • server_owners — 2 entries (configuring_effects, datapack_overrides) done 2026-09-23

  • tips_and_tricks — 5 entries (daily_routine, efficient_farming, emergency_recovery, multiplayer_adventure, reading_tooltips) done 2026-09-23

  • food_safety — 2 entries (gut_health, raw_food) done 2026-09-23

  • how_it_works — 6 entries (balance_score, diminishing_returns, food_families, multiplier_system, nutritional_debt, streak_penalty) done 2026-09-23

More Nourished enhancements