Food mechanics
Reason: This page is largely just a better version of the Food page.

This article is about the mechanics of food, including eating, hunger, saturation, exhaustion, and status effects. The mechanics of food are exclusively used by players.
Eating

Eating is the process of consuming food items. Eating a food item requires holding use, and takes an amount of time dependent on the food's consumption time value.
Consumption time
Eating (or drinking) a consumable takes 32 game ticks (1.6 seconds), with the exceptions of dried kelp which takes half of the time (16 game ticks (0.8 seconds)), and honey bottles which take 25% longer (40 game ticks (2 seconds)). Cake is a block and thus cannot be eaten in the hand, requiring the player to place it down and then use it.
Eating while at full hunger
In Survival, food cannot be eaten while already at full hunger, with the exception of chorus fruit, golden apples, enchanted golden apples, honey bottles, and suspicious stew. This also applies to potions, water bottles, and milk buckets. In Creative mode and Peaceful difficultyโ[Bedrock Edition only], any food can be consumed at any time.
Hunger
Hunger is a value that determines healing, whether or not the player can sprint, and whether or not the player is starving. Hunger is restored by eating food items. Hunger is lost by healing or by performing energy-intensive actions that exhaust the player, and is the second value to be consumed by it, after saturation.
The player's current hunger value is represented by the hunger bar (), which displays above the hotbar on the right side, opposite of the health bar. Each hunger point is represented by half a hunger icon (), and the maximum hunger value is 20. Hunger points can also be restored by applying the Saturation status effect. The hunger value does not drain on Peaceful difficulty, and always remains at the maximum value of 20.
Natural regeneration

If the hunger value is at 18 () or above, or the saturation value is non-zero, the player's health naturally regenerates every 4 seconds (80 ticks). Saturation is used first, and then once fully drained, hunger is used instead. When the hunger value drops to 17 () or below, natural regeneration stops.
Sprinting
If the hunger value is at 6 () or below, the player loses the ability to sprint.
Starvation

If the hunger value reaches 0 (), the player will begin to lose health due to starvation. Starvation damages the player by 1HP every 4 seconds (80 ticks). Starvation damage ignores armor and armor toughness, the Protection enchantment, and the Resistance effect.[1] Starvation damage stops taking effect when reaching certain health thresholds on certain difficulties.
- On Easy difficulty, starvation damage stops when the player's health is at 10HP or below.
- On Normal difficulty, starvation damage stops when the player's health is at 1HP or below.
- On Hard difficulty, starvation damage does not stop at any health threshhold, and will kill the player by bringing them to 0HP.
Food hunger values
| Hunger values | |
|---|---|
| Food type | Hunger restored |
| 14 ( ร 7) | |
| 13 ( ร 6.5) | |
| 10 () | |
| 8 () | |
| 6 () | |
| 5 () | |
| 4 () | |
| 3 () | |
| 2 () | |
| 1 () | |
Saturation
Saturation is a value that determines healing, as well as the time until hunger begins to deplete. Saturation is lost by healing or performing energy-intensive actions that exhaust the player, and is the first value to be consumed by it, before hunger.
The player's current saturation value is not visually displayed as a bar, unlike the hunger value. Instead, when saturation reaches zero, the hunger bar starts to shake or jitter periodically.
Saturation boost

Saturation boost[2] is a mechanic exclusive to Java Edition that regenerates health when the player's hunger bar is full (). Saturation boost heals 1HP and consumes 1.5 () saturation points every 0.5 seconds (10 ticks).
Food saturation values
| Saturation values | ||||
|---|---|---|---|---|
| Food type | Saturation restored | Saturation boostโ[Java Edition only] | ||
| Health restored | Duration | |||
| 21.2 ( ร 10.6) | 14.133HP ร 7.0665 | 7.067 seconds (141 ticks) | ||
| 14.4 ( ร 7.2) | 9.6HP ร 4.8 | 4.8 seconds (96 ticks) | ||
| 12.8 ( ร 6.4) | 8.533HP ร 4.2665 | 4.267 seconds (85 ticks) | ||
| 12 ( ร 6) | 8HP | 4 seconds (80 ticks) | ||
| 9.6 () | 6.4HP ร 3.2 | 3.2 seconds (64 ticks) | ||
| 7.2 () | 4.8HP ร 2.4 | 2.4 seconds (48 ticks) | ||
| 6 () | 4HP | 2 seconds (40 ticks) | ||
| 4.8 () | 3.2HP ร 1.6 | 1.6 seconds (32 ticks) | ||
| 3.6 () | 2.4HP ร 1.2 | 1.2 seconds (24 ticks) | ||
| 3.2 () | 2.133HP ร 1.0665 | 1.067 seconds (21 ticks) | ||
| 2.8 () | 1.867HP ร 0.9335 | 0.933 seconds (19 ticks) | ||
| 2.4 () | 1.6HP ร 0.8 | 0.8 seconds (16 ticks) | ||
| 1.8 () | 1.2HP ร 0.6 | 0.6 seconds (12 ticks) | ||
| 1.2 () | 0.8HP ร 0.4 | 0.4 seconds (8 ticks) | ||
| 0.8 () | 0.533HP ร 0.2665 | 0.267 seconds (5 ticks) | ||
| 0.6 () | 0.4HP ร 0.2 | 0.2 seconds (4 ticks) | ||
| 0.4 () | 0.267HP ร 0.1335 | 0.133 seconds (3 ticks) | ||
| 0.2 () | 0.133HP ร 0.0665 | 0.067 seconds (2 ticks) | ||
Exhaustion
Exhaustion is incurred from doing certain energy-intensive actions, and certain actions exhaust the player more than others. Exhaustion first reduces saturation, and then reduces hunger.
Once the exhaustion level reaches 4.0, it resets to 0.0 and reduces the saturation by 1 () if there is any saturation remaining. If the saturation is 0, it reduces the hunger by 1 () instead.
Energy-intensive actions
| 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 |
| Attacking with a spear enchanted with Lunge | 4.0 ร (level) | per lunge attack, regardless whether it hits |
| 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 |
Natural regeneration (requires ร 9 or higher and having the 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 other means (except flowing water, which counts as swimming) | - | - |
Effects

Certain foods provide additional effects when eaten, both helpful and harmful. This can come in the form of gaining status effects, clearing status effects, or teleportation.
- Chorus fruits teleport the player randomly.
- Enchanted golden apples provide Regeneration II for 20 secondsโ[Java Edition only] or 30 secondsโ[Bedrock Edition only], Absorption IV for 2 minutes, Resistance I for 5 minutes, and Fire Resistance for 5 minutes.
- Golden apples provide Regeneration II for 5 seconds and Absorption I for 2 minutes.
- Honey bottles clear Poison.
- Milk buckets clear all status effects.
- Poisonous potatoes have a 60% chance to inflict Poison for 5 seconds.
- Pufferfish inflict Hunger III for 15 seconds, Nausea for 15 seconds, and Poison II for 1 minute.
- Raw chicken has a 30% chance to inflict Hunger I for 30 seconds.
- Rotten flesh has an 80% chance to inflict Hunger I for 30 seconds.
- Spider eyes inflict Poison I for 5 seconds.
- Suspicious stews inflict an effect dependent on the type of stew.
Hunger effect
The Hunger effect removes 1 () hunger or 1 () saturation point every seconds, and turns the hunger bar to a green color (). It is inflicted by being attacked by a husk, or by eating pufferfish, rotten flesh, or raw chicken.
Saturation effect
The Saturation effect replenishes 1 () hunger point and 2 () saturation points every 0.05 seconds (1 tick)โ[Java Edition only][3] per level. It is applied exclusively through suspicious stew crafted with a blue orchid or dandelion.
Internal variables
Food mechanics utilize four variables, the values of which are stored in the player.dat format. Variables can be queried in-game with the following command: /data get entity <player's name> <variable>โ[Java Edition only].
foodLevel: The player's current hunger level, shown on the hunger bar. Its initial value on world creation or respawn is 20 ( ร 10).foodSaturationLevel: The player's current saturation level, which determines how fastfoodLeveldepletes 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 whenfoodLeveleither 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 ( ร 10), 1โ6 of 1HP times the player'sfoodSaturationLevelis restored, up to a maximum of 1HP, whenfoodTickTimerreaches 10 (1โ2 second), andfoodTickTimeris reset to zero.foodExhaustionLevel: The player's current exhaustion level, which determines how fast thefoodSaturationLeveldepletes. 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, orfoodLeveliffoodSaturationLevelis at zero.
Achievements
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| Pork Chop | Cook and eat a pork chop. | โ | 10 | Bronze | |||
| Bake Bread | Turn wheat into bread. | Pick up bread from a crafting table output. | 15 | Bronze | |||
| The Lie | Bake a cake using: wheat, sugar, milk, and eggs. | Pick up a cake from a crafting table output. | 30 | Bronze | |||
| Delicious Fish | Catch and cook a fish! | Pick up a cooked cod after cooking it in a furnace, smoker, campfire, or soul campfire. Note: This does not work if the block used is connected to a hopper underneath, as the player is not getting the item directly from the output. | 15 | Silver | |||
| Iron Belly | Stop starvation using Rotten Flesh. | Eat a piece of rotten flesh while starving (zero hunger points). | 20 | Bronze | |||
| Rabbit Season | Cook and Eat Rabbit Meat | โ | 15 | Bronze | |||
| Time for Stew | Give someone a suspicious stew. | Drop a suspicious stew. Another player must then pick up this suspicious stew. | 20 | Bronze | |||
| Overpowered | Eat an Enchanted Golden Apple | โ | 30 | Silver | |||
| Castaway | Eat nothing but dried kelp for three in-game days | Eat dried kelp once; in the following three in-game days, eat nothing but dried kelp. | 20 | Bronze | |||
Advancements
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
![]() | A Furious Cocktail | Have every potion effect applied at the same time | Have all of these 17 status effects applied to the player at the same time:
|
![]() | How Did We Get Here? | Have every effect applied at the same time | Have all of these 34 status effects applied to the player at the same time:
The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. |
![]() | Husbandry | The world is full of friends and food | Consume anything that can be consumed, except for cake. |
![]() | Fishy Business | Catch a fish | Reel in a fishing rod attached to any of these fish items: The player need not to have actually fished to trigger this advancement. |
![]() | A Balanced Diet | Eat everything that is edible, even if it's not good for you | Eat each of these 40 foods:
|
History
Development
| July 19, 2011 | The hunger bar is first seen in an image Notch posted to Twitter that showcases his experimentation with world height. | ||||||
|---|---|---|---|---|---|---|---|
Java Edition
| Java Edition 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. | |||||
| Java Edition | |||||||
| 1.3.1 | 12w18a | The exhaustion 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 | Added saturation boost, where saturation is consumed to heal faster. | |||||
| Regenerating health now increases exhaustion more. | |||||||
| 15w44a | Saturation boost now only takes effect when reaching full hunger (20 ( ร 10)). | ||||||
| 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. | |||||||
Bedrock Edition
| 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).[4] | |||||
Legacy Console Edition
| 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. | |||||||
Java Edition Combat Tests
| Java Edition Combat Tests | |||||||
|---|---|---|---|---|---|---|---|
| 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 ( ร 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. | |||||||
| 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. | |||||||
Issues
Issues relating to "Food mechanics" are maintained on the bug tracker. Issues should be reported and viewed there.
Notes
- โ All slices together.
- โ The variant with the Saturation status effect.
- โ Single slice.
- โ The variant with the Saturation status effect.
- โ All slices together.
- โ Single slice.
References
- โ "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" โ @jeb_ (Jens Bergensten) on X (formerly Twitter), September 6, 2011
- โ "Experimental Combat Snapshot - version 5" by Jeb โ Reddit, January 16, 2020. "โฆfood rebalance: Saturation boostโฆ"
- โ MCPE-52353 โ Saturation status effect does not restore saturation points
- โ "[MCPE-56031] Hunger bar depletes too fast - Jira" โ Mojira, November 7, 2019. Resolved as "Fixed".
| General mechanics | |
|---|---|
| Technical mechanics | |
| Survival |
|
| Combat |
More |
| Environment |
More |
| Movement | |
| User interface | |
| Visuals | |
| Removed | |
| Unintended | |
| |||||||||||||||||||||||||||
| |||||||||||||||||||||||||||
| |||||||||||||||||||||||||||
| |||||||||||||||||||||||||||

