Culinary Bridge Mod Wiki › FAQ
Culinary Bridge Mod FAQ
10 questions players actually ask, answered.
Do I need to do anything to start using Culinary Bridge?
No setup is required—the mod works automatically once installed. Simply use ingredients from any compatible cooking mod in recipes from another mod, and Culinary Bridge will recognize them through its shared tag system.
Why isn't my ingredient working in a recipe even though it should?
Check that both mods are actually installed and that the ingredient belongs to a role category (protein, dairy, starch, etc.) that the recipe accepts. If the ingredient comes from a mod Culinary Bridge doesn't have a translation for, it won't be recognized.
Can I use milk from Mod A to make cheese in Mod B?
Yes, that's exactly what Culinary Bridge does. As long as both mods are compatible and milk is tagged as a dairy ingredient, it will work in any recipe that calls for milk, regardless of which mod created it.
Do my players need to install anything on their client for multiplayer?
No, Culinary Bridge runs entirely on the server side. Players only need the mod installed if they're playing single-player; multiplayer servers handle all the translation automatically.
What happens if I have conflicting recipes from two different mods?
Culinary Bridge doesn't remove or override recipes—it only makes ingredients compatible. If two mods have conflicting recipes, both will remain active, and Minecraft will use the first one it encounters.
Which cooking mods work with Culinary Bridge?
Check the mod's compatibility guide on the wiki for the full list of supported mods. Culinary Bridge works with most popular cooking mods, but some niche or heavily customized mods may not be included.
Does Culinary Bridge slow down my server?
No, the mod is designed to be lightweight and runs tag translations on the server side without impacting performance. It only processes ingredient checks when recipes are crafted.
Can I customize which ingredients work together?
Culinary Bridge uses predefined role-based categories (proteins, dairy, starches, sweeteners, liquids) that are set by the mod. You cannot customize these groupings without modifying the mod's configuration files directly.
What if I install a new cooking mod after setting up Culinary Bridge?
If the new mod is compatible, Culinary Bridge will recognize its ingredients automatically without any restart or reconfiguration needed.
Why does a recipe still show as needing 'Mod A's cheese' instead of just 'cheese'?
The recipe display name comes from the original mod and won't change, but Culinary Bridge will still accept cheese from any compatible mod when you craft it. The visual label is just the recipe's original name.