Game rules
Survival
Hunger, healing, effects and what happens on death.
19 entries
| Name | Summary |
|---|---|
Block harvesting exhaustion | Breaking any block adds 0.005 exhaustion, unless the block needs a tool to drop and is broken without it. |
Eating at full hunger | Golden Apple, Enchanted Golden Apple, Chorus Fruit, Honey Bottle and Suspicious Stew can be consumed with a full hunger bar; other food needs hunger below 20. |
Exhaustion | Exhaustion builds up from sprinting, swimming, jumping, breaking blocks, fighting and healing; each time it passes 4, it costs 1 saturation or, with no saturation left, 1 hunger. |
Exhaustion thresholds | Exhaustion has to rise above 4 before it costs anything, and it is spent 4 at a time, once per game tick. |
Healing with hunger | With hunger at 18 or more, an injured player heals 1 health point every 4 seconds, and each heal adds 6 exhaustion. |
Healing with saturation | At 20 hunger with saturation left, an injured player heals up to 1 health point every half second, paid for with exhaustion. |
Hunger and saturation | Hunger goes from 0 to 20, and eating can never raise saturation above the current hunger. |
Inventory on death | A player who dies drops every item they carry, apart from items with Curse of Vanishing, which are destroyed. |
Jump exhaustion | A jump adds 0.05 exhaustion, or 0.2 while sprinting. |
Keep Inventory | With the Keep inventory after death game rule on, a player who dies keeps all items and experience. |
Melee attack exhaustion | A melee hit that damages its target adds 0.1 exhaustion to the attacker. |
Movement exhaustion | Sprinting adds 0.1 exhaustion per block and moving in water 0.01 per block; walking, sneaking, climbing and riding add none. |
Normal respawn | A player who respawns after death starts with full health, 20 hunger and 5 saturation, and without status effects. |
Peaceful regeneration | On Peaceful, hunger refills by 1 every half second and health by 1 every second. |
Regeneration timing | Natural healing happens every 0.5 seconds at full hunger with saturation left and every 4 seconds at 18 hunger or more, and both speeds share one timer. |
Repeated status effects | Getting a status effect again never adds the two durations together: the stronger level wins, and at equal level the longer time wins. |
Scaled status effects | Tipped Arrows and Lingering Potions give a potion's effects for a fraction of the bottle's duration, rounded down to whole ticks. |
Starvation | At 0 hunger a player takes 1 damage every 4 seconds, down to a health limit set by the difficulty. |
Status effect duration | A status effect loses 1 tick of its remaining time every game tick, 20 ticks per second, and ends when the time reaches zero. |












