Honger

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The hunger indicator is shown above hot bar, to the other side from health indicator.

Hunger is a player-specific feature of Minecraft that regulates player's certain abilities (health regeneration and the ability to sprint) the value of which is managed by the player's activity. Honger is een speler-specifieke functie van Minecraft die verschillende vermogens van de speler reguleert (health regeneratie en het vermogen om te sprinten)

Beschrijving[bewerken]

The player's hunger value is shown on the heads-up display in the form of a hunger bar (also called food bar), which is similar to health bar (located above the hotbar), located opposite to it and represented by ten drumsticks (Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg). One half of a drumstick (Half Hunger.svg) represents one hunger point or half-unit of hunger, thus the full bar consists of twenty hunger points. It is replenished by eating food, and decreased by player's actions such as walking, sprinting, digging or attacking.

Various levels of player's hunger control health regeneration (or depletion) and the ability to sprint. When hunger is at a high enough value the player's health will regenerate, if it falls below a specific threshold the player loses ability to sprint, and if the hunger bar is at zero, the player's health will deplete. The specific effects are described in the Effects of hunger section. The hunger value does not drain on Peaceful difficulty, and will regenerate if it is not at the maximum value.

An important aspect of hunger, which is not shown on the hunger bar, is called food saturation and controls decreasing of the hunger value. It depends on what the player has eaten last time. There is also a food exhaustion value, which controls decreasing of the food saturation level. How exactly they control the overall hunger value is described in more depth in the Mechanics section.

Certain foods have a chance of inflicting Hunger status effect on the player upon consumption, which causes the player's food bar to deplete faster. See also Food poisoning.

Mechanica[bewerken]

Het honger systeem het hongersysteem maakt gebruik van vier variabelen om spelersvaardigheden te controleren, waarvan de waarden worden opgeslagen in de player.dat format:

  • foodLevel: Het huidige speler honger niveau, welke wordt getoond in de honger bar. De eerste waarde als er een nieuwe wereld gemaakt is is 20 (volledige bar).
  • foodSaturationLevel: Het huidige speler saturatie niveau, welke specificeert hoe snel honger eraf gaat en wordt bestuurd door het type voedsel dat de speler heeft gegeten. De maximale waarde is altijd gelijk Its maximum value always equals foodLevelSjabloon:'s value and decreases with the hunger level. Its initial value on world creation is 5.
  • foodTickTimer: This variable is used when the hunger value either exceeds 18 (Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg), or is at zero. It increases on every tick, and whenever it reaches 80 (4 seconds), it resets to zero and 1 (Half Heart.svg) is added or deducted, depending on whether the player is saturated or starving. If the player has a full 20 (Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg), 16 of 1 (Half Heart.svg) times the player's saturation level is restored, up to a maximum of 1 (Half Heart.svg), when foodTickTimer reaches 10 (12 second), and foodTickTimer is reset to zero.
  • foodExhaustionLevel: The player's current exhaustion level, which specifies how fast the saturation level depletes. Its value is increased by player's actions (see Exhaustion level increase for specific values). Initial value is zero. When it reaches the maximum value of 4, it resets to zero and one point is subtracted from foodSaturationLevel.

As a visible sign that the saturation is used up, the hunger bar starts to shake or jitter periodically. When the saturation level is at zero, once the exhaustion value reaches 4, the total hunger value is decreased by one hunger point. Eating food replenishes both hunger and saturation levels (see Food level and saturation level restoration for specific values), with the hunger level being replenished first, which also increases the maximum allowed saturation level. For example, if a golden carrot (which gives 6 (Hunger.svgHunger.svgHunger.svg) and 14.4 saturation points) is eaten by a player whose hunger bar is at 9 (Half Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svg) and saturation is below 1, its value will increase to 15 (Half Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg), and the golden carrot's saturation potential will be fully used. However, if the hunger level is lower than 9 (Half Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svg), the specific foodstuff's saturation points will be wasted.

Effecten van honger[bewerken]

Verschillende honger-niveaus hebben ook verschillende effecten op de speler:

  • When the hunger bar is at 20 (Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg) and there is still some saturation left, health regenerates at up to 1 (Half Heart.svg) health point each 12-second, costing 1.5 food points (6 units of exhaustion) per point healed.
  • When the hunger bar is at 18 (Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg) or more with no saturation remaining, the player's health will slowly regenerate at a rate of 1 (Half Heart.svg) every 4 seconds, costing 1.5 food points (6 units of exhaustion) per point healed.
  • When the hunger bar is at 17 (Half Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg) points or below, the player will not naturally regenerate health unless difficulty is switched to Peaceful.
  • If the food bar is at 6 (Hunger.svgHunger.svgHunger.svg) points or below, then the player will not be able to sprint unless difficulty is switched to Peaceful.
  • When the hunger bar is at 0 (Empty Hunger.svg), the player's health will deplete at a rate of 1 (Half Heart.svg) every 4 seconds (this makes sleeping impossible). On Easy difficulty, the player's health stops dropping at 10 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg), on Normal it stops at 1 (Half Heart.svg), and on Hard it keeps draining until either the player eats something or starves to death.[1]

Exhaustion level increase[bewerken]

Elke actie die hier niet wordt genoemd zullen niet het honger niveau vergroten. Als voorbeeld normaal lopen maakt je niet hongeriger en zal daarom niet je saturatie verlagen of de foodbar.

Actie Uitputting

niveau toename

Eenheid
Zwemmen 0.01  per meter
Een blok breken 0.005 per gebroken blok
Sprinten 0.1   per meter
Springen 0.05  per sprong
Een vijand aanvallen 0.1   per aanval
Schade oplopen die normaal door harnas wordt beschermd 0.1   per distinct instance of damage being received
Honger status effect (voedselvergiftiging) 0.1   per second, per Hunger status effect level
Springen terwijl je sprint 0.2   per sprong
Regenerating health by having Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg or higher,
or /gamerule naturalRegeneration is true
6.0   per 1 (Half Heart.svg) healed
Food poisoning from raw chicken or rotten flesh, or taken damage from husks. 3.0   full 0:30 duration of Hunger I, at 0.1 per second
Food poisoning from pufferfish 4.5   full 0:15 duration of Hunger III, at 0.3 per second

Food level and saturation level restoration[bewerken]

Hoofdartikel: Food

Food/table

Food poisoning[bewerken]

Hoofdartikel: Status effect#Hunger


A status effect called Hunger (also known as food poisoning) directly affects the hunger bar, causing it to drain more rapidly. Visually, it shows itself by making the hunger bar a sickly yellow-green (Poisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svgPoisoned Hunger.svg), and by generating greenish swirls around the affected player (as with other status effects). Food poisoning can be caused by eating three specific foodstuffs and taking damage from a husk. The foodstuffs are
rotten flesh
, which can cause Hunger with a chance of 80 %;
raw chicken
, which causes Hunger with a chance of 30 % (both deal Hunger I for 30 seconds); and
pufferfish
, which always causes Hunger III for 15 seconds (as well as poison and nausea).

The status effect does not decrease hunger level on Peaceful mode, although it does re-color the hunger bar. Like with other status effects, the Hunger duration does not stack (i. e. eating multiple Hunger-inflicting foods does not increase its duration), and it can be cured by drinking milk.

Hunger inflicted by eating rotten flesh, raw chicken or by accepting husk attacks adds 15.0 to the player's exhaustion level over the course of 30 seconds, draining Hunger.svg × 1⅞. When a pufferfish is eaten, 22.5 exhaustion points are added over the course of 15 seconds, draining Hunger.svg × 2 1316.

The food poisoning should not be confused with effects of eating a spider eye or a poisonous potato. They deal the Poison status effect, which decreases the health value, not the hunger value.

Achievements[bewerken]

Sjabloon:Load achievements

Video[bewerken]

Honger/video

History[bewerken]

Beta
1.8 Hunger was introduced. Food no longer restores health directly, but the player can regenerate if the hunger meter is 90% or over.
Officiële release
1.6.1 Health regeneration from food now increases the exhaustion level significantly, draining three points of food/saturation for every health point regenerated.
1.7.2 The exhaustion cost of sprint jumping is now 0.8 (up from 0.2), meaning that constant sprint jumping is no longer viable as a means of fast long-distance travel in most situations.
1.8 Hunger now regenerates when depleted if the difficulty is set to Peaceful.
1.9 15w40a Health regenerates faster when saturation is non-zero.
Health regeneration increases exhaustion more.
15w44a Health regenerates speed bonus from non-zero saturation only applies when the hunger bar is at 20.
15w49a Sneaking now increases exhaustion by 0.005/m, decreased from 0.01/m.
1.11 16w32a Exhaustion rates decreased across the board: Swimming decreased from 0.015/m to 0.01/m, breaking blocks decreased from 0.025/block to 0.005/block, jumping decreased from 0.2/jump to 0.05/jump, sprint jumping decreased from 0.8/jump to 0.2/jump, attacking and taking damage both decreased from 0.3/attack to 0.1/attack, Hunger status effect decreased from 0.5/s to 0.1/s.
Sneaking and walking no longer affect exhaustion.
Exhaustion rate from regeneration is increased from 0.4/half-heart to 0.6/half-heart.
Pocketeditie Alpha
0.12.1 build 1 Hunger was introduced. Food no longer restores health directly, but the player can regenerate if the hunger meter is 90% or over.
Console-editie
TU5CU11.0Patch 1Added the food bar and hunger.
TU43CU331.36Patch 13Food now regenerates health.
TU54CU441.52Patch 24Exhaustion rates decreased across the board: Swimming decreased from 0.015/m to 0.01/m, breaking blocks decreased from 0.025/block to 0.005/block, jumping decreased from 0.2/jump to 0.05/jump, sprint jumping decreased from 0.8/jump to 0.2/jump, attacking and taking damage both decreased from 0.3/attack to 0.1/attack, Hunger status effect decreased from 0.5/s to 0.1/s.
Sneaking and walking no longer affect exhaustion.
Exhaustion rate from regeneration is increased from 0.4/half-heart to 0.6/half-heart.

Issues[bewerken]

Problemen met betrekking tot 'Honger' worden bijgehouden op de bugtracker. Meld problemen daar.

References[bewerken]

nl:Voedsel