Hunger

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The hunger indicator is shown above hot bar, to the other side from 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 (Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg). One half of a drumstick (Half Hunger.svg) 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 walking, 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 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 decreasing of the hunger value. It depends on what the player has eaten last time. There is also a food exhaustion value, which controls 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 18 (Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg), or is at zero. It increases on every tick, and whenever it reaches 80 (4 seconds), it resets to zero and 1 (Half Heart.svg) is added or deducted, depending on whether the player is saturated or starving. If the player has a full 20 (Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg), 16 of 1 (Half Heart.svg) times the player's saturation level is restored, up to a maximum of 1 (Half Heart.svg), 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 player's actions (see Exhaustion level increase for specific values). 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 (Hunger.svgHunger.svgHunger.svg) and 14.4 saturation points) is eaten by a player whose hunger bar is at 9 (Half Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svg) and saturation is below 1, its value will increase to 15 (Half Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg), and the golden carrot's saturation potential will be fully used. However, if the hunger level is lower than 9 (Half Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svg), 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 (Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg) and there is still some saturation left, health regenerates at up to 1 (Half Heart.svg) health point each 12-second, costing 1.5 food points (6 units of exhaustion) per point healed.
  • When the hunger bar is at 18 (Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg) or more with no saturation remaining, the player's health will slowly regenerate at a rate of 1 (Half Heart.svg) every 4 seconds, costing 1.5 food points (6 units of exhaustion) per point healed.
  • When the hunger bar is at 17 (Half Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg) points or below, the player will not naturally regenerate health unless difficulty is switched to Peaceful.
  • If the food bar is at 6 (Hunger.svgHunger.svgHunger.svg) 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 (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.[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 Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg or higher and
having /gamerule naturalRegeneration set to true
6.0   per 1 (Half Heart.svg) healed
Food poisoning from raw chicken or rotten flesh, or taken 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 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) 6 11 1.2

None

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

None

Harvesting beetroot crops
Beetroot Soup
6 (Hunger.svgHunger.svgHunger.svg) 7.2 13.2 1.2

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

Consume one slice of cake
Cake (whole)
14 (Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg) 2.8 16.8 0.2

None

Carrot
3 (Half Hunger.svgHunger.svg) 3.6 6.6 1.2

None

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

Dried Kelp
1 (Half Hunger.svg) 0.6 1.6 0.6

None

Smelting kelp in a furnace
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
Golden Carrot
6 (Hunger.svgHunger.svgHunger.svg) 14.4 20.4 2.4

None

Crafting a carrot with gold nuggets
Melon Slice
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 crops
Potato
1 (Half Hunger.svg) 0.6 1.6 0.6

None

Pufferfish
1 (Half Hunger.svg) 0.2 1.2 0.2
(−4.8)
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)


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
3 (Half Hunger.svgHunger.svg) 1.8 4.8 0.6

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)


Hunger
for 30 seconds (80% chance)

Spider Eye
2 (Hunger.svg) 3.2 5.2 1.6
(-2.2)


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.

Food poisoning[edit]

A status effect called Hunger (also known as food poisoning) directly affects the hunger bar, causing it to drain more rapidly. Visually, it shows itself by making the hunger bar a sickly yellow-green (Poisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svg), and by generating greenish swirls around the affected player (as with other status effects). Food poisoning can be caused by eating three specific foodstuffs and taking damage from a husk. The foodstuffs are
rotten flesh
, which can cause Hunger with a chance of 80 %;
raw chicken
, which causes Hunger with a chance of 30 % (both deal Hunger I for 30 seconds); and
pufferfish
, which always causes Hunger III for 15 seconds (as well as poison and nausea).

The status effect does not decrease hunger level on Peaceful mode, although it does re-color the hunger bar. Like with other status effects, the Hunger duration does not stack (i. e. eating multiple Hunger-inflicting foods does not increase its duration), and it can be cured by drinking milk.

Hunger inflicted by eating rotten flesh, raw chicken or by accepting husk attacks adds 15.0 to the player's exhaustion level over the course of 30 seconds, draining Hunger.svg × 1⅞. When a pufferfish is eaten, 22.5 exhaustion points are added over the course of 15 seconds, draining Hunger.svg × 2 1316.

The food poisoning should not be confused with effects of eating a spider eye or a poisonous potato. They deal the Poison status effect, which decreases the health value, not the hunger value.

Achievements[edit]

Icon Achievement In-game description Actual requirements (if different) Availability Xbox points earned Trophy type (PS)
Xbox PS Bedrock Nintendo

Iron Belly Stop starvation using Rotten Flesh Eat a piece of rotten flesh while starving (zero hunger points). Yes Yes Yes Yes 20G Bronze

Video[edit]

History[edit]

Beta
1.8 Pre-release 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.
1.7.2 ? 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.
1.9 15w40a Health regenerates faster when saturation is non-zero.
Health regeneration increases exhaustion more.
15w44a Health regenerates speed bonus from non-zero saturation only applies when the hunger bar is at 20.
15w49a Sneaking now increases exhaustion by 0.005/m, decreased from 0.01/m.
1.11 16w32a Exhaustion 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
0.12.1 build 1 Hunger was introduced. Food no longer restores health directly, but the player can regenerate if the hunger meter is 90% or over.
Legacy Console Edition
TU5 CU1 1.0 Patch 1 Patch 1 Added the food bar and hunger.
TU43 CU33 1.36 Patch 13 Food now regenerates health.
TU54 CU44 1.52 Patch 24 Patch 4 Exhaustion 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]

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