Satiety

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Player satiety is how hungry a player is - or how many calories are still available to burn, if you will. It is represented by the green bar on the righthand side above the hotbar, and has a maximum value of 1500. Satiety will decrease naturally over time, even if the player is AFK; but certain actions (such as sprinting, holding a torch in off hand), certain pieces of equipment (such as most armor), or certain conditions (such as regenerating lost health, staying outside in cold temperatures) will increase consumption over this passive rate. If satiety drops to zero, the player will begin starving, taking damage over time until death occurs. Eating any food restores satiety as shown in the item's tooltip.

Hunger rate

The player's hunger rate affects the speed of satiety loss. Keeping this low is essential to reducing food consumption and food waste.

Condition Hunger Rate Penalty Notes
Blackguard Class 30% Inherent class trait.
Occupied off-hand 20% Any item in the left hand, such as a torch or hammer for chiseling.
Cold temperatures while outside Up to 25%[1] While outside in temperatures below 2°C. Each degree below 2°C adds 2.5% until capping at 25% at -8°C. This penalty is removed if the player is inside of a room .
Injured Very high, varies Below 75% satiety, passive healing slows down, along with its satiety consumption.

Standing still without jumping or using the left or right mouse buttons reduces your hunger rate 4-fold after 3 seconds.[2] Sleeping does not have a unique hunger rate modifier, but allows the player to benefit from this reduction without waiting.

Base satiety consumption

The game reduces satiety every 10 seconds based on the player's activity.[3]

Activity Base satiety consumption
Standing still (after 3 seconds) 0.24 satiety/second
Normal movement and actions 0.96 satiety/second
Sprinting 2.46 satiety/second

These values are before hunger rate modifiers such as equipment, cold temperatures, or class traits are applied.

Nutrition

Example nutrition levels in the stats page.

Where satiety is the basic survival condition, nutrition is a way to gain bonuses by eating a variety of different foods instead of just relying on the same thing all day, every day. Player nutrition includes five categories, displayed in the character dialog: protein, vegetable, grain, fruit, and dairy. Gaining satiety from eating any food also increases the bar for the nutrient group that the food belonged to.

Meals cooked from multiple ingredients can increase multiple nutrient levels at the same time. Like satiety, nutrient levels decrease over time. Keeping all five nutrient levels topped up requires a balanced diet.

Nutrition of the food item does not get transferred 1 to 1. For each 100 satiety of any kind, you gain 40 Nutrition of that type. Please be aware though, your nutrition levels do not increase if you eat while completely satiated. You gain nutrition only for the satiety that has been added to your bar.

Health bonuses

As the nutrient bars fill up, the player's maximum health increases. The player starts with 15 base health points at default settings before class modifiers. Regardless of the player's class, each nutrient adds another 2.5 hp when fully satisfied, for a total of up to 12.5 bonus hp in total. This bonus is very useful when exploring the deepest reaches of the world, where very dangerous creatures roam.

Sources

Each type of nutrition is obtained from different sources.

Nutrition Type Source(s)
Fruit Berry bushes , Fruit trees , Honey
Vegetable Crops , Mushrooms
Grain Crops
Protein Hunting , Crops , Animal husbandry
Dairy Animal husbandry , Trading

Nutrition delay

Eating claypot meals or baked pies has an additional benefit beyond just filling up the satiety and nutrition bars: the draining of these bars becomes temporarily paused.

Upon eating, the game checks each ingredient within the meal[4] - up to four ingredients for claypot meals, and up to six for pies (crust, fillings, optional cover). It then applies a delay value to the nutrition type that the ingredient supplies. However, only the highest single value for each nutrition type is kept.[5]

Example: a claypot meal is made from one red meat, one poultry meat, one onion, and one blueberry. Eating this meal will apply delay to the fruit nutrition bar (from the blueberry), the vegetable nutrition bar (from the onion), and the protein nutrition bar (from the red meat). Any delay added by the poultry is ignored/overwritten, because it is of the same type as the red meat, but provides less satiety.

This "delay" is a hidden amount of bonus satiety[5], which is consumed first before the nutrition bars start declining again. It is typically somewhere between 85% and 100%[4] of the satiety provided by the ingredient that applies the delay. This scales with portion size: if only a part of a meal is eaten, only a part of the delay is applied. Eating the remaining portion at a later time will provide the remaining delay.

Because delay is not a time value, but an amount of satiety, a player doing strenuous activity (like sprinting) will consume their delay significantly faster than a player who is sitting idle, even if both ate the same meal[5].

Because delay is applied individually to each nutrition type, it is also tracked individually. When some nutrition types have delay while others do not, the nutrition bars without delay will continue to drain while the ones with delay stay fixed at their current level until their delay has been used up.

The player's main satiety bar does not receive delay. However, while any of the five nutrition types have any amount of delay remaining, satiety does not drain[5]. This effectively means that the single ingredient with the highest satiety value inside a meal determines how long satiety drain remains paused after eating.

References

  1. If harsh winters are enabled, the "resistcold" check first assesses whether or not the player is inside an enclosed room. If they are not, the quantity (2 - temperature) is clamped to a range of 0 to 10, inclusive, then divided by 40 to produce the hunger rate, resulting in a maximum of 10 / 40 at -8°C, or 25%. Entity/Behavior/BehaviorHunger.cs, line 388
  2. Entity/Behavior/BehaviorHunger.cs, line 237
  3. Entity/Behavior/BehaviorHunger.cs, line 245-247
  4. 4.0 4.1 Systems/Cooking/BlockMeal.cs, lines 498-507
  5. 5.0 5.1 5.2 5.3 youtube.com/shorts/5SwYPONaS14 - specifically, the pinned comment thread by VS team member Pizza




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