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The following is an anvil page, used for merging Food with Hunger
Since it is a project, other users may edit it, though unnecessary edits will be reverted

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

Hunger is an aspect of Minecraft that governs several aspects of gameplay. Eating food 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.


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.


  • When the food bar is at 18 (Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg) points or above, the player's health will slowly regenerate at a rate of 1 health point every 4 seconds.[1] Each point healed will cost 3/4 food points (3 units of exhaustion)
  • When the food 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 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]

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 (as well as Nausea and Poison). 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%


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. Greenish swirls will also emit from the player, indicating that the player has food poisoning. 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.


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/carrots).

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]

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)
 (per meter)
Breaking a block 0.025
 (per meter)
Jumping 0.2
Attacking an enemy 0.3
Receiving any damage 0.3
Full duration of food poisoning at 0.5 per second
 (Raw Chicken and Rotten Flesh)
Full duration of food poisoning at 1.5 per second
Jumping while sprinting 0.8
Regenerating health by having Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg or higher, per 1 (Half Heart.svg) 3.0

Food level and saturation level restoration[edit]

Nourishment value[edit]

Nourishment is defined as the ratio of saturation to hunger points restored. Foods with higher nourishment values should be eaten when the hunger bar is more full.

Value Food

List of foods[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


Baked Potato 5 (Half Hunger.svgHunger.svgHunger.svg) 6 11 1.2


Cooking a potato in a furnace, smoker, or campfire
Beetroot 1 (Half Hunger.svg) 1.2 2.2 1.2


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


Bread 5 (Half Hunger.svgHunger.svgHunger.svg) 6 11 1.2


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


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


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


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


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


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


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


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


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


Cookie 2 (Hunger.svg) 0.4 2.4 0.2


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


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


Melon Slice 2 (Hunger.svg) 1.2 3.2 0.6


Mushroom Stew 6 (Hunger.svgHunger.svgHunger.svg) 7.2 13.2 1.2


Poisonous Potato 2 (Hunger.svg) 1.2 3.2 0.6

Poison for 4 seconds (60% chance)

Potato 1 (Half Hunger.svg) 0.6 1.6 0.6


Pufferfish 1 (Half Hunger.svg) 0.2 1.2 0.2
Pumpkin Pie 8 (Hunger.svgHunger.svgHunger.svgHunger.svg) 4.8 12.8 0.6


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


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


Raw Chicken 2 (Hunger.svg) 1.2 3.2 0.6

Hunger for 30 seconds (30% chance)

Raw Cod 2 (Hunger.svg) 0.4 2.4 0.2


Raw Mutton 2 (Hunger.svg) 1.2 3.2 0.6


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


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


Raw Salmon 2 (Hunger.svg) 0.4 2.4 0.2


Rotten Flesh 4 (Hunger.svgHunger.svg) 0.8 4.8 0.2

Hunger for 30 seconds (80% chance)

Spider Eye 2 (Hunger.svg) 3.2 5.2 1.6

Poison for 4 seconds

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


Suspicious Stew 6 (Hunger.svgHunger.svgHunger.svg) 7.2 13.2 1.2

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

Sweet Berries 2 (Hunger.svg) 0.4 2.4 0.2


Tropical Fish 1 (Half Hunger.svg) 0.2 1.2 0.2


  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.


The following items cannot be eaten on their own. Instead, they are used to craft consumable food items.

Name Icon Used to make Source(s) Notes
Bowl Mushroom Stew
Cocoa Beans Cookies
Egg Laid by chickens
Milk Cake Milking a cow or mooshroom Can also be consumed to clear status effects
Brown Mushroom Mushroom Stew
Red Mushroom Mushroom Stew
Pumpkin Pumpkin Pie
Sugar Crafting sugar cane
Gold Nugget Golden Carrot
Gold Ingot Golden Apple
Gold Block Enchanted Golden Apple Crafting gold ingots or found in the treasure chamber of ocean monuments

Pocket Edition[edit]

The following foods from the PC version are in Pocket Edition:



Java Edition Beta
1.8Hunger was introduced. Food no longer restores health directly, but the player can regenerate if the hunger meter is 90% or over.
Java Edition
1.6.1Health regeneration from food now increases the exhaustion level significantly, draining three points of food/saturation for every health point regenerated.
1.7.2The 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.
1.8Hunger now regenerates when depleted if the difficulty is set to Peaceful.
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
TU5Added the food bar and hunger.


Issues relating to "Blobs2/Anvil/Hunger" are maintained on the bug tracker. Report issues there.