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Hunger

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The hunger indicator is shown above hot bar, to the other side of the health indicator.

Hunger is a player-specific feature of Minecraft that regulates player's certain abilities (health regeneration and the ability to sprint) the value of which is managed by the player's activity.

Description[edit]

The player's hunger value is shown on the heads-up display in the form of a hunger bar (also called food bar), which is similar to health bar (located above the hotbar), located opposite to it and represented by ten drumsticks (). One half of a drumstick () represents one hunger point or half-unit of hunger, thus the full bar consists of twenty hunger points. It is replenished by eating food, and decreased by player's actions such as sprinting, digging or attacking.

Various levels of player's hunger control health regeneration (or depletion) and the ability to sprint. When hunger is at a high enough value, the player's health will regenerate. If it falls below a specific threshold, the player loses the ability to sprint. If the hunger bar is at zero, the player's health will deplete. The specific effects are described in the Effects of hunger section. The hunger value does not drain on Peaceful difficulty, and will regenerate if it is not at the maximum value.

An important aspect of hunger, which is not shown on the hunger bar, is called food saturation and controls the decreasing of the hunger value. It depends on what the player has eaten last. There is also a food exhaustion value, which controls the decreasing of the food saturation level. How exactly they control the overall hunger value is described in more depth in the Mechanics section.

Certain foods have a chance of inflicting Hunger status effect on the player upon consumption, which causes the player's food bar to deplete faster. See also Food poisoning.

Mechanics[edit]

The hunger system utilizes four variables to control players' abilities, the values of which are stored in the player.dat format:

  • foodLevel: The player's current hunger level, which is shown on the hunger bar. Its initial value on world creation is 20 (full bar).
  • foodSaturationLevel: The player's current saturation level, which specifies how fast the hunger level depletes and is controlled by the kinds of food the player has eaten. Its maximum value always equals foodLevel's value and decreases with the hunger level. Its initial value on world creation is 5.
  • foodTickTimer: This variable is used when the hunger value either exceeds 17 (), or is at zero. It increases on every tick, and whenever it reaches 80 (4 seconds), it resets to zero and 1♥ is added or deducted, depending on whether the player is saturated or starving. If the player has a full 20 (), 16 of 1♥ times the player's saturation level is restored, up to a maximum of 1♥, when foodTickTimer reaches 10 (12 second), and foodTickTimer is reset to zero.
  • foodExhaustionLevel: The player's current exhaustion level, which specifies how fast the saturation level depletes. Its value is increased by the player's actions (see Exhaustion level increase for specific values). The initial value is zero. When it reaches the maximum value of 4, it resets to zero and one point is subtracted from foodSaturationLevel.

As a visible sign that the saturation is used up, the hunger bar starts to shake or jitter periodically. When the saturation level is at zero, once the exhaustion value reaches 4, the total hunger value is decreased by one hunger point. Eating food replenishes both hunger and saturation levels (see Food level and saturation level restoration for specific values), with the hunger level being replenished first, which also increases the maximum allowed saturation level. For example, if a golden carrot (which gives 6 () and 14.4 saturation points) is eaten by a player whose hunger bar is at 9 () and saturation is below 1, its value will increase to 15 (), and the golden carrot's saturation potential will be fully used. However, if the hunger level is lower than 9 (), the specific foodstuff's saturation points will be wasted.

Effects of hunger[edit]

Various hunger levels lead to various effects on the player:

  • When the hunger bar is at 20 () and there is still some saturation left, health regenerates at up to 1♥ health point each 12-second, costing 1.5 food points (6 units of exhaustion) per point healed.
  • When the hunger bar is at 18 () or more with no saturation remaining, the player's health will slowly regenerate at a rate of 1♥ every 4 seconds, costing 1.5 food points (6 units of exhaustion) per point healed.
  • When the hunger bar is at 17 () points or below, the player will not naturally regenerate health unless difficulty is switched to Peaceful.
  • If the hunger bar is at 6 () points or below, then the player will not be able to sprint unless difficulty is switched to Peaceful.
  • When the hunger bar is at 0 (), the player's health will deplete at a rate of 1♥ every 4 seconds (this makes sleeping impossible). On Easy difficulty, the player's health stops dropping at 10♥♥♥♥♥♥♥♥♥♥, on Normal it stops at 1♥♥♥♥♥♥♥♥♥♥, and on Hard it keeps draining until either the player eats something or starves to death.[1]

Exhaustion level increase[edit]

Any action not listed here will not increase exhaustion level. For example, normal walking doesn't increase exhaustion, and therefore won't decrease saturation or the food bar.

Action Exhaustion
level increase
Units
Swimming 0.01  per meter
Breaking a block 0.005 per block broken
Sprinting 0.1   per meter
Jumping 0.05  per jump
Attacking an enemy 0.1   per attack landed
Taking damage that is normally protected by armor 0.1   per distinct instance of damage being received
Hunger status effect (food poisoning) 0.1   per second, per Hunger status effect level
Jumping while sprinting 0.2   per jump
Regenerating health by having or higher and
having /gamerule naturalRegeneration set to true
-6.0   per 1♥ healed
Food poisoning from raw chicken or rotten flesh, or taking damage from husks. 3.0   full 0:30 duration of Hunger I, at 0.1 per second
Food poisoning from pufferfish 4.5   full 0:15 duration of Hunger III, at 0.3 per second

Food level and saturation level restoration[edit]

Name Icon Food Points Saturation restored Effective Quality
[note 1]
Saturation ratio Effect(s) Source(s)
Apple 4 () 2.4 6.4 0.6

None

Baked Potato 5 () 6 11 1.2

None

Cooking a potato in a furnace, smoker, or campfire
Beetroot 1 () 1.2 2.2 1.2

None

  • Harvesting beetroot crops
  • Farmer villager who drop beetroot after harvesting beetroot crop
Beetroot Soup 6 () 7.2 13.2 1.2

None

Bread 5 () 6 11 1.2

None

Cake (slice) 2 () 0.4 2.4 0.2

None

Consume one slice of cake
Cake (whole) 14 () 2.8 16.8 0.2

None

Carrot 3 () 3.6 6.6 1.2

None

Chorus Fruit 4 () 2.4 6.4 0.6

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

Breaking chorus plants
Cooked Chicken 6 () 7.2 13.2 1.2

None

Cooked Cod 5 () 6 11 1.2

None

Cooked Mutton 6 () 9.6 15.6 1.6

None

Cooked Porkchop 8 () 12.8 20.8 1.6

None

Cooked Rabbit 5 () 6 11 1.2

None

Cooked Salmon 6 () 9.6 15.6 1.6

None

Cookie 2 () 0.4 2.4 0.2

None

Dried Kelp 1 () 0.6 1.6 0.6

None

Golden Apple 4 () 9.6 13.6 2.4
Enchanted Golden Apple Enchanted Golden Apple 4 () 9.6 13.6 2.4
Golden Carrot 6 () 14.4 20.4 2.4

None

Melon Slice 2 () 1.2 3.2 0.6

None

Mushroom Stew 6 () 7.2 13.2 1.2

None

Poisonous Potato 2 () 1.2 3.2 0.6

Poison for 4 seconds (60% chance)

Potato 1 () 0.6 1.6 0.6

None

Pufferfish 1 () 0.2 1.2 0.2
(−4.8)
Pumpkin Pie 8 () 4.8 12.8 0.6

None

Rabbit Stew 10 () 12 22 1.2

None

Raw Beef 3 () 1.8 4.8 0.6

None

Raw Chicken 2 () 1.2 3.2 0.6
(-2.075)

Hunger for 30 seconds (30% chance)

Raw Cod 2 () 0.4 2.4 0.2

None

Raw Mutton 2 () 1.2 3.2 0.6

None

Raw Porkchop 3 () 1.8 4.8 0.6

None

Raw Rabbit 3 () 1.8 4.8 0.6

None

Raw Salmon 2 () 0.4 2.4 0.2

None

Rotten Flesh 4 () 0.8 4.8 0.2
(-1.8)

Hunger for 30 seconds (80% chance)

Spider Eye 2 () 3.2 5.2 1.6
(-2.2)

Poison for 4 seconds

Steak 8 () 12.8 20.8 1.6

None

Suspicious Stew 6 () 7.2 13.2 1.2

The following for 3-11 seconds, depending on the flower used:

Suspicious Stew (Together with Saturation) 13 () 21.2 34.2 1.6307692307692

Effect of Saturation already added to total points restored

Sweet Berries 2 () 0.4 2.4 0.2

None

Tropical Fish 1 () 0.2 1.2 0.2

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.

Food poisoning[edit]

Achievements[edit]

Icon Achievement In-game description Actual requirements (if different) Availability Xbox points earned Trophy type (PS)
Xbox PS Bedrock Nintendo
Iron BellyStop starvation using Rotten FleshEat a piece of rotten flesh while starving (zero hunger points).YesYesYesYes20GBronze

Video[edit]

History[edit]

Java Edition Beta
1.8Pre-releaseHunger was introduced. Food no longer restores health directly, but the player can regenerate if the hunger meter is 90% or over.
Java Edition
1.6.1?Health regeneration from food now increases the exhaustion level significantly, draining three points of food/saturation for every health point regenerated.
1.7.2?The exhaustion cost of sprint jumping is now 0.8 (up from 0.2), meaning that constant sprint jumping is no longer viable as a means of fast long-distance travel in most situations.
1.8?Hunger now regenerates when depleted if the difficulty is set to Peaceful.
1.915w40aHealth regenerates faster when saturation is non-zero.
Health regeneration increases exhaustion more.
15w44aHealth regenerates speed bonus from non-zero saturation only applies when the hunger bar is at 20.
15w49aSneaking now increases exhaustion by 0.005/m, decreased from 0.01/m.
1.1116w32aExhaustion rates decreased across the board: Swimming decreased from 0.015/m to 0.01/m, breaking blocks decreased from 0.025/block to 0.005/block, jumping decreased from 0.2/jump to 0.05/jump, sprint jumping decreased from 0.8/jump to 0.2/jump, attacking and taking damage both decreased from 0.3/attack to 0.1/attack, Hunger status effect decreased from 0.5/s to 0.1/s.
Sneaking and walking no longer affect exhaustion.
Exhaustion rate from regeneration is increased from 0.4/half-heart to 0.6/half-heart.
Pocket Edition Alpha
0.12.1build 1Hunger was introduced. Food no longer restores health directly, but the player can regenerate if the hunger meter is 90% or over.
Legacy Console Edition
TU5CU11.0Patch 1Patch 1Added the food bar and hunger.
TU43CU331.36Patch 13Food now regenerates health.
TU54CU441.52Patch 24Patch 4Exhaustion rates decreased across the board: Swimming decreased from 0.015/m to 0.01/m, breaking blocks decreased from 0.025/block to 0.005/block, jumping decreased from 0.2/jump to 0.05/jump, sprint jumping decreased from 0.8/jump to 0.2/jump, attacking and taking damage both decreased from 0.3/attack to 0.1/attack, Hunger status effect decreased from 0.5/s to 0.1/s.
Sneaking and walking no longer affect exhaustion.
Exhaustion rate from regeneration is increased from 0.4/half-heart to 0.6/half-heart.

Issues[edit]

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

References[edit]