Hunger

Hunger is a player-specific feature that regulates certain abilities (health regeneration and the ability to sprint), the value of which is managed by the player's activity.
Description[edit | edit source]
The player's hunger value is shown on the heads-up display in the form of a hunger bar (aka food bar), which is similar to the health bar. It is located above the hotbar, opposite to health bar and represented by ten ham shanks (). One half of a ham shank ( × 10) represents one hunger point or half-unit of hunger, thus the full bar consists of twenty hunger points. It is replenished by eating food or having the Saturation effect, and decreased by actions such as sprinting, digging, or attacking.
Various levels of the player's hunger control health regeneration (or depletion) and the ability to sprint. When hunger is at least 18 (Effects of hunger section.
), the player's health regenerates. If it falls to 6 ( ), the player loses the ability to sprint. If the hunger bar is at zero, the player's health depletes. The specific effects are described in theThe hunger value does not drain on Peaceful difficulty and regenerates if it is not at the maximum value.
An aspect of hunger 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 that controls the decreasing of the food saturation level. The exact mechanics that control the overall hunger value are described in detail in the Mechanics section.
Certain foods have a chance of inflicting the Hunger effect on the player upon consumption, causing the player's food bar to deplete faster and turn a yellow-green color ( ). These foods are pufferfish, raw chicken (30% chance), and rotten flesh (80% chance). A husk also inflicts Hunger when it attacks a player.
Mechanics[edit | edit source]
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, shown on the hunger bar. Its initial value on world creation or respawn is 20 (. × 10)foodSaturationLevel
: The player's current saturation level, which determines how fastfoodLevel
depletes and is controlled by the kinds of food the player has eaten. Its maximum value always equalsfoodLevel
's value and decreases withfoodLevel
. Its initial value on world creation or respawn is 5.foodTickTimer
: This variable is used whenfoodLevel
either exceeds 17 ( ), or is at zero. It increases on every tick, and whenever it reaches 80 (4 seconds), it resets to zero and 1HP is added or deducted, depending on whether the player is saturated or starving. If the player has a full 20 (, 1⁄6 of 1 × 10)HP times the player'sfoodSaturationLevel
is restored, up to a maximum of 1HP, whenfoodTickTimer
reaches 10 (1⁄2 second), andfoodTickTimer
is reset to zero.foodExhaustionLevel
: The player's current exhaustion level, which determines how fast thefoodSaturationLevel
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 a value of at least 4, the total value is decreased by 4 and one point is subtracted fromfoodSaturationLevel
, orfoodLevel
iffoodSaturationLevel
is at zero.
The above variables can be queried in-game with the following command: /data get entity <player's name> <variable>
[Java Edition only].
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 1 (. 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 (giving 6 ( and 14.4 saturation points) is eaten by a player whose hunger bar is at )9 ( and saturation is below 1, its value increases to 15 ( ) ), and the golden carrot's saturation potential is fully used. However, if the hunger level is 8 (, its value increases to 14 ( ) ) and only 14 saturation points are used.
Effects of hunger[edit | edit source]
Various hunger levels lead to various effects on the player:
- When the hunger bar is at 20 (HP every 1⁄2 second.[JE only] ) and there is any saturation left, health regenerates 1
- When the hunger bar is at 18 (HP every 4 seconds. ) or more, health slowly regenerates 1
- When the hunger bar is at 17 ( ) points or below, the player does not naturally regenerate health.
- If the hunger bar is at 6 ( points or below, then the player cannot sprint. )
- When the hunger bar is at 0 (, the player's health depletes at a rate of 1 )HP every 4 seconds (this makes sleeping impossible). On Easy difficulty, the player's health stops dropping at 10HP, on Normal, it stops at 1HP, and on Hard, it keeps draining until either the player eats something or starves to death. Resistance and armor do not reduce starvation damage.[1]
Switching to Peaceful difficulty eliminates all penalties above, and rapidly restores the player's hunger bar and health.
Exhaustion level increase[edit | edit source]
Any action not listed here does not increase exhaustion level. For example, normal walking doesn't increase exhaustion, and therefore does not 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 entity | 0.1 | per attack landed |
Taking damage that is normally protected by armor | 0.1 | per distinct instance of damage being received |
![]() |
0.005 | per tick, per Hunger status effect level |
Jumping while sprinting | 0.2 | per jump |
Regenerating health by having or higher and × 9 having gamerule naturalRegeneration set to true
|
6.0 | per 1HP healed |
![]() |
3.0 | full 0:30 duration of Hunger I, at 0.1 per second |
![]() |
4.5 | full 0:15 duration of Hunger III, at 0.3 per second |
Getting pushed by flowing water | - | - |
Food level and saturation level restoration[edit | edit source]
Name | Icon | Food points | Saturation | Effect(s) | Source(s) | ||
---|---|---|---|---|---|---|---|
Restored | Quality [note 1] |
Ratio | |||||
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 |
|
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 ( × 7) | 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. Found in The End. |
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[JE only] 0.2[BE only] |
1.6[JE only] 1.2[BE only] |
0.6[JE only] 0.2[BE only] |
None |
|
Enchanted Golden Apple | ![]() |
4 ( ) | 9.6 | 13.6 | 2.4 | * ![]()
|
|
Golden Apple | ![]() |
4 ( ) | 9.6 | 13.6 | 2.4 | * ![]()
|
|
Glow Berries | ![]() |
2 ( ) | 0.4 | 2.4 | 0.2 | None |
|
Golden Carrot | ![]() |
6 ( ) | 14.4 | 20.4 | 2.4 | None | |
Honey Bottle | ![]() |
6 ( ) | 1.2 | 7.2 | 0.2 | Clears ![]() |
|
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 | ![]() |
|
Potato | ![]() |
1 ( ) | 0.6 | 1.6 | 0.6 | None |
|
Pufferfish | ![]() |
1 ( ) | 0.2 | 1.2 | 0.2 (−4.8)[note 2] |
* ![]() |
|
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)[note 2] |
![]() |
|
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)[note 2] |
![]() |
|
Spider Eye | ![]() |
2 ( ) | 3.2 | 5.2 | 1.6 (-2.2)[note 3] |
![]() |
|
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 ( × 6.5) | 21.2 | 34.2 | 1.631 | Effect of ![]() |
|
Sweet Berries | ![]() |
2 ( ) | 0.4[JE only] 1.2[BE only] |
2.4[JE only] 3.2[BE only] |
0.2[JE only] 0.6[BE only] |
None |
|
Tropical Fish | ![]() |
1 ( ) | 0.2 | 1.2 | 0.2 | None |
|
- ↑ Food Points + Saturation, which gives roughly how long the food can last. See hunger for details. This value is reduced if the player is near the food or saturation cap, as excess points of either type are wasted.
- ↑ 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.
- ↑ Food quality if poison isn't cured; healing the damage from poison quickly drains the hunger bar.
Food poisoning[edit | edit source]

When the player eats raw chicken, rotten flesh, or pufferfish, they have a chance to briefly get the hunger effect. This is called food poisoning.
This turns hunger bar () green, and causes the player to lose 1 point ( × 10) of hunger every 4 seconds, for every level, for the duration of the effect. This is stacked with hunger loss from sprinting, jumping, etc.
Achievements[edit | edit source]
Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
---|---|---|---|---|---|---|---|
PS4 | Other | ||||||
![]() | ![]() | Iron Belly | Stop starvation using Rotten Flesh. | Eat a piece of rotten flesh while starving (zero hunger points). | 20 | Bronze |
Video[edit | edit source]
History[edit | edit source]
Java Edition Beta | |||||||
---|---|---|---|---|---|---|---|
July 19, 2011 | The hunger bar is first seen in an image Notch posted to Twitter that showcases his experimentation with world height. | ||||||
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. | |||||
Java Edition | |||||||
1.3.1 | 12w18a | The exhausation cost of sprint jumping is now 0.2 from 0.8, meaning that constant sprint jumping is a viable means of fast long-distance travel in most situations. | |||||
1.6.1 | 13w23a | Natural health regeneration now increases the food exhaustion level. | |||||
1.7.2 | 13w36a | 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 | 14w29a | 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 4.0/half-heart to 6.0/half-heart. | |||||||
The hunger bar is now visible when riding a boat or a minecart. | |||||||
Upcoming Java Edition | |||||||
Combat Tests | Combat Test 5 | Saturation is no longer capped by the hunger level of the player. | |||||
Upon eating food, the player's saturation is always set to the food's provided saturation amount unless their current saturation level exceeds what is obtainable from the food. | |||||||
High saturation no longer gives a fast regeneration boost. | |||||||
Changed food eating speed from 32 game ticks (1.6 seconds) to 40 game ticks (2 seconds). | |||||||
The player now naturally regenerates health when above a hunger level of 7 ( instead of )18 ( × 9) | |||||||
The player now naturally heals every 60 game ticks (3 seconds) instead of every 80 game ticks (4 seconds). | |||||||
The player now takes damage from starvation every 60 game ticks (3 seconds) instead of every 80 game ticks (4 seconds) when the hunger bar is empty. | |||||||
Natural healing now always drains food points. | |||||||
Saturation is not used when healing damage, and is only relevant to other actions that drain the hunger bar. | |||||||
The player can now sprint at any hunger value. | |||||||
Combat Test 6 | Reverted eating speed to 32 ticks (1.6 seconds). | ||||||
Eating is now interrupted if something hits the player. | |||||||
The player now naturally heals every 40 game ticks (2 seconds) instead of every 60 game ticks (3 seconds). | |||||||
The player now takes damage from starvation every 40 game ticks (2 seconds) instead of every 60 game ticks (3 seconds) when the hunger bar is empty. | |||||||
Natural healing drains food points 50% slower. | |||||||
Reintroduced the rule that sprinting requires more than 6 points of food. | |||||||
Pocket Edition Alpha | |||||||
v0.12.1 | build 1 | Hunger was introduced. Food no longer restores health directly, but the player can regenerate if the hunger meter is 90% or over. | |||||
Bedrock Edition | |||||||
1.18.30 | Preview 1.18.20.26 | The rate that hunger decreases has been changed to better match Java Edition and can now be changed with behavior packs (add-ons).[2] | |||||
Legacy Console Edition | |||||||
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
TU5 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | Added the food bar and hunger. |
TU43 | CU33 | 1.36 | 1.36 | 1.36 | Patch 13 | Food now regenerates health. | |
TU54 | CU44 | 1.52 | 1.52 | 1.52 | Patch 24 | 1.0.4 | 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 | edit source]
Issues relating to "Hunger" are maintained on the bug tracker. Issues should be reported and viewed there.
References[edit | edit source]
- ↑ "If the the food bar is empty in MC 1.8, it will slowly drop your health to 5 hearts on easy, to 0.5 hearts on normal, and kill you on hard" – @jeb_ (Jens Bergensten) on X (formerly Twitter), September 6, 2011
- ↑ "[MCPE-56031] Hunger bar depletes too fast - Jira" – Mojira, November 7, 2019. Resolved as "Fixed".
[edit | edit source]
General mechanics | |
---|---|
Survival |
|
Combat | |
Environment | |
Movement | |
User interface | |
Visuals | |
Outdated | ![]() |