Am I the only one that really isn't bothered by the hunger system at all? I mean, I've never had this much trouble with it.
Nope, you're not the only one. I didn't notice any change from 1.7 to 1.8 (besides baked potatoes and carrots being slightly less effective). I only need to eat a lot if I'm taking heavy damage from an intense fight situation, other times I just need to very occasionally eat a steak or baked potato, not even remotely as often as many people here are reporting. This is on Hard mode, btw, and my spawn biome is savannah mountains, not the easiest to traverse.
I haven't tried 1.8 yet, but I don't have problems with having to eat too much in 1.7 About once a day is fine unless I'm climbing in Extreme Hills. Admittedly I'm carrying roast beef most of the time (surplus from leather production) and that's high saturation.
Pretty much this, yeah. Although, I would personally make crops more difficult to grow rather than take an eternity and give late-game players ways to make growing crops easier (e.g crops need sunlight to grow and die without it, but glow stone lets crops grow just fine at a slightly slower rate). I'd also make getting meat from wild animals a lot harder in some way.
The problem with making food harder to grow is that while getting food does become trivial once you have even a modest farm going, it can be a real problem at start if you get a rough start like snowy or desert. In my most recent journal world, I ended up having to sit next to my planted wheat while it grew because I was down to 4 shanks. Not fun. The best solution, I think, is to have something to do with stacks of food. I don't mind it when I'm next to a village because I can use it for emeralds.
The last time I saw a discussion on hunger there was generally agreement that you shouldn't have to be fully fed to be fully functional. A large part of the problem is that most of the time, a food provides its satiety, plus 1 shank - any extra shanks are wasted as you have to eat again as soon as you lose one. So, all additional shanks are "wasted".
If you regenerated down to 7 or maybe even 5 the hunger system would feel a lot more reasonable; you wouldn't have to eat quite as often, and most importantly you'd have a little more choice about when you ate. Right now you're not even *allowed* to eat when you're "full", and then once you're just a little bit hungry you *have* to eat right away if there's any chance of a fight. I think it would be a lot less annoying if you could have a smallish fight and still wait until it's over to eat.
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The last time I saw a discussion on hunger there was generally agreement that you shouldn't have to be fully fed to be fully functional. A large part of the problem is that most of the time, a food provides its satiety, plus 1 shank - any extra shanks are wasted as you have to eat again as soon as you lose one. So, all additional shanks are "wasted".
Thing is, I rarely need to eat again by the time I'm down just one shank and can fill up hunger with very little if any wasted food (for example, prior to 1.8 three baked potatoes eaten at 1 shank will perfectly fill up the hunger bar and restore 21.6 saturation, losing only 1.6 saturation points; post-1.8 you can eat three when down to 2 1/2 shanks and not lose any saturation as they only restore 18 saturation, less than the 20 limit and only 10% less saturation than before 1.8). In fact, it is prety common for me to not eat until I am near starvation simply because being down only 1-2 hearts isn't a big issue; there is practially no situation where that is dangerous when you have good armor (diamond chestplate+leggings with Protection IV + diamond boots with Feather Falling IV, which averages 71.65% damage reduction in my mod, as full armor points are 70% in a tradeoff for more durability; for vanilla it would be 77.6%, less than full unenchanted diamond), at least on Normal difficulty (just add a helmet for Hard; the last few armor points has a huge impact on total protection; you can add Protection IV as well to helmet/boots for 92% DR/125 effective hearts of health - even a direct charged creeper hit on Hard is nonfatal with that, including knockback fall damage).
This is also while constantly fighting mobs while caving (an activity I've seen considered as too dangerous by some on Hardcore), as many as 100 per hour of playing; only when I get creepered or poisoned do I eat before I get down that low; I've even been able to sustain myself on nothing more than bread (the same as baked potatoes in 1.8) from mineshaft chests; in fact, recently after exploring a couple mineshafts I realized that I has eaten only a dozen baked potatoes, while mining a world lifetime's worth of ore for many players (in particular, in light of this thread, which seems to use my caving as a good reason to make food unstackable - yeah, and a couple baked potatoes are enough for me to get full iron armor and tools, even an anvil, so that is no excuse when it is easy to carry a few pieces of food unstacked; never mind that when I start a new world I don't even do any caving unless my mine runs into one with lava being the only hazard I encounter as I find even diamonds and food almost an afterthought).
I haven't noticed a difference in Hunger/Saturation between 1.7 and 1.8 and even if there is, food is extremely easy to get. A small Cow farm would give you more than enough food. Although Steak has a higher food value (the highest food value if I'm not mistaken), Potatoes are even better because Fortune works on them and you can get more from a small Potatoe farm.
I think that a Potion Of Satuartion may be coming in a future update, because with the /effect command, there is an effect called "minecraft:saturation" that slowly restores your hunger(1 hunger point a second). Your hunger is restored faster as the level increases.
I was just mining in some mesa and I mined colored clay for almost 3 days before hunger dropped one notch.
But, run and skip for a few seconds and it drops 2 or 3 easily. That makes so little sense.
It actually does - try running and jumping at the same time in real life, especially at the speed in Minecraft (not sure about sprint-jumping but sprinting is at 5.6 m/s or 20 kph/12.5 mph) and see how long you can keep it up.
Also, from seeing people do it in third person it just looks silly; I see no reason to jump while sprinting unless you have to to get over uneven terrain; as for sprinting vs walking, the 10x faster hunger loss may be bit extreme (one hunger point lasts 40 meters, as opposed to 400 for walking, and sprinting is only 30% faster).
A REALLY fast way to delete hunger is sprint-jumping in a 2 block high tunnel; you'll move extremely fast, as fast as flying in Creative (if the floor is ice you can actually run even faster, up to 16 blocks per second) but your hunger will also deplete extremely fast (I've seen people in PvP take advantage of this, such as under low trees, but you don't want to do it all the time).
In addition, you even lose hunger while mining blocks, at the rate of 160 blocks per hunger point; if you mined for three days I suspect your saturation was full as even a wooden pickaxe can mine 3,000 blocks in an hour (160 blocks/hunger point x (20 saturation + 1 visible hunger point) = 3,360), minus the time needed to replace it which is going to be a few seconds per pickaxe if you mass produce them.
I can't believe there is a complaint about hunger or saturation when food is ridiculously easy to obtain (especially with rabbits and the addition of sheep dropping mutton).
As stated, the issue does not regard the redundancy of food. The problem concerns the repeated annoyance of having to stop every minute or so to eat.
I would support a system that highly regards the increase efficiency of food at the cost of being more difficult to obtain.
They should add some ways to turn raw food into recipes that give much more saturation (not drumsticks). Like the pumpkin pie, something stackable would be great. Even if it means loosing total hunger-healing, like combining several items giving 5 saturation into one giving 6 or 7.
A way to visualize saturation would be nice too, like having the drumsticks go golden/bright when it's high.
...or I'll just wait until someone adds this machine in a mod xD
It actually does - try running and jumping at the same time in real life, especially at the speed in Minecraft (not sure about sprint-jumping but sprinting is at 5.6 m/s or 20 kph/12.5 mph) and see how long you can keep it up.
It's reasonable enough that jumping up and down hills all day makes you hungry, but you'll get pretty tired and hungry digging clay all day too and I think that was the point the earlier poster was making.
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Yes, this is precisely my earlier point. If farms are going to make it so the hunger doesn't bring a challenge, then isn't hunger just inherently a time waster anyways?
I really hate it when the game lags. 1.7's lag wasn't so bad. Heck, even the update said it "optimized performance" when there was lots of more lag, probably because the things Jeb adds makes it lag.
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Counting from all of this, while the statement above of Mining, there is standing still. Depleting 0.1 food exhaustion. I think that there are 3 types of hunger. Food Saturation, Food Exhaustion and Hunger.
In my case, I think Food Saturation goes away first, for example 10, and it depletes. When Food Saturation is 0, Food Exhaustion starts to kick in, having to increase by every action you do. This also applies for Mining. While mining, standing still will also increase your Food Exhaustion. My guess is when Food Exhaustion reaches 4, half a shank depletes in Hunger.
Baked potatoes went from 3 hunger bars to 2.5 hunger bars.
Nope, you're not the only one. I didn't notice any change from 1.7 to 1.8 (besides baked potatoes and carrots being slightly less effective). I only need to eat a lot if I'm taking heavy damage from an intense fight situation, other times I just need to very occasionally eat a steak or baked potato, not even remotely as often as many people here are reporting. This is on Hard mode, btw, and my spawn biome is savannah mountains, not the easiest to traverse.
The problem with making food harder to grow is that while getting food does become trivial once you have even a modest farm going, it can be a real problem at start if you get a rough start like snowy or desert. In my most recent journal world, I ended up having to sit next to my planted wheat while it grew because I was down to 4 shanks. Not fun. The best solution, I think, is to have something to do with stacks of food. I don't mind it when I'm next to a village because I can use it for emeralds.
The last time I saw a discussion on hunger there was generally agreement that you shouldn't have to be fully fed to be fully functional. A large part of the problem is that most of the time, a food provides its satiety, plus 1 shank - any extra shanks are wasted as you have to eat again as soon as you lose one. So, all additional shanks are "wasted".
If you regenerated down to 7 or maybe even 5 the hunger system would feel a lot more reasonable; you wouldn't have to eat quite as often, and most importantly you'd have a little more choice about when you ate. Right now you're not even *allowed* to eat when you're "full", and then once you're just a little bit hungry you *have* to eat right away if there's any chance of a fight. I think it would be a lot less annoying if you could have a smallish fight and still wait until it's over to eat.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Thing is, I rarely need to eat again by the time I'm down just one shank and can fill up hunger with very little if any wasted food (for example, prior to 1.8 three baked potatoes eaten at 1 shank will perfectly fill up the hunger bar and restore 21.6 saturation, losing only 1.6 saturation points; post-1.8 you can eat three when down to 2 1/2 shanks and not lose any saturation as they only restore 18 saturation, less than the 20 limit and only 10% less saturation than before 1.8). In fact, it is prety common for me to not eat until I am near starvation simply because being down only 1-2 hearts isn't a big issue; there is practially no situation where that is dangerous when you have good armor (diamond chestplate+leggings with Protection IV + diamond boots with Feather Falling IV, which averages 71.65% damage reduction in my mod, as full armor points are 70% in a tradeoff for more durability; for vanilla it would be 77.6%, less than full unenchanted diamond), at least on Normal difficulty (just add a helmet for Hard; the last few armor points has a huge impact on total protection; you can add Protection IV as well to helmet/boots for 92% DR/125 effective hearts of health - even a direct charged creeper hit on Hard is nonfatal with that, including knockback fall damage).
This is also while constantly fighting mobs while caving (an activity I've seen considered as too dangerous by some on Hardcore), as many as 100 per hour of playing; only when I get creepered or poisoned do I eat before I get down that low; I've even been able to sustain myself on nothing more than bread (the same as baked potatoes in 1.8) from mineshaft chests; in fact, recently after exploring a couple mineshafts I realized that I has eaten only a dozen baked potatoes, while mining a world lifetime's worth of ore for many players (in particular, in light of this thread, which seems to use my caving as a good reason to make food unstackable - yeah, and a couple baked potatoes are enough for me to get full iron armor and tools, even an anvil, so that is no excuse when it is easy to carry a few pieces of food unstacked; never mind that when I start a new world I don't even do any caving unless my mine runs into one with lava being the only hazard I encounter as I find even diamonds and food almost an afterthought).
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Also, from seeing people do it in third person it just looks silly; I see no reason to jump while sprinting unless you have to to get over uneven terrain; as for sprinting vs walking, the 10x faster hunger loss may be bit extreme (one hunger point lasts 40 meters, as opposed to 400 for walking, and sprinting is only 30% faster).
A REALLY fast way to delete hunger is sprint-jumping in a 2 block high tunnel; you'll move extremely fast, as fast as flying in Creative (if the floor is ice you can actually run even faster, up to 16 blocks per second) but your hunger will also deplete extremely fast (I've seen people in PvP take advantage of this, such as under low trees, but you don't want to do it all the time).
In addition, you even lose hunger while mining blocks, at the rate of 160 blocks per hunger point; if you mined for three days I suspect your saturation was full as even a wooden pickaxe can mine 3,000 blocks in an hour (160 blocks/hunger point x (20 saturation + 1 visible hunger point) = 3,360), minus the time needed to replace it which is going to be a few seconds per pickaxe if you mass produce them.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
As stated, the issue does not regard the redundancy of food. The problem concerns the repeated annoyance of having to stop every minute or so to eat.
I would support a system that highly regards the increase efficiency of food at the cost of being more difficult to obtain.
A way to visualize saturation would be nice too, like having the drumsticks go golden/bright when it's high.
...or I'll just wait until someone adds this machine in a mod xD
It's reasonable enough that jumping up and down hills all day makes you hungry, but you'll get pretty tired and hungry digging clay all day too and I think that was the point the earlier poster was making.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Yes, this is precisely my earlier point. If farms are going to make it so the hunger doesn't bring a challenge, then isn't hunger just inherently a time waster anyways?
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In my case, I think Food Saturation goes away first, for example 10, and it depletes. When Food Saturation is 0, Food Exhaustion starts to kick in, having to increase by every action you do. This also applies for Mining. While mining, standing still will also increase your Food Exhaustion. My guess is when Food Exhaustion reaches 4, half a shank depletes in Hunger.