Garden Brewing and Effects

Garden flowers go into an ordinary brewing stand, and garden food carries effects of its own. What brews into what, and what each effect does.

Garden ingredients enter vanilla brewing

A Garden flower is an ingredient for the brewing stand you already own. Nothing here replaces vanilla brewing, adds a second brewing block, or runs a timer of its own. The recipes are registered with the server's own brewing registry, so the stand starts, burns its own blaze powder and finishes on its own tick. If you know how to brew, you already know how to do this.

Four things follow from that, and each one is something you can feel at the stand.

  • Splash and lingering bottles work. Every recipe is registered once for each of the three containers, and the bottle you get back is the kind you put in. A splash Awkward Potion brews into a splash result and never quietly becomes a drinking bottle.
  • The bottle must already hold a potion. A flower dropped on top of a plain water bottle does nothing at all. Brew your nether wart first, exactly as you would for any vanilla potion.
  • Identity is the item, not the block it looks like. Blooms are matched by the item they are, so a crimson fungus picked up in the Nether will not brew, and a Cinderpetal bloom carrying a bred genotype still will.
  • Nothing gets in by accident. Custom items are barred from the brewing stand unless they say otherwise, one item at a time. The blooms that have a recipe declare that permission; every other flower in the garden cannot become a potion base.

Taking a recipe back out again is done by its own name, never by what it produces. Switching Garden brewing off removes exactly these recipes and leaves vanilla's magma cream, its golden carrot and everything else untouched.

All of this is written and reviewed against the code. It has not been verified on the live server, so treat numbers on this page as what the plugin is built to do rather than as a measurement of what it did.

What the five recipes brew

No recipe here invents a new potion. Each one is a second route to something vanilla already has, which is the whole meaning of entering vanilla brewing rather than sitting beside it.

IngredientBottle you start withWhat you getWhy the recipe exists
Cinderpetal bloomAwkward PotionFire ResistanceA route to fire resistance for a garden with no blaze farm.
Frostlace bloomAwkward PotionSlow FallingSlow falling without a phantom membrane, which is a mob drop a gardener never farms.
Duskbell bloomAwkward PotionNight VisionNight vision from the cave flower rather than from a golden carrot.
Nightveil Iris bloomNight Vision PotionInvisibilityTwo brews deep, the way vanilla's fermented spider eye is. The species is itself two crossings deep.
ChiliAwkward PotionHarmingThe one offensive recipe.

Read the Nightveil Iris row carefully, because it is the only one whose input is not an Awkward Potion. You brew a Night Vision Potion first and then add the iris to it. That matches how the plant is obtained: the species is bred rather than found, so its potion is a second brew rather than a first.

The chili recipe names its ingredient through a setting rather than fixing it in code, because the chili item belongs to a different part of the garden. Where that setting does not match an item the server actually knows, the recipe is skipped rather than half registered, and /effects brewing marks the row as not available on this server yet. A recipe you cannot brew and were never told about would be indistinguishable from one that works, so the list says so out loud.

The Garden effects

Brewed potions are one half of this page. The other half is the Garden effects, which come from eating, drinking and working rather than from a bottle. There are eight of them declared and seven built.

EffectWhat it is made ofWhat it doesDefault length
Well-FedPlugin state plus two keyed attributesOne extra heart and +0.10 knockback resistance480 seconds
CaffeinatedVanilla Haste I plus a keyed attributeHaste I and 8 percent more movement speed240 seconds
JitteryPlugin state onlyYour aim wanders. Mining is untouched180 seconds
SteadyVanilla Resistance I plus a keyed attributeResistance I and +0.15 knockback resistance; clears Jittery300 seconds
Green-ThumbedPlugin state onlyHarvest quality rolls 0.15 better90 seconds
Pollen-StruckVanilla Regeneration I plus a keyed attributeRegeneration I and half a block of extra reach120 seconds
Grove-WalkVanilla Speed I plus a keyed attributeSpeed I and 0.6 more step height, so roots stop catching your feet240 seconds
Bounced / SlickNothing. ReservedNot built. Listed so the list does not lienone

Every effect says which of three things it is

A custom effect is either a vanilla potion effect with parameters the plugin chose, or an attribute modifier, or a state the plugin tracks with a timer somebody wrote. The middle column above is that answer for each one, and it is why the behaviour differs in ways you can see. Caffeinated shows a HUD icon because its Haste half is real vanilla Haste. Green-Thumbed shows nothing at all, because there is no vanilla effect behind it and no icon to borrow.

Why the attribute half is removed by name

The attribute bonuses are written under a key of the plugin's own, in the shape blacklight:garden/<effect>/<attribute>, one key per effect and attribute pair. A blanket removal of, say, every knockback resistance modifier would delete every source at once: your armour's, another plugin's, a skill's. That was refused. Because each pair has its own key, Well-Fed and Steady can both raise your knockback resistance at the same time and either one can end without disturbing the other.

Bounced / Slick is reserved and carries no effect, no attribute and no duration. It is listed here for the same reason it is listed in game: an effect roster that hides a planned entry teaches you the roster is complete when it is not.

Where each effect comes from

None of these is bought, and none is brewed. Every one is granted by an action, and the action is what the effect is about.

EffectHow you get it
Well-FedEat a dish made from quality Garden produce.
CaffeinatedDrink a coffee from a cafe servery: espresso, filter coffee, cold brew, latte or vanilla flat white.
JitteryDrink more coffee than the window allows. Nothing else grants it.
SteadyDrink a tea: chai or green tea.
Green-ThumbedWater, weed or otherwise tend a Garden plot.
Pollen-StruckRight-click a beehive or bee nest that is at full honey, holding shears or a glass bottle.
Grove-WalkDrink a Grove Potion, brewed from what a grove drops.

Pollen-Struck is granted on the interaction rather than after the harvest, because the honey level has to be read while the hive is still full. If a claim or another protection refuses your click, no effect is granted: the plugin will not pay out on a harvest that did not happen. You are told the first time you earn it and not on every refill, since a two minute effect announcing itself at every hive would be noise.

Green-Thumbed cannot be idled into. Its window is short and it is granted by an act of tending, so walking away loses it before it can pay for anything. It rewards working rather than waiting, and that is a property of the trigger rather than of the number.

Quality buys time, never strength

When a drink or a dish grants a Garden effect, two numbers meet and they come from different places. The duration is the food's: the drink says how many seconds its base is worth, and the produce quality stamped on the cup multiplies it. The strength is the effect's own, fixed in the effect roster, and nothing a kitchen does can raise it.

That split is the reason a Pristine espresso is a longer Haste I and never a Haste II. A better harvest buys you more time with a bonus, never a bigger bonus.

DrinkEffectCommonFineChoicePristine
EspressoCaffeinated45 s56 s72 s90 s
Filter CoffeeCaffeinated300 s375 s480 s600 s
Cold BrewCaffeinated480 s600 s768 s960 s
LatteCaffeinated180 s225 s288 s360 s
Vanilla Flat WhiteCaffeinated180 s225 s288 s360 s
ChaiSteady420 s525 s672 s840 s
Green TeaSteady360 s450 s576 s720 s

The quality multipliers are 1.00 for Common, 1.25 for Fine, 1.60 for Choice and 2.00 for Pristine, and the result is rounded rather than truncated so a short base still gains a visible second. No dish or drink effect can exceed 1,200 seconds however good the ingredients were.

Garnishes are a separate layer and they follow different rules. A garnish is an ordinary finite vanilla effect with its own strength, so an espresso's Haste II garnish genuinely outranks Caffeinated's Haste I while it lasts, and the Haste I resumes underneath when the garnish ends. Cold brew's immunity to Mining Fatigue is a third thing again: a window rather than an effect. It does not appear in your effect list and nothing re-asserts it. When it lapses it simply stops applying.

Coffee, the jitters and tea

Caffeinated is the only Garden effect that carries a price, and the price is what makes the coffee counter a decision instead of a free stop.

The window

Every coffee books a cup into a rolling window of 20 minutes, measured from the first cup in that window and not from the last. Three cups inside a window are free. The fourth is the one that gives you the jitters. Because the window is a fixed span rather than a sliding one, you cannot hold it open for ever by drinking just inside the edge, and it always ends on a schedule you can plan around.

Coffee never stacks, and this is the half people misread. A second cup refreshes the timer to a full duration from now, and never adds its duration onto what is left. Drinking five espressos back to back does not buy you five espressos of Haste, and it does put you well over the free allowance. If a second cup simply added time, the jitters would cost nothing and the downside would be decoration.

What Jittery actually costs

Your aim, and only your aim. There is no Mining Fatigue, no mining attribute and no block breaking penalty anywhere in this system. What Jittery does is perturb the direction of an arrow you fire, by 0.12 of the arrow's own speed by default. The perturbation scales with launch velocity, so a fully drawn shot at range wobbles visibly and a point blank release barely moves.

The arrow's speed is then restored to exactly what it was. That is deliberate and it matters: vanilla multiplies an arrow's damage by its velocity at impact, so a spread that shortened the vector would quietly be a damage penalty wearing an accuracy penalty's name. Jittery costs you accuracy and nothing else.

Tea is the way back

Drinking a tea grants Steady, and granting Steady clears Jittery and empties the coffee window in the same moment. The count starts again from zero. Tea does not cancel coffee and the two sit together happily; what tea buys is the mistake back. That is what makes coffee or tea a choice rather than coffee being strictly better.

How Garden effects sit beside vanilla potions

An effect here is a stamp in your own player data saying when it ends, plus whatever it grants. The vanilla half is handed to the game with a finite duration, so the game itself counts it down on the HUD and expires it. There is no plugin timer anywhere in this system.

What happens when something else already holds the same effect

The game keeps the stronger of two, and an infinite one always wins on duration. If a skill has given you a permanent Haste I and you then drink a coffee, the game keeps the permanent one and the coffee's four minutes of Haste are discarded outright. You lose nothing, because you already had Haste. The moment that other source ends, though, you would be left with nothing, so the plugin watches for its own half going missing and puts it back from the stamp, with the time that is genuinely still owed.

Rules you can rely on

  • Nothing removes a potion you drank yourself. Garden effects are deliberately not enrolled in the list of effects the skill system is allowed to take back, which is exactly what keeps a skill from stripping your coffee, and exactly what keeps a Garden grant from stripping a beacon's gift.
  • Refresh, never extend, and never shorten. A repeated grant converges on one full duration. A short grant landing on a longer live effect leaves the longer one alone, because a drink that appeared to shorten your buff would read as the drink having failed.
  • Death does not cost you the drink. Dying clears your effects and respawning resets your attributes, but the stamp lives in your player data and survives both. On respawn what is still owed is put straight back, so a death costs you the seconds it took to respawn and nothing more.
  • A crash cannot strand a bonus on you. On your next join, anything whose time has passed is swept off and anything still owed is restored.

The one honest cost of having no timer

Because nothing ticks, an attribute bonus can outlive its stamp by a short while if you are standing perfectly still, not firing anything, and nobody is reading your state. Your next action ends it, the HUD never shows it, and every check the plugin makes uses the stamp rather than what is hanging off your player. It is the price of not adding a repeating task, and it is stated rather than hidden.

Staff can switch Garden effects off server wide. When they do, the bonuses come off and your stamps are kept, so anything in flight resumes if the setting is turned back on. Switching them off is not destructive.

Reading your own effects

Typing /effects on its own opens the screen. Four verbs sit behind it, and each one also works as plain chat text if a menu will not open for you.

CommandWhat it answers
/effectsOpens the effects screen.
/effects listWhat is on you right now, and how many coffees are in your window.
/effects brewingThe brewing recipes, with any unavailable row marked.
/effects explainHow all of it works, in plain language.
/effects helpThe help screen. Add text for the chat version.

/effects list shows every effect and not only the live ones. An inactive effect is greyed with its one line description still attached, which tells you what there is to go and earn. The reserved entry reads as not built yet rather than being hidden. Underneath the list you get your coffee count against the free allowance and the length of the window.

/effects brewing is about the server rather than about you, so it also answers from the console. It says how many recipes are live and prints each one as a bottle, an ingredient and a result.

Effects with a vanilla half show the ordinary vanilla HUD icon, because the vanilla half is a genuine vanilla effect. Effects that are plugin state only, meaning Jittery and Green-Thumbed, show no icon anywhere, which is why the command exists at all. Everything on these screens renders the same way on Java and on Bedrock: no custom model, no display entity, no particles.