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Hunger

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The Food Bar is seen on the right, opposite the Health Bar.

Hunger is an aspect of Minecraft added in the Adventure Update that governs several aspects of gameplay. Instead of directly restoring the player's health as it did prior to the Adventure Update, eating food now fills up the food bar, which is constantly drained by the player's actions. The food bar is located on the HUD opposite to the player's health bar on the bottom of the screen and is represented by ten shanks, which look like chicken legs and each are equal to 2 half-units of food.

Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg

While the player is sprinting, the food bar depletes much faster. The player is not able to sprint if their food level is 6 (Hunger.svgHunger.svgHunger.svg) or less.

The food bar does not drain when playing on Peaceful mode. If it somehow gets depleted, such as by allowing it to deplete by switching to another difficulty and back again, it will quickly regenerate.

Certain foods have a chance of inflicting hunger on the player upon consumption, which causes the player's hunger to deplete faster.

Effects[edit | edit source]

  • When the food bar is at 18 (Hunger.svg × 9) points or above, the player's health will slowly regenerate at a rate of 1 health point every 4 seconds.[1] Note that as of version 1.6, each point healed will cost 3/4 food points (3 units of exhaustion)
  • When the food Bar is at 17 (Hunger.svg × 8.5) points or below, the player will not naturally regenerate health unless switching to Peaceful difficulty.
  • If the food bar is at 6 (Hunger.svgHunger.svgHunger.svg) points or below, then the player will not be able to sprint.
  • When the food bar is at 0 (Empty Hunger.svg), the player's health will deplete at a rate of 1 (Half Heart.svg) every 4 seconds (this makes sleeping impossible). On Easy difficulty, the player's health stops dropping at 10 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg), on normal it stops at 1 (Half Heart.svg), and on hard it keeps draining until either the player eats something or starves to death.[2]

Food poisoning[edit | edit source]

Poisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svg

Hunger, or food poisoning, is an effect induced by eating certain foods, which turns the food bar a sickly yellow-green and drains food more rapidly. The only foods, however, to inflict Hunger are rotten flesh, which can cause Hunger 80% of the time, raw Chicken, which causes Hunger only 30% of the time and Pufferfish, which will always cause Hunger (and normal poisoning too). Eating a spider eye or poisonous potato actually deals the player Poison. The rest of the foods will not cause food poisoning.

Name Icon Chance to Hunger
Raw Chicken
30%
Rotten Flesh
80%
Pufferfish
100%

Behavior[edit | edit source]

Hunger from food poisoning adds 15.0 to the player's exhaustion level over the course of 30 seconds, draining Hunger.svg × 1⅞. In Peaceful mode, the food bar will change color, but will not drain out. Green-like swirls will also emit from the player, indicating that the player is food poisoned. When a pufferfish is eaten, it induces level III Hunger, but only for 15 seconds. In this time, 22.5 exhaustion points are added, draining Hunger.svg × 2 1316.

The duration of Hunger does not stack. So, if the player eats many poisonous foods at once, they will only feel the negative effects of the most recent poisonous food, plus the consumption time of each other food. Also, drinking milk will negate the effect, allowing the player to potentially eat more poisonous food and constantly drink milk to fill the bar without being inflicted by Hunger.

Mechanics[edit | edit source]

The ten drumsticks shown at the bottom of the screen next to the health bar show the status of the player's food level. Each drumstick represents two food level points. Therefore, the maximum food level is 20.

There is another aspect of hunger that is not visible to the player. This is called the food saturation level. The player's hunger will not decrease until their food saturation level reaches zero. When the saturation level is at zero, the food bar will shake or jitter periodically. The maximum value of the food saturation level is equal to the current value of your food level. This means that if, for example, your food level is 20/20 (All your drumsticks are full) then your maximum food saturation level is also 20.

When you eat food, your food level and your food saturation level increase as long as they aren't already at their maximums. The amount that is replenished depends on the food item being consumed. The amount of food saturation replenished is not dependent on the number of food level points replenished; for instance, if the player eats a steak while missing only half a drumstick (food level 19/20), that player will still gain the full food saturation of the steak (up to saturation 20/20), despite having wasted all but one of the actual food points from the steak. It is not possible to eat food when your food level is at its maximum (except golden apples).

A third component of hunger is the food exhaustion level, which effectively tracks fractions of the next hunger or saturation point that will be spent. This value can range between 0.0 and 4.0. Certain actions the player takes increase this variable. The table below shows how different actions affect the player's exhaustion level. When exhaustion reaches 4.0 or above, it is reduced by 4.0 and the food saturation level is reduced by 1.0; if this brings the food saturation level below zero, it is set to zero instead. If the food saturation level is already at zero, then a point is removed from the player's food level and the player loses half a drumstick.

The last variable involved in the hunger mechanics is the foodTickTimer; this variable is reset to zero when foodLevel increases to more than 17 or decreases to zero, and increases every tick as long as that remains the case. When it reaches 80, the player either regenerates 1 (Half Heart.svg) or takes 1 (Half Heart.svg) starvation damage and foodTickTimer resets to zero.

Exhaustion level increase[edit | edit source]

Any action not listed here will not increase exhaustion level.  For example, the player can travel several days by boat and the food bar will not decrease.

Action Exhaustion Level increase
Walking and Sneaking
 (per meter)
0.01
Swimming
 (per meter)
0.015
Breaking a block 0.025
Sprinting
 (per meter)
0.1
Jumping 0.2
Attacking an enemy 0.3
Receiving any damage 0.3
Effects of food poisoning 0.5 per second (15.0 over entire duration) for Raw Chicken and Rotten Flesh
1.5 per second (22.5 over entire duration) for Pufferfish
Jumping while sprinting 0.8
Regenerating health by having Hunger.svg × 9 or higher, per 1 (Half Heart.svg) 3.0

Food level and saturation level restoration[edit | edit source]

Name Icon Food Points Saturation restored Effective Quality
[note 1]
Saturation ratio Status effect(s) Source(s)
Apple
4 (Hunger.svgHunger.svg) 2.4 6.4 0.6

None

Baked Potato
5 (Half Hunger.svgHunger.svgHunger.svg) 7.2 12.2 1.44

None

Cooking a potato in a furnace
Beetroot
1 (Half Hunger.svg) 1.2 2.2 1.2

None

Harvesting beetroot crops
Beetroot Soup
5 (Half Hunger.svgHunger.svgHunger.svg) 7.2 12.2 1.44

None

Crafting a bowl together with beetroots
Bread
5 (Half Hunger.svgHunger.svgHunger.svg) 6 11 1.2

None

Cake (slice)
2 (Hunger.svg) 0.4 2.4 0.2

None

Crafting from wheat, eggs, sugar, and milk
Cake (whole)
14 (Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg) 2.8 16.8 0.2

None

Carrot
3 (Half Hunger.svgHunger.svg) 4.8 7.8 1.6

None

  • Killing zombies
  • Harvesting carrots
Chorus Fruit
4 (Hunger.svgHunger.svg) 2.4 6.4 0.6

The player may be teleported randomly, as described at Enderman#Teleportation.

Breaking chorus plants
Clownfish
1 (Half Hunger.svg) 0.2 1.2 0.2

None

Cooked Chicken
6 (Hunger.svgHunger.svgHunger.svg) 7.2 13.2 1.2

None

Cooked Fish
5 (Half Hunger.svgHunger.svgHunger.svg) 6 11 1.2

None

Cooked Mutton
6 (Hunger.svgHunger.svgHunger.svg) 9.6 15.6 1.6

None

Cooked Porkchop
8 (Hunger.svgHunger.svgHunger.svgHunger.svg) 12.8 20.8 1.6

None

Cooked Rabbit
5 (Half Hunger.svgHunger.svgHunger.svg) 6 11 1.2

None

Cooked Salmon
6 (Hunger.svgHunger.svgHunger.svg) 9.6 15.6 1.6

None

Cooking a raw salmon
Cookie
2 (Hunger.svg) 0.4 2.4 0.2

None

Golden Apple
4 (Hunger.svgHunger.svg) 9.6 13.6 2.4
Enchanted Golden Apple
4 (Hunger.svgHunger.svg) 9.6 13.6 2.4 Crafting from an apple and gold blocks
Golden Carrot
6 (Hunger.svgHunger.svgHunger.svg) 14.4 20.4 2.4

None

Crafting a carrot with gold nuggets
Melon
2 (Hunger.svg) 1.2 3.2 0.6

None

  • Harvesting a melon block
Mushroom Stew
6 (Hunger.svgHunger.svgHunger.svg) 7.2 13.2 1.2

None

Poisonous Potato
2 (Hunger.svg) 1.2 3.2 0.6


Poison
for 4 seconds (60% chance)

Harvesting potato plants
Potato
1 (Half Hunger.svg) 0.6 1.6 0.6

None

  • Killing zombies
  • Harvesting potato plants
Pufferfish
1 (Half Hunger.svg) 0.2 1.2 0.2
(−4.8)[note 2]
Pumpkin Pie
8 (Hunger.svgHunger.svgHunger.svgHunger.svg) 4.8 12.8 0.6

None

Rabbit Stew
10 (Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svg) 12 22 1.2

None

Crafting with a bowl, carrot, baked potato, mushroom and cooked rabbit
Raw Beef
3 (Half Hunger.svgHunger.svg) 1.8 4.8 0.6

None

Killing cows and mooshrooms
Raw Chicken
2 (Hunger.svg) 1.2 3.2 0.6
(2.075)[note 2]


Hunger
for 30 seconds (30% chance)

Killing chickens
Raw Fish
2 (Hunger.svg) 0.4 2.4 0.2

None

Raw Mutton
2 (Hunger.svg) 1.2 3.2 0.6

None

Killing sheep
Raw Porkchop
3 (Half Hunger.svgHunger.svg) 1.8 4.8 0.6

None

Killing pigs
Raw Rabbit
2 (Hunger.svg) 1.8 3.8 0.9

None

Killing rabbits
Raw Salmon
2 (Hunger.svg) 0.4 2.4 0.2

None

Rotten Flesh
4 (Hunger.svgHunger.svg) 0.8 4.8 0.2
(1.8)[note 2]


Hunger
for 30 seconds (80% chance)

Spider Eye
2 (Hunger.svg) 3.2 5.2 1.6
(2.2)[note 3]


Poison
for 4 seconds

Steak
8 (Hunger.svgHunger.svgHunger.svgHunger.svg) 12.8 20.8 1.6

None

  1. Food Points + Saturation, which gives roughly how 'long' the food will last. See hunger for details. This value will be reduced if you are near your food or saturation caps, as excess points of either type will be wasted.
  2. a b c
    Average expected food quality if food poisoning isn't cured. Food poisoning lasts 30 seconds from the last food that inflicted it, and drains nearly 2 shanks of hunger over that duration. The loss comes from saturation before visible hunger.
  3. Food quality if poison isn't cured; healing the damage from poison quickly drains the hunger bar.

Video[edit | edit source]

History[edit | edit source]

Beta
1.8 Hunger was introduced. Food no longer restores health directly, but the player can regenerate if the hunger meter is 90% or over.
Official release
1.6.1 Health regeneration from food now increases the exhaustion level significantly, draining three points of food/saturation for every health point regenerated.
1.8 Hunger now regenerates when depleted if the difficulty is set to Peaceful.
Upcoming Pocket Edition
0.12.1 build 1 Hunger was introduced. Food no longer restores health directly, but the player can regenerate if the hunger meter is 90% or over.
Console Edition
TU5 Added the food bar and hunger.

Issues[edit | edit source]

Issues relating to "Hunger" are maintained on the issue tracker. Report issues there.

References[edit | edit source]