alright, heres my take on this idea: To simplify it into a more minecraft-ey feature. There be a singular type of disease. Only in hard and hardcore, thats like a cold and you have to do a certain thing like stay near fire or lava. Its more miniscule, but I feel like this is the most probable way for it to be added.
A very hard mode which is an in between mode of hard and hardcore would give the developers more leeway to add in more challenging elements without annoying a lot of people. A very hard mode would be as the name implies, so people would not be in a position to complain about it if the mode is too unforgiving for them and adds in things like less time to get dropped items back after dying and respawning and in this case diseases which would kill the player if they didn't cook their food and didn't find a cure in time.
Here's how the disease mechanic should work
if the player remains in their house, then they won't be depleting their hunger bar and would have time for the gastrointestinal disease to wear off,
but until that time they cannot eat any more food, otherwise the disease time is extended and they risk starving to death, the time for the infection to wear off would be between 20 to 40 minutes, 1 to 2 in game day-night cycles. Also while suffering infection of the digestive system, food doesn't replenish hunger points, the restoration is temporarily nullified, so the player really needs to remain indoors and remain inactive for a little while.
if the player chooses to run around doing their usual business, jumping over terrain or sprinting around biomes etc, they will then be depleting their hunger bar and they will not be healing from the infection because they are expending vital nutrients that are not being replaced, instead the hunger bar becomes depleted and the player is punished for their ignorance.
If an animal bites a player, they would have a 50/50 chance to end up with leptospirosis, if they don't find a cure in time, within 7 in-game days, they will then die from Weil's disease while suffering mining fatigue in the remaining 3 in-game days making mining impractical, let's add in mold for the making of penicillin, an antibiotic. Add in a new neutral mob, rat, that attacks, pursues and bites the player if they aggravate them or destroy their burrows underground threatening their nests, to counter act this the player would then need to leave the mines or consume penicillin in a potion if they have it on them,
penicillin in the game also has a 1/3 chance to cure gastroenteritis, an infection from contaminated food items, but only if it is type A.
Food poisoning will come in 2 varieties, type A and type B, A for bacterial, B for viral.
More types of diseases can be made to exist in very hard mode if it gets added,
A very hard mode which is an in between mode of hard and hardcore would give the developers more leeway to add in more challenging elements without annoying a lot of people. A very hard mode would be as the name implies, so people would not be in a position to complain about it if the mode is too unforgiving for them and adds in things like less time to get dropped items back after dying and respawning and in this case diseases which would kill the player if they didn't cook their food and didn't find a cure in time.
Here's how the disease mechanic should work
if the player remains in their house, then they won't be depleting their hunger bar and would have time for the gastrointestinal disease to wear off,
but until that time they cannot eat any more food, otherwise the disease time is extended and they risk starving to death, the time for the infection to wear off would be between 20 to 40 minutes, 1 to 2 in game day-night cycles. Also while suffering infection of the digestive system, food doesn't replenish hunger points, the restoration is temporarily nullified, so the player really needs to remain indoors and remain inactive for a little while.
if the player chooses to run around doing their usual business, jumping over terrain or sprinting around biomes etc, they will then be depleting their hunger bar and they will not be healing from the infection because they are expending vital nutrients that are not being replaced, instead the hunger bar becomes depleted and the player is punished for their ignorance.
If an animal bites a player, they would have a 50/50 chance to end up with leptospirosis, if they don't find a cure in time, within 7 in-game days, they will then die from Weil's disease while suffering mining fatigue in the remaining 3 in-game days making mining impractical, let's add in mold for the making of penicillin, an antibiotic. Add in a new neutral mob, rat, that attacks, pursues and bites the player if they aggravate them or destroy their burrows underground threatening their nests, to counter act this the player would then need to leave the mines or consume penicillin in a potion if they have it on them,
penicillin in the game also has a 1/3 chance to cure gastroenteritis, an infection from contaminated food items, but only if it is type A.
Food poisoning will come in 2 varieties, type A and type B, A for bacterial, B for viral.
More types of diseases can be made to exist in very hard mode if it gets added,
but for hard mode I think these are enough.
Literally the only difference between hardcore and hard is that hardcore doesn't permit respawning. And of course locked difficulty.
Hard is the hardest, and hardcore is also the hardest, except unforgiving.
So no "very hard" in any form.
Diseases that force the player to AFK for a while in a 3 block deep hole with a torch are nothing interesting.
I'd opt for more obnoxious status effects when assaulting enemy structures instead, as it is done already with Wither Skeletons, Cave Spiders and Elder Guardians, as it serves a clear purpose, and is very consistent - you are certain you get it when you get hit/get in proximity, and you are certain you won't if you don't approach.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Yeah let's add diabetes as well. Example: 1/3 chance of getting it after eating cake, cookie, etc.
No, but seriously this seems like you took the game a step too far into realism. Not that I don't like it but you have to remember this is "a kid's game".
Maybe implement these features into a very hard mode like Agtrigormortis is suggesting.
Yeah let's add diabetes as well. Example: 1/3 chance of getting it after eating cake, cookie, etc.
No, but seriously this seems like you took the game a step too far into realism. Not that I don't like it but you have to remember this is "a kid's game".
Maybe implement these features into a very hard mode like Agtrigormortis is suggesting.
It would basically make cakes and cookies useless.
Nobody would put effort in using wheat, finding cocoa and gathering milk, sugar and eggs to get a food type that is way worse than rotten flesh, poisoned potatoes or spider eyes.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
It would basically make cakes and cookies useless.
Nobody would put effort in using wheat, finding cocoa and gathering milk, sugar and eggs to get a food type that is way worse than rotten flesh, poisoned potatoes or spider eyes.
I would suggest reading the next couple of sentences...
I would suggest reading the next couple of sentences...
I'm on your side. It's just a joke
In terms of humor, from time to time I catch myself to be as dense as lead.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
3. This was an exaggeration by me. You can still get it by hitting an untamed wolf or bat, regardless if you try or not.
I assume that like most players you never really go caving (most would rather branch-mine and farm resources, even I only go caving for the fun of it) - I probably accidentally kill at least half a dozen bats per play session when they fly in front of me while fighting or mining; ever tried fighting a bunch of mobs in a bat-filled cave? It is surprising how often them manage to get hit by arrows considering how hard it is to intentionally hit them when they are flying around. I also highly dislike the idea of diseases in general, other than the simple mechanics already present (e.g. 30 seconds of Hunger after eating certain foods and/or Poison after being attacked by certain mobs, neither of which pose a direct risk of death, aside from Wither from a couple mobs, one which must be manually spawned, and all can easily be cured with a bucket of milk, or even out-regenerated) and will never add them to TMCW - I see them being as fun as a "thirst bar", a universally disliked suggestion (which is actually not as bad outside of the Nether if you can simply bring a water bucket around, as I do anyway, plus a bottle, which just wastes inventory space).
The purpose of this feature is to make a more in-depth health and hunger system to add a challenge for higher-difficulty players. The diseases will hinder performance or abilities in various ways.
I can't see much appeal in this... Though it's not the worst difficulty-adding idea I've ever seen. I can't say I'd complain if this was added, but I personally would leave this option off, as it's not adding anything that interesting or fun.
Diarrhoea: Uncommon. Small chance of spread when eating contaminated food, which is caused by poison-related foods and foods that haven't been eaten in a while. Causes moderate fatigue, hunger, and moderate poisoning. Rarely Fatal.
*Diarrhea
This one's gonna have to be an automatic 'nope'. Do you really want diarrhea in a game meant for all ages? Even with the age thing aside, this is not something that fits with the game anyway. No thanks.
The other diseases are slightly more balanced and somewhat plausible. Overall, extremely mild support. Or 5/10, as again, they're not offering all that much as it doesn't seem like too alluring of a mechanic.
I can't see much appeal in this... Though it's not the worst difficulty-adding idea I've ever seen. I can't say I'd complain if this was added, but I personally would leave this option off, as it's not adding anything that interesting or fun.
*Diarrhea
This one's gonna have to be an automatic 'nope'. Do you really want diarrhea in a game meant for all ages? Even with the age thing aside, this is not something that fits with the game anyway. No thanks.
The other diseases are slightly more balanced and somewhat plausible. Overall, extremely mild support. Or 5/10, as again, they're not offering all that much as it doesn't seem like too alluring of a mechanic.
Nobody here said that the diarrhea had to be shown in animation, which would obviously be very gross and too distressing or creepy for viewers to watch.
I think if something like food poisoning were to exist in the game it should be reserved for a newer difficulty mode that is a tier above hard mode but is below hardcore. Whether you like it or not there are some people who don't feel the game is challenging enough for them, so something must be done to correct that.
I wouldn't play this newer difficulty mode myself because it wouldn't fit my play style,
but that doesn't mean I want it denied from others who do want it.
I think if something like food poisoning were to exist in the game it should be reserved for a newer difficulty mode that is a tier above hard mode but is below hardcore. Whether you like it or not there are some people who don't feel the game is challenging enough for them, so something must be done to correct that.
As mentioned before, the game already has food poisoning, as well as outright poisoning (health loss) from certain foods/sources, which I think is sufficient, though they should undo the nerf they did in 1.11 which made it almost pointless - since then it only drains 1/5 as much hunger as before - in fact, currently it doesn't even drain a single hunger point from 30 seconds of poisoning (3 exhaustion or 0.75 hunger points, compared to 0.8 saturation from rotten flesh. For comparison, in older versions it drains 3.75 hunger points, 78% of the combined hunger+saturation (4.8) of rotten flesh. Even a pufferfish is currently less harmful (but does also inflict Poison, costing far more hunger in the form of health loss either way, and twice as much when factoring in the increase in hunger needed to regenerate health since 1.9).
As mentioned before, the game already has food poisoning, as well as outright poisoning (health loss) from certain foods/sources, which I think is sufficient, though they should undo the nerf they did in 1.11 which made it almost pointless - since then it only drains 1/5 as much hunger as before - in fact, currently it doesn't even drain a single hunger point from 30 seconds of poisoning (3 exhaustion or 0.75 hunger points, compared to 0.8 saturation from rotten flesh. For comparison, in older versions it drains 3.75 hunger points, 78% of the combined hunger+saturation (4.8) of rotten flesh. Even a pufferfish is currently less harmful (but does also inflict Poison, costing far more hunger in the form of health loss either way, and twice as much when factoring in the increase in hunger needed to regenerate health since 1.9).
That's not food poisoning, that is exhaustion causing hunger status, there is a difference there.
Husks can hit you and cause hunger status FYI.
What is being suggested in this thread is a new type of poison that stalls your ability to fill the hunger bar until the status effect has worn off.
It does have some merit in my opinion, if not in hard mode then at least in a newer difficulty mode where extra challenges can safely be added without causing the community to complain too much about it.
I can see how it would inconvenience a lot of people, but don't forget that survival mode isn't supposed to hold your hand, survival mode is in essence supposed to be Darwinistic in nature and have cruel consequences for ignoring or being unprepared for dangers that exist in a world.
We already have enchantments, which allow for making players very tough to beat if they were willing to put in the time to acquire them.
Such powerful enchantments shouldn't be easy to get and there does need to be hardships along the path to godhood in my view.
also the beacon counts as a form of enchanting since it gives you buffs if you're within a set region and is end game content.
You said it yourself that the current enchanting system is overpowered, and in some sense it is, given the fact there aren't a lot of threats that can counter them. Poison however is capable of countering them, without a milk bucket you can be rendered extremely vulnerable even with full magic armour.
Poison however is capable of countering them, without a milk bucket you can be rendered extremely vulnerable even with full magic armour.
Not with the current hunger mechanics, as long as you have reasonably good quality food; Poison I only drains half a heart every 1.25 seconds while you can regenerate half a heart every half second, 2.5 times faster, and Protection does reduce damage from status effects, by up to 64% (36% as much damage), so the effective regeneration rate is nearly 7 times faster, easily enough to offset the fact that there is a period where you won't get the full regeneration effect from saturation (you have to wait until hunger depletes before you can eat again, during which you'll only regenerate every 4 seconds). Higher levels of Poison also do not scale that well due to damage immunity; I noticed that in 1.17 they are "nerfing" eaten pufferfish from Poison IV to Poison II but they are actually the same due to damage immunity (MC-197276).
Note that this only applies to Java (the version this suggestion is for); I know that you play on Bedrock, which has very different mechanics in many areas involving health/combat:
When the hunger bar is at 20 and there is any saturation left, health regenerates 1 every 1/2 second. [Java Edition only]
IMO this is a much bigger issue than enchantments - for perspective, in Java prior to 1.9 you regenerate half a heart every 4 seconds (the same as now without the saturation boost), 8 times slower - even on Peaceful you only regenerated half a heart every second, still twice as slow!
In any case, I never bother bringing milk, which is wildly impractical when you spend 6-8 hours at a time caving - if my health get too low from poisoning or other damage I'll just wall myself in and wait for it to wear off and my health to regenerate, which can become tedious if it happens a lot (it takes 76 seconds to fully regenerate from half a heart, perhaps one reason why they made health regeneration so fast, which still does cost more food, especially since they have doubled the hunger loss rate from healing since 1.9; prior to 1.6 you actually didn't lose hunger at all).
Not with the current hunger mechanics, as long as you have reasonably good quality food; Poison I only drains half a heart every 1.25 seconds while you can regenerate half a heart every half second, 2.5 times faster, and Protection does reduce damage from status effects, by up to 64% (36% as much damage), so the effective regeneration rate is nearly 7 times faster, easily enough to offset the fact that there is a period where you won't get the full regeneration effect from saturation (you have to wait until hunger depletes before you can eat again, during which you'll only regenerate every 4 seconds). Higher levels of Poison also do not scale that well due to damage immunity; I noticed that in 1.17 they are "nerfing" eaten pufferfish from Poison IV to Poison II but they are actually the same due to damage immunity (MC-197276).
Note that this only applies to Java (the version this suggestion is for); I know that you play on Bedrock, which has very different mechanics in many areas involving health/combat:
IMO this is a much bigger issue than enchantments - for perspective, in Java prior to 1.9 you regenerate half a heart every 4 seconds (the same as now without the saturation boost), 8 times slower - even on Peaceful you only regenerated half a heart every second, still twice as slow!
In any case, I never bother bringing milk, which is wildly impractical when you spend 6-8 hours at a time caving - if my health get too low from poisoning or other damage I'll just wall myself in and wait for it to wear off and my health to regenerate, which can become tedious if it happens a lot (it takes 76 seconds to fully regenerate from half a heart, perhaps one reason why they made health regeneration so fast, which still does cost more food, especially since they have doubled the hunger loss rate from healing since 1.9; prior to 1.6 you actually didn't lose hunger at all).
I'm not sure if the differences help much, at the end of the day in order for your natural regeneration to work your hunger bar still has to be full.
If your hunger is fully depleted or even half way empty the regeneration stops which most definitely applies to normal or hard difficulty, making your defences against the poison DOT practically useless even with a full set of armor with protection enchantment. Your health is still going to drain to half a heart if the poison lasts long enough which is legitimately possible with Cave Spiders around, and yes this clearly applies to caving, your own strategy for mining, as once in a while you encounter the spawners in mineshafts.
I do agree with your point that carrying milk buckets is impractical, given that they are not stackable, but having a milk bucket is the only way to nullify poison status IIRC, otherwise you have to wait out the effect until the count down ends. I would suggest carrying at least 1 or 2 milk bucket(s) to be safe.
One final point I'd like to reiterate is hunger is not poison, hunger is a completely different status effect although both can be just as deadly in gameplay.
The food poisoning suggestion would mean eating raw meat in Minecraft would be consequential to the one consuming it
The way the current game mechanics work with regard to raw chicken and rotten meat are broken, because you can essentially still eat them and not ever have a fully depleted hunger bar so it doesn't work or function in the same way (or even similar to) food poisoning would in real life.
If the changes being suggested by the OP about diseases are too harsh, then the only realistic compromise is to add in a newer difficulty mode and get it over with. Bedrock edition doesn't have the luxury of using older versions in a launcher so this further justifies adding in a different mode.
A very hard mode which is an in between mode of hard and hardcore would give the developers more leeway to add in more challenging elements without annoying a lot of people. A very hard mode would be as the name implies, so people would not be in a position to complain about it if the mode is too unforgiving for them and adds in things like less time to get dropped items back after dying and respawning and in this case diseases which would kill the player if they didn't cook their food and didn't find a cure in time.
Here's how the disease mechanic should work
if the player remains in their house, then they won't be depleting their hunger bar and would have time for the gastrointestinal disease to wear off,
but until that time they cannot eat any more food, otherwise the disease time is extended and they risk starving to death, the time for the infection to wear off would be between 20 to 40 minutes, 1 to 2 in game day-night cycles. Also while suffering infection of the digestive system, food doesn't replenish hunger points, the restoration is temporarily nullified, so the player really needs to remain indoors and remain inactive for a little while.
if the player chooses to run around doing their usual business, jumping over terrain or sprinting around biomes etc, they will then be depleting their hunger bar and they will not be healing from the infection because they are expending vital nutrients that are not being replaced, instead the hunger bar becomes depleted and the player is punished for their ignorance.
If an animal bites a player, they would have a 50/50 chance to end up with leptospirosis, if they don't find a cure in time, within 7 in-game days, they will then die from Weil's disease while suffering mining fatigue in the remaining 3 in-game days making mining impractical, let's add in mold for the making of penicillin, an antibiotic. Add in a new neutral mob, rat, that attacks, pursues and bites the player if they aggravate them or destroy their burrows underground threatening their nests, to counter act this the player would then need to leave the mines or consume penicillin in a potion if they have it on them,
penicillin in the game also has a 1/3 chance to cure gastroenteritis, an infection from contaminated food items, but only if it is type A.
Food poisoning will come in 2 varieties, type A and type B, A for bacterial, B for viral.
More types of diseases can be made to exist in very hard mode if it gets added,
but for hard mode I think these are enough.
Literally the only difference between hardcore and hard is that hardcore doesn't permit respawning. And of course locked difficulty.
Hard is the hardest, and hardcore is also the hardest, except unforgiving.
So no "very hard" in any form.
Diseases that force the player to AFK for a while in a 3 block deep hole with a torch are nothing interesting.
I'd opt for more obnoxious status effects when assaulting enemy structures instead, as it is done already with Wither Skeletons, Cave Spiders and Elder Guardians, as it serves a clear purpose, and is very consistent - you are certain you get it when you get hit/get in proximity, and you are certain you won't if you don't approach.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Yeah let's add diabetes as well. Example: 1/3 chance of getting it after eating cake, cookie, etc.
No, but seriously this seems like you took the game a step too far into realism. Not that I don't like it but you have to remember this is "a kid's game".
Maybe implement these features into a very hard mode like Agtrigormortis is suggesting.
It would basically make cakes and cookies useless.
Nobody would put effort in using wheat, finding cocoa and gathering milk, sugar and eggs to get a food type that is way worse than rotten flesh, poisoned potatoes or spider eyes.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I would suggest reading the next couple of sentences...
I'm on your side. It's just a joke
In terms of humor, from time to time I catch myself to be as dense as lead.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
No worries, with my autism jokes fly right over my head. Also, to be fair it wasn't all that funny haha.
No worries, with my autism jokes fly right over my head. Also, to be fair it wasn't all that funny haha.
I assume that like most players you never really go caving (most would rather branch-mine and farm resources, even I only go caving for the fun of it) - I probably accidentally kill at least half a dozen bats per play session when they fly in front of me while fighting or mining; ever tried fighting a bunch of mobs in a bat-filled cave? It is surprising how often them manage to get hit by arrows considering how hard it is to intentionally hit them when they are flying around. I also highly dislike the idea of diseases in general, other than the simple mechanics already present (e.g. 30 seconds of Hunger after eating certain foods and/or Poison after being attacked by certain mobs, neither of which pose a direct risk of death, aside from Wither from a couple mobs, one which must be manually spawned, and all can easily be cured with a bucket of milk, or even out-regenerated) and will never add them to TMCW - I see them being as fun as a "thirst bar", a universally disliked suggestion (which is actually not as bad outside of the Nether if you can simply bring a water bucket around, as I do anyway, plus a bottle, which just wastes inventory space).
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?
I can't see much appeal in this... Though it's not the worst difficulty-adding idea I've ever seen. I can't say I'd complain if this was added, but I personally would leave this option off, as it's not adding anything that interesting or fun.
*Diarrhea
This one's gonna have to be an automatic 'nope'. Do you really want diarrhea in a game meant for all ages? Even with the age thing aside, this is not something that fits with the game anyway. No thanks.
The other diseases are slightly more balanced and somewhat plausible. Overall, extremely mild support. Or 5/10, as again, they're not offering all that much as it doesn't seem like too alluring of a mechanic.
Nobody here said that the diarrhea had to be shown in animation, which would obviously be very gross and too distressing or creepy for viewers to watch.
I think if something like food poisoning were to exist in the game it should be reserved for a newer difficulty mode that is a tier above hard mode but is below hardcore. Whether you like it or not there are some people who don't feel the game is challenging enough for them, so something must be done to correct that.
I wouldn't play this newer difficulty mode myself because it wouldn't fit my play style,
but that doesn't mean I want it denied from others who do want it.
As mentioned before, the game already has food poisoning, as well as outright poisoning (health loss) from certain foods/sources, which I think is sufficient, though they should undo the nerf they did in 1.11 which made it almost pointless - since then it only drains 1/5 as much hunger as before - in fact, currently it doesn't even drain a single hunger point from 30 seconds of poisoning (3 exhaustion or 0.75 hunger points, compared to 0.8 saturation from rotten flesh. For comparison, in older versions it drains 3.75 hunger points, 78% of the combined hunger+saturation (4.8) of rotten flesh. Even a pufferfish is currently less harmful (but does also inflict Poison, costing far more hunger in the form of health loss either way, and twice as much when factoring in the increase in hunger needed to regenerate health since 1.9).
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?
That's not food poisoning, that is exhaustion causing hunger status, there is a difference there.
Husks can hit you and cause hunger status FYI.
What is being suggested in this thread is a new type of poison that stalls your ability to fill the hunger bar until the status effect has worn off.
It does have some merit in my opinion, if not in hard mode then at least in a newer difficulty mode where extra challenges can safely be added without causing the community to complain too much about it.
I can see how it would inconvenience a lot of people, but don't forget that survival mode isn't supposed to hold your hand, survival mode is in essence supposed to be Darwinistic in nature and have cruel consequences for ignoring or being unprepared for dangers that exist in a world.
We already have enchantments, which allow for making players very tough to beat if they were willing to put in the time to acquire them.
Such powerful enchantments shouldn't be easy to get and there does need to be hardships along the path to godhood in my view.
also the beacon counts as a form of enchanting since it gives you buffs if you're within a set region and is end game content.
You said it yourself that the current enchanting system is overpowered, and in some sense it is, given the fact there aren't a lot of threats that can counter them. Poison however is capable of countering them, without a milk bucket you can be rendered extremely vulnerable even with full magic armour.
Not with the current hunger mechanics, as long as you have reasonably good quality food; Poison I only drains half a heart every 1.25 seconds while you can regenerate half a heart every half second, 2.5 times faster, and Protection does reduce damage from status effects, by up to 64% (36% as much damage), so the effective regeneration rate is nearly 7 times faster, easily enough to offset the fact that there is a period where you won't get the full regeneration effect from saturation (you have to wait until hunger depletes before you can eat again, during which you'll only regenerate every 4 seconds). Higher levels of Poison also do not scale that well due to damage immunity; I noticed that in 1.17 they are "nerfing" eaten pufferfish from Poison IV to Poison II but they are actually the same due to damage immunity (MC-197276).
Note that this only applies to Java (the version this suggestion is for); I know that you play on Bedrock, which has very different mechanics in many areas involving health/combat:
IMO this is a much bigger issue than enchantments - for perspective, in Java prior to 1.9 you regenerate half a heart every 4 seconds (the same as now without the saturation boost), 8 times slower - even on Peaceful you only regenerated half a heart every second, still twice as slow!
In any case, I never bother bringing milk, which is wildly impractical when you spend 6-8 hours at a time caving - if my health get too low from poisoning or other damage I'll just wall myself in and wait for it to wear off and my health to regenerate, which can become tedious if it happens a lot (it takes 76 seconds to fully regenerate from half a heart, perhaps one reason why they made health regeneration so fast, which still does cost more food, especially since they have doubled the hunger loss rate from healing since 1.9; prior to 1.6 you actually didn't lose hunger at all).
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?
I'm not sure if the differences help much, at the end of the day in order for your natural regeneration to work your hunger bar still has to be full.
If your hunger is fully depleted or even half way empty the regeneration stops which most definitely applies to normal or hard difficulty, making your defences against the poison DOT practically useless even with a full set of armor with protection enchantment. Your health is still going to drain to half a heart if the poison lasts long enough which is legitimately possible with Cave Spiders around, and yes this clearly applies to caving, your own strategy for mining, as once in a while you encounter the spawners in mineshafts.
I do agree with your point that carrying milk buckets is impractical, given that they are not stackable, but having a milk bucket is the only way to nullify poison status IIRC, otherwise you have to wait out the effect until the count down ends. I would suggest carrying at least 1 or 2 milk bucket(s) to be safe.
One final point I'd like to reiterate is hunger is not poison, hunger is a completely different status effect although both can be just as deadly in gameplay.
The food poisoning suggestion would mean eating raw meat in Minecraft would be consequential to the one consuming it
The way the current game mechanics work with regard to raw chicken and rotten meat are broken, because you can essentially still eat them and not ever have a fully depleted hunger bar so it doesn't work or function in the same way (or even similar to) food poisoning would in real life.
If the changes being suggested by the OP about diseases are too harsh, then the only realistic compromise is to add in a newer difficulty mode and get it over with. Bedrock edition doesn't have the luxury of using older versions in a launcher so this further justifies adding in a different mode.