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Game rules

Survival

Hunger, healing, effects and what happens on death.

19 entries
NameSummary
Block harvesting exhaustionBreaking any block adds 0.005 exhaustion, unless the block needs a tool to drop and is broken without it.
Eating at full hungerGolden 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.
ExhaustionExhaustion 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 thresholdsExhaustion has to rise above 4 before it costs anything, and it is spent 4 at a time, once per game tick.
Healing with hungerWith hunger at 18 or more, an injured player heals 1 health point every 4 seconds, and each heal adds 6 exhaustion.
Healing with saturationAt 20 hunger with saturation left, an injured player heals up to 1 health point every half second, paid for with exhaustion.
Hunger and saturationHunger goes from 0 to 20, and eating can never raise saturation above the current hunger.
Inventory on deathA player who dies drops every item they carry, apart from items with Curse of Vanishing, which are destroyed.
Jump exhaustionA jump adds 0.05 exhaustion, or 0.2 while sprinting.
Keep InventoryWith the Keep inventory after death game rule on, a player who dies keeps all items and experience.
Melee attack exhaustionA melee hit that damages its target adds 0.1 exhaustion to the attacker.
Movement exhaustionSprinting adds 0.1 exhaustion per block and moving in water 0.01 per block; walking, sneaking, climbing and riding add none.
Normal respawnA player who respawns after death starts with full health, 20 hunger and 5 saturation, and without status effects.
Peaceful regenerationOn Peaceful, hunger refills by 1 every half second and health by 1 every second.
Regeneration timingNatural 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 effectsGetting a status effect again never adds the two durations together: the stronger level wins, and at equal level the longer time wins.
Scaled status effectsTipped Arrows and Lingering Potions give a potion's effects for a fraction of the bottle's duration, rounded down to whole ticks.
StarvationAt 0 hunger a player takes 1 damage every 4 seconds, down to a health limit set by the difficulty.
Status effect durationA status effect loses 1 tick of its remaining time every game tick, 20 ticks per second, and ends when the time reaches zero.
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