Currently in Minecraft we have only few food types which are actually useful mid-to-late game, with vast majority, like non-gilded fruit and vegetables being trumped by cooked meats. Additionally, foods in bowls are of even more limited use due to how much space they take in inventory and how complex they are to craft compared to benefits they give - beetroot soup are no better than your run-of-the-mill cooked beef, and rabbit stew actually restores less hunger points than the sum of its components. Only Mushroom Stew maintains some utility as emergency ration, as its ingredients are not edible directly and can be found in various environments (like the Nether), plus its variant that uses flowers can act as poor man's potions.
Therefore, I suggest the following changes:
1. Except Suspicious Stew, all bowled foods can stack up to 16, like honey bottles.
2. Rabbit Stew becomes renamed to Meat Stew, and its crafting recipe can incorporate any kind of cooked meat, the brown mushroom is replaced by a beetroot, it now incorporates three bowls and gives three stews.
3. Beetroot soup restores 7 hunger points.
4. Suspicious stew can be created by adding a flower to already crafted mushroom stew.
That way, Meat Stew would the the most efficient food type on one-to-one basis while taking modest amount of space, but it wouldn't render steak stacks outright useless - they could be upgraded and multiplied with use of vegetable farms, and would still be more space-efficient compared to meat stews.
More filling Beetroot Soup would also give its namesake vegetable more farming use before animal farms are developed, and improved mushroom soup and suspicious stew would make mushroom farms more viable outside of conventional alchemy.
Simple crafting method would also indirectly reduce amount of space suspicious stews take, since the player could take just a number of pre-crafted mushroom stews and flowers and combine them on spot.
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
Stew based recipes have been severely underpowered from the start, for all the reasons you've just mentioned, according to the wiki mushroom stew only restores 3 drumsticks of hunger points, each drumstick represents 2 hunger points, so that's a total of 6 out of the 20.
They are complex food items, and they don't even stack, much less 16.
Also in bedrock edition for some asinine reason, suspicious stew status effect duration is less than what it is on Java edition, so it sucks on BE.
No clue what was going through the development teams heads at Mojang that made them decide this one, in fact it makes even more sense to have content parity in terms of the vanilla experience, and actually mean it, not just for balance purposes but to keep Minecraft true to its roots and not feel like you're playing some modded version.
Suspicious stew shouldn't stack, but it should have its duration be the same as it is on Java edition, otherwise players have no incentive to make these.
How can game developers with a straight face implement something like this and call it useful? it's laughable. 2 seconds of fire resistance, right... like that's actually going to help somebody who accidentally touched lava without armour on.
Just kidding... But there's a reason I ask, and I'm glad to see a post on this topic which addresses their uselessness... even in late game which I would say these bowled items are catered towards (you wouldn't be crafting rabbit stews in early game, I don't think).
I don't understand why none of these don't stack yet - it actually seems to me that the developers have completely forgotten about these bowled items, which says a lot of what they think about them. I would welcome all these changes, though I think rabbit stew (or whatever meat stew) should be made the best food in the game, restoring somewhere along eight hunger points and matching the saturation level of golden carrots (I can't think of the number at the moment). To have a large supply of these food items requires several farms of modest efficiency, plus bowls. I think making this the top food item is a decent reward for the effort required to make it (it also makes sense logically because it provides meat plus several vegetables, so it should naturally give you more hunger and saturation points than meat alone).
Beetroot soup I guess could be the vegetarian variant for the players who prefer to play in the vegetarian approach. Though, it makes more sense to cook the beetroots first. I would add that we have baked beetroot the same way we have baked potatoes - you wouldn't eat raw beets, or make them into a soup, before cooking them first. Baked beetroot could provide four hunger points, but you wouldn't be able to craft it into dye (this allows the raw beetroot to maintain some value as well, since you can craft dye with it). You would then use baked beetroot to make the beetroot soup.
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Just kidding... But there's a reason I ask, and I'm glad to see a post on this topic which addresses their uselessness... even in late game which I would say these bowled items are catered towards (you wouldn't be crafting rabbit stews in early game, I don't think).
I don't understand why none of these don't stack yet - it actually seems to me that the developers have completely forgotten about these bowled items, which says a lot of what they think about them. I would welcome all these changes, though I think rabbit stew (or whatever meat stew) should be made the best food in the game, restoring somewhere along eight hunger points and matching the saturation level of golden carrots (I can't think of the number at the moment). To have a large supply of these food items requires several farms of modest efficiency, plus bowls. I think making this the top food item is a decent reward for the effort required to make it (it also makes sense logically because it provides meat plus several vegetables, so it should naturally give you more hunger and saturation points than meat alone).
Beetroot soup I guess could be the vegetarian variant for the players who prefer to play in the vegetarian approach. Though, it makes more sense to cook the beetroots first. I would add that we have baked beetroot the same way we have baked potatoes - you wouldn't eat raw beets, or make them into a soup, before cooking them first. Baked beetroot could provide four hunger points, but you wouldn't be able to craft it into dye (this allows the raw beetroot to maintain some value as well, since you can craft dye with it). You would then use baked beetroot to make the beetroot soup.
It makes sense for bowled food items to restore the most hunger points per item if you ask my opinion.
A meal usually consist of different food items to maximize nutritional value.
Why has this system not been implemented well in Minecraft? it would make the food system much more balanced,
and it would put an end to the absurdity of bowled food items sucking.
How much sense does it make for a baked potato, to have about as much nutritional value as a stew?
potato is high in carbs, but it fails in the protein department, so it definitely isn't healthy to just rely on potato to keep a person fed, you need other things like fruit and nuts. I know in Minecraft we can't expect total realism, but my point is why is baked potato, per item, as powerful as a stew in the game? it makes even more sense that a soup with a mixed food recipe would restore 4 drumsticks, or 8 hunger points, not 3 drumsticks or 6 hunger points.
The more complex or harder to obtain the food recipe is, the better it should be in the game.
Edit: I know baked potato restores 3 drumsticks, I'm just pointing out that soup should be more nutritionally dense.
It makes sense for bowled food items to restore the most hunger points per item if you ask my opinion.
A meal usually consist of different food items to maximize nutritional value.
Why has this system not been implemented well in Minecraft? it would make the food system much more balanced,
and it would put an end to the absurdity of bowled food items sucking.
How much sense does it make for a baked potato, to have about as much nutritional value as a stew?
potato is high in carbs, but it fails in the protein department, so it definitely isn't healthy to just rely on potato to keep a person fed, you need other things like fruit and nuts. I know in Minecraft we can't expect total realism, but my point is why is baked potato, per item, as powerful as a stew in the game? it makes even more sense that a soup with a mixed food recipe would restore 4 drumsticks, or 8 hunger points, not 3 drumsticks or 6 hunger points.
The more complex or harder to obtain the food recipe is, the better it should be in the game.
Edit: I know baked potato restores 3 drumsticks, I'm just pointing out that soup should be more nutritionally dense.
Exactly - I don't know that I've ever even crafted a bowled food item, which says a lot considering my main world is over eight years old. In that amount of time, I have never found a need to craft a bowled food item. Maybe now I will do so just to get the advancement for eating all food items in the game, but that means nothing.
We need some way to keep all the food items relevant even in late game. Melons do this by being useful for trading. Even cookies are somewhat useful for composting, because you get a much higher yield of bonemeal than the sum of its parts (using cookies is better than using wheat + cocoa beans, because you get eight cookies per 2 wheat and 1 cocoa bean). Why is this logic not applied to bowled foods regarding hunger? It seems that these foods are being left behind, which is a shame because they could add a lot more use in the food world.
Rollback Post to RevisionRollBack
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Either way, I occasionally find enough bread in mineshafts to entirely subsist on it while exploring them, plus 1.9 greatly reduced hunger depletion from activities, even completely removing it from walking (I have an extremely active playstyle, walking around 20 km and mining 4500 blocks per play session and jumping very frequently, so this likely easily offsets the increase in hunger needed to heal), and otherwise a stack of baked potatoes lasts me through an entire 6-8 hour "caving session" (the time before I have to return due to running out of inventory/ender chest space and/or wood for torches; food is very rarely an issue), so I've never seen the need for anything more sustaining, especially considering that meat is much more complicated to get (you must also breed and kill animals, in addition to growing crops to feed them, so that's twice the space and 2-3 times the effort of simply using a Fortune III tool to harvest and replant an 8x8 potato plot in a couple minutes, which sustains me for 24 hours of gameplay; 1.9 also makes things worse due to the attack speed nerfs, including sweep attacks, which force you to use a slower axe so you don't damage nearby mobs, like babies).
That said, I could see stew being buffed; I've even used mushroom stew when in the Nether since (at least back in 1.6.4) it is easy to find mushrooms and they can even regrow if you leave some behind.
Either way, I occasionally find enough bread in mineshafts to entirely subsist on it while exploring them, plus 1.9 greatly reduced hunger depletion from activities, even completely removing it from walking (I have an extremely active playstyle, walking around 20 km and mining 4500 blocks per play session and jumping very frequently, so this likely easily offsets the increase in hunger needed to heal), and otherwise a stack of baked potatoes lasts me through an entire 6-8 hour "caving session" (the time before I have to return due to running out of inventory/ender chest space and/or wood for torches; food is very rarely an issue), so I've never seen the need for anything more sustaining, especially considering that meat is much more complicated to get (you must also breed and kill animals, in addition to growing crops to feed them, so that's twice the space and 2-3 times the effort of simply using a Fortune III tool to harvest and replant an 8x8 potato plot in a couple minutes, which sustains me for 24 hours of gameplay; 1.9 also makes things worse due to the attack speed nerfs, including sweep attacks, which force you to use a slower axe so you don't damage nearby mobs, like babies).
That said, I could see stew being buffed; I've even used mushroom stew when in the Nether since (at least back in 1.6.4) it is easy to find mushrooms and they can even regrow if you leave some behind.
Which is the point tow4rzysz made, bowled food items are underpowered, and the food system is far too simple. It makes sense at least from a logical standpoint that bowled foods with mixed food recipes would sometimes, but not always, have better nutritional value.
It's also ludicrous that raw meat doesn't have a chance to poison you, even though it should at least have a 7/10 to 9/10 probability in doing so, so in that sense raw meat in the game is too OP, same thing with rotten flesh, although by the time you've got to the point where you're farming animals or crops, you no longer need rotten flesh.
I don't agree that food should spoil, as I could see this being far too annoying for Minecraft players,
although I wouldn't mind an alternate game mode that had this feature for professional survival gamers.
Higher efficiency foods make rather little sense in MC food system context.
If you are more than one drumstick down on hunger bar, you do not regen. In a dangerous environment, when you often take damage, you want your regen kicking in ASAP. I dunno about others, I keep my hunger bar topped off when caving/in nether/out at night etc. It is very rare that I will drop below 8 drumsticks. A food that restores more that 4 points has practically no additional value to me. If sprinting a great deal, which burns up food, I would say one should reevaluate their transportation system.
What I am getting at, if I have to accept tradeoffs like smaller stacks or more complex to produce, simply to get something that restores 7 or 8 points instead of 5, it is useless.
A cow cooker only requires occasional breeding to keep steak flowing. A chicken cooker does not require even that. A well developed village coupled with iron farm, I can get a stack of golden carrots anytime. Easy, simple, stacks to 64.
Bowl foods would have to offer something much more substantial than more hunger restoration in order to be viable.
If you are more than one drumstick down on hunger bar, you do not regen. In a dangerous environment, when you often take damage, you want your regen kicking in ASAP. I dunno about others, I keep my hunger bar topped off when caving/in nether/out at night etc. It is very rare that I will drop below 8 drumsticks.
I'm the exact opposite - I often don't eat until I'm down to a single drumstick, unless I've lost more than 2-3 hearts, which isn't that risky due to the good armor that I wear, and even in my modded worlds, which are more dangerous than vanilla (talking about 1.6.4 here) due to more and stronger mobs and weaker armor the only time I've come close to "death" recently was when I was poisoned by a witch, but dropping down to half a heart while in a hole I dug into the wall of a cave is only a matter of inconvenience, not danger (having to wait a minute to regen, as in 1.6.4 you only regen every 4 seconds). In fact, I never died at all in nearly 40 days of playtime, including around 87,000 hostile mobs killed while caving; the closest I actually came to dying actually occurred prior to caving, when a creeper blew up on me while in iron armor, leaving me at one heart:
Also, from this I can calculate how much hunger I spent on various activities:
Jumping (assumes 10% are sprint-jumps): 47054 (3565 baked potatoes)
Regeneration (after 76.16% damage reduction from armor): 33977 (2574 baked potatoes)
Walking (assumes 90% walking/10% sprinting): 24190 (1833 baked potatoes)
Attacking: 11985 (908 baked potatoes)
Mining (pickaxes only): 6456 (489 baked potatoes)
Total hunger used: 123662 (9368 baked potatoes; I crafted 10818 with multiple stacks at 3 bases so this is pretty close when including minor sources of hunger loss like swimming)
Also, 10818 baked potatoes sounds like a lot but it is only about 53 harvests of an 8x8 plot with Fortune III, spread out over 242 play sessions so only one every 4-5 sessions; this also requires less coal than I mined in a single session (averaging 2090 or 16720 items smelted so fuel costs are negligible for me). Note that unlike most players I do not sprint and especially sprint-jump that much (mainly when traveling to/from where I'm caving), which I have to imagine takes a far greater share of their hunger needs (it does cost only 1/4 as much hunger for either form of jumping in newer versions, as do many other things with walking being completely free, so the doubled cost of regeneration is likely the largest component by far, even so, the 1.9+ changes would still result in less food needed overall; the relative cost of regeneration is also lower in my first world (vanilla), where I've taken significantly less damage).
Also of note, the drop rate of potatoes has been increased since 1.6.4 from an average of 4.2 (net 3.2) to 5.3 (net 4.3) with Fortune III; the base drop was increased from 1-4 to 1-5 with a slightly greater chance of each "extra" drop past the guaranteed single drop, which more than offsets their lower hunger value (about 12% more overall).
I'm the exact opposite - I often don't eat until I'm down to a single drumstick, unless I've lost more than 2-3 hearts, which isn't that risky due to the good armor that I wear, and even in my modded worlds, which are more dangerous than vanilla (talking about 1.6.4 here) due to more and stronger mobs and weaker armor the only time I've come close to "death" recently was when I was poisoned by a witch, but dropping down to half a heart while in a hole I dug into the wall of a cave is only a matter of inconvenience, not danger (having to wait a minute to regen, as in 1.6.4 you only regen every 4 seconds). In fact, I never died at all in nearly 40 days of playtime, including around 87,000 hostile mobs killed while caving; the closest I actually came to dying actually occurred prior to caving, when a creeper blew up on me while in iron armor, leaving me at one heart:
Also, from this I can calculate how much hunger I spent on various activities:
Also, 10818 baked potatoes sounds like a lot but it is only about 53 harvests of an 8x8 plot with Fortune III, spread out over 242 play sessions so only one every 4-5 sessions; this also requires less coal than I mined in a single session (averaging 2090 or 16720 items smelted so fuel costs are negligible for me). Note that unlike most players I do not sprint and especially sprint-jump that much (mainly when traveling to/from where I'm caving), which I have to imagine takes a far greater share of their hunger needs (it does cost only 1/4 as much hunger for either form of jumping in newer versions, as do many other things with walking being completely free, so the doubled cost of regeneration is likely the largest component by far, even so, the 1.9+ changes would still result in less food needed overall; the relative cost of regeneration is also lower in my first world (vanilla), where I've taken significantly less damage).
Also of note, the drop rate of potatoes has been increased since 1.6.4 from an average of 4.2 (net 3.2) to 5.3 (net 4.3) with Fortune III; the base drop was increased from 1-4 to 1-5 with a slightly greater chance of each "extra" drop past the guaranteed single drop, which more than offsets their lower hunger value (about 12% more overall).
But when you're down to 3 drumsticks, you can't sprint. Isn't this risky? even with good armour on you've still got to watch out for Witches, as their poison potions can get you down to half a heart, leaving you in a vulnerable state, as you've admitted yourself, if a Skeleton happened to be there at the time you certainly would have died, as slower targets are easier to hit.
with all the claims of the supposed OPness of armour, it still doesn't protect you against everything, even with all the best enchantments. Wither status from Wither skeletons for example, will damage you no matter what, so it is wise to carry a bucket of milk or two into the Nether. Drowning is still possible, and in Caves and Cliffs update oceans are even more of a hazard than they were before due to them being much deeper.
The only thing that can truly make you immune to Wither status or poison, at least temporarily, is using totem of undying, which is common when used against the Wither boss. A potion of regen will not remove poison status, so a Witch is still a threat.
Fall damage is another thing that can still harm you, although to a lesser degree if you use Protection, Feather Falling or both.
In End Shulkers can cause you levitation status, which can then lead to you falling to your inevitable demise unless there is water at the bottom (on the Endstone obviously, not the Void), if you use potion of slow falling, Totem of undying or if you're using Elytra. If you're high enough, maximum enchanted armour isn't enough to save you, and at that point, falling without using the other items I've just mentioned is no better than falling into the Void, your items will be on the ground if died because of Shulker causing you levitation status, but there's no guarantee you'd get back to your items in time, and you can't set a respawn point in End.
Higher efficiency foods make rather little sense in MC food system context.
If you are more than one drumstick down on hunger bar, you do not regen. In a dangerous environment, when you often take damage, you want your regen kicking in ASAP. I dunno about others, I keep my hunger bar topped off when caving/in nether/out at night etc. It is very rare that I will drop below 8 drumsticks. A food that restores more that 4 points has practically no additional value to me. If sprinting a great deal, which burns up food, I would say one should reevaluate their transportation system.
What I am getting at, if I have to accept tradeoffs like smaller stacks or more complex to produce, simply to get something that restores 7 or 8 points instead of 5, it is useless.
A cow cooker only requires occasional breeding to keep steak flowing. A chicken cooker does not require even that. A well developed village coupled with iron farm, I can get a stack of golden carrots anytime. Easy, simple, stacks to 64.
Bowl foods would have to offer something much more substantial than more hunger restoration in order to be viable.
So, to sum it up, you think my bowled food buff proposal does not go far enough?
Well, in that case meat stew could have a variety created either by replacing normal carrot with golden carrot in initial recipe or adding golden carrot to already existing stew to create the ultimate food type (magnificent stew?) that could both restore 10-12 hunger points and give supernatural level nourishment, and/or the regular meat stew could have its hunger restoration chipped to 7-8 hunger points but nourishment kicked up from 1,2/normal (I thought it's 1,6/good, what the hell Mojang) to either 2.4/supernatural or new tier of 2,0/great that is intermediate between meats and goldclads.
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
Which is the point tow4rzysz made, bowled food items are underpowered, and the food system is far too simple. It makes sense at least from a logical standpoint that bowled foods with mixed food recipes would sometimes, but not always, have better nutritional value.
It's also ludicrous that raw meat doesn't have a chance to poison you, even though it should at least have a 7/10 to 9/10 probability in doing so, so in that sense raw meat in the game is too OP, same thing with rotten flesh, although by the time you've got to the point where you're farming animals or crops, you no longer need rotten flesh.
I don't agree that food should spoil, as I could see this being far too annoying for Minecraft players,
although I wouldn't mind an alternate game mode that had this feature for professional survival gamers.
Eating raw meat is insanely wasteful since it gives you way less nourishment than if you did as little as to cook it on campfire or in a smoker.
It's not overpowered in the slightest.
Besides, raw chicken can actually cause food poisoning, IIRC 30% chance.
As of the food system being too simplified, I gotta say that I agree in a large part, and powerful compound foods are one of the (very) few ways of giving incentive to diversify food sources without making a complete hunger mechanics overhaul.
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
Currently in Minecraft we have only few food types which are actually useful mid-to-late game, with vast majority, like non-gilded fruit and vegetables being trumped by cooked meats. Additionally, foods in bowls are of even more limited use due to how much space they take in inventory and how complex they are to craft compared to benefits they give - beetroot soup are no better than your run-of-the-mill cooked beef, and rabbit stew actually restores less hunger points than the sum of its components. Only Mushroom Stew maintains some utility as emergency ration, as its ingredients are not edible directly and can be found in various environments (like the Nether), plus its variant that uses flowers can act as poor man's potions.
Therefore, I suggest the following changes:
1. Except Suspicious Stew, all bowled foods can stack up to 16, like honey bottles.
2. Rabbit Stew becomes renamed to Meat Stew, and its crafting recipe can incorporate any kind of cooked meat, the brown mushroom is replaced by a beetroot, it now incorporates three bowls and gives three stews.
3. Beetroot soup restores 7 hunger points.
4. Suspicious stew can be created by adding a flower to already crafted mushroom stew.
That way, Meat Stew would the the most efficient food type on one-to-one basis while taking modest amount of space, but it wouldn't render steak stacks outright useless - they could be upgraded and multiplied with use of vegetable farms, and would still be more space-efficient compared to meat stews.
More filling Beetroot Soup would also give its namesake vegetable more farming use before animal farms are developed, and improved mushroom soup and suspicious stew would make mushroom farms more viable outside of conventional alchemy.
Simple crafting method would also indirectly reduce amount of space suspicious stews take, since the player could take just a number of pre-crafted mushroom stews and flowers and combine them on spot.
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 support
Stew based recipes have been severely underpowered from the start, for all the reasons you've just mentioned, according to the wiki mushroom stew only restores 3 drumsticks of hunger points, each drumstick represents 2 hunger points, so that's a total of 6 out of the 20.
They are complex food items, and they don't even stack, much less 16.
Also in bedrock edition for some asinine reason, suspicious stew status effect duration is less than what it is on Java edition, so it sucks on BE.
No clue what was going through the development teams heads at Mojang that made them decide this one, in fact it makes even more sense to have content parity in terms of the vanilla experience, and actually mean it, not just for balance purposes but to keep Minecraft true to its roots and not feel like you're playing some modded version.
Suspicious stew shouldn't stack, but it should have its duration be the same as it is on Java edition, otherwise players have no incentive to make these.
How can game developers with a straight face implement something like this and call it useful? it's laughable. 2 seconds of fire resistance, right... like that's actually going to help somebody who accidentally touched lava without armour on.
https://minecraft.fandom.com/wiki/Suspicious_Stew
Bowled foods exist? Wait, what?
Just kidding... But there's a reason I ask, and I'm glad to see a post on this topic which addresses their uselessness... even in late game which I would say these bowled items are catered towards (you wouldn't be crafting rabbit stews in early game, I don't think).
I don't understand why none of these don't stack yet - it actually seems to me that the developers have completely forgotten about these bowled items, which says a lot of what they think about them. I would welcome all these changes, though I think rabbit stew (or whatever meat stew) should be made the best food in the game, restoring somewhere along eight hunger points and matching the saturation level of golden carrots (I can't think of the number at the moment). To have a large supply of these food items requires several farms of modest efficiency, plus bowls. I think making this the top food item is a decent reward for the effort required to make it (it also makes sense logically because it provides meat plus several vegetables, so it should naturally give you more hunger and saturation points than meat alone).
Beetroot soup I guess could be the vegetarian variant for the players who prefer to play in the vegetarian approach. Though, it makes more sense to cook the beetroots first. I would add that we have baked beetroot the same way we have baked potatoes - you wouldn't eat raw beets, or make them into a soup, before cooking them first. Baked beetroot could provide four hunger points, but you wouldn't be able to craft it into dye (this allows the raw beetroot to maintain some value as well, since you can craft dye with it). You would then use baked beetroot to make the beetroot soup.
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
It makes sense for bowled food items to restore the most hunger points per item if you ask my opinion.
A meal usually consist of different food items to maximize nutritional value.
Why has this system not been implemented well in Minecraft? it would make the food system much more balanced,
and it would put an end to the absurdity of bowled food items sucking.
How much sense does it make for a baked potato, to have about as much nutritional value as a stew?
potato is high in carbs, but it fails in the protein department, so it definitely isn't healthy to just rely on potato to keep a person fed, you need other things like fruit and nuts. I know in Minecraft we can't expect total realism, but my point is why is baked potato, per item, as powerful as a stew in the game? it makes even more sense that a soup with a mixed food recipe would restore 4 drumsticks, or 8 hunger points, not 3 drumsticks or 6 hunger points.
The more complex or harder to obtain the food recipe is, the better it should be in the game.
Edit: I know baked potato restores 3 drumsticks, I'm just pointing out that soup should be more nutritionally dense.
https://www.healthline.com/nutrition/benefits-of-potatoes#TOC_TITLE_HDR_2
i'm down for more stews. the mushroom stew should be delicious.
bootleg fishcenterlive
Exactly - I don't know that I've ever even crafted a bowled food item, which says a lot considering my main world is over eight years old. In that amount of time, I have never found a need to craft a bowled food item. Maybe now I will do so just to get the advancement for eating all food items in the game, but that means nothing.
We need some way to keep all the food items relevant even in late game. Melons do this by being useful for trading. Even cookies are somewhat useful for composting, because you get a much higher yield of bonemeal than the sum of its parts (using cookies is better than using wheat + cocoa beans, because you get eight cookies per 2 wheat and 1 cocoa bean). Why is this logic not applied to bowled foods regarding hunger? It seems that these foods are being left behind, which is a shame because they could add a lot more use in the food world.
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Mojang actually nerfed baked potatoes in 1.8, from 6 hunger and 7.2 saturation to 5 hunger and 6 saturation, the same as bread:
https://minecraft.fandom.com/wiki/Baked_Potato#History
Either way, I occasionally find enough bread in mineshafts to entirely subsist on it while exploring them, plus 1.9 greatly reduced hunger depletion from activities, even completely removing it from walking (I have an extremely active playstyle, walking around 20 km and mining 4500 blocks per play session and jumping very frequently, so this likely easily offsets the increase in hunger needed to heal), and otherwise a stack of baked potatoes lasts me through an entire 6-8 hour "caving session" (the time before I have to return due to running out of inventory/ender chest space and/or wood for torches; food is very rarely an issue), so I've never seen the need for anything more sustaining, especially considering that meat is much more complicated to get (you must also breed and kill animals, in addition to growing crops to feed them, so that's twice the space and 2-3 times the effort of simply using a Fortune III tool to harvest and replant an 8x8 potato plot in a couple minutes, which sustains me for 24 hours of gameplay; 1.9 also makes things worse due to the attack speed nerfs, including sweep attacks, which force you to use a slower axe so you don't damage nearby mobs, like babies).
That said, I could see stew being buffed; I've even used mushroom stew when in the Nether since (at least back in 1.6.4) it is easy to find mushrooms and they can even regrow if you leave some behind.
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?
Which is the point tow4rzysz made, bowled food items are underpowered, and the food system is far too simple. It makes sense at least from a logical standpoint that bowled foods with mixed food recipes would sometimes, but not always, have better nutritional value.
It's also ludicrous that raw meat doesn't have a chance to poison you, even though it should at least have a 7/10 to 9/10 probability in doing so, so in that sense raw meat in the game is too OP, same thing with rotten flesh, although by the time you've got to the point where you're farming animals or crops, you no longer need rotten flesh.
I don't agree that food should spoil, as I could see this being far too annoying for Minecraft players,
although I wouldn't mind an alternate game mode that had this feature for professional survival gamers.
Higher efficiency foods make rather little sense in MC food system context.
If you are more than one drumstick down on hunger bar, you do not regen. In a dangerous environment, when you often take damage, you want your regen kicking in ASAP. I dunno about others, I keep my hunger bar topped off when caving/in nether/out at night etc. It is very rare that I will drop below 8 drumsticks. A food that restores more that 4 points has practically no additional value to me. If sprinting a great deal, which burns up food, I would say one should reevaluate their transportation system.
What I am getting at, if I have to accept tradeoffs like smaller stacks or more complex to produce, simply to get something that restores 7 or 8 points instead of 5, it is useless.
A cow cooker only requires occasional breeding to keep steak flowing. A chicken cooker does not require even that. A well developed village coupled with iron farm, I can get a stack of golden carrots anytime. Easy, simple, stacks to 64.
Bowl foods would have to offer something much more substantial than more hunger restoration in order to be viable.
I'm the exact opposite - I often don't eat until I'm down to a single drumstick, unless I've lost more than 2-3 hearts, which isn't that risky due to the good armor that I wear, and even in my modded worlds, which are more dangerous than vanilla (talking about 1.6.4 here) due to more and stronger mobs and weaker armor the only time I've come close to "death" recently was when I was poisoned by a witch, but dropping down to half a heart while in a hole I dug into the wall of a cave is only a matter of inconvenience, not danger (having to wait a minute to regen, as in 1.6.4 you only regen every 4 seconds). In fact, I never died at all in nearly 40 days of playtime, including around 87,000 hostile mobs killed while caving; the closest I actually came to dying actually occurred prior to caving, when a creeper blew up on me while in iron armor, leaving me at one heart:
Also, from this I can calculate how much hunger I spent on various activities:
Also, 10818 baked potatoes sounds like a lot but it is only about 53 harvests of an 8x8 plot with Fortune III, spread out over 242 play sessions so only one every 4-5 sessions; this also requires less coal than I mined in a single session (averaging 2090 or 16720 items smelted so fuel costs are negligible for me). Note that unlike most players I do not sprint and especially sprint-jump that much (mainly when traveling to/from where I'm caving), which I have to imagine takes a far greater share of their hunger needs (it does cost only 1/4 as much hunger for either form of jumping in newer versions, as do many other things with walking being completely free, so the doubled cost of regeneration is likely the largest component by far, even so, the 1.9+ changes would still result in less food needed overall; the relative cost of regeneration is also lower in my first world (vanilla), where I've taken significantly less damage).
Also of note, the drop rate of potatoes has been increased since 1.6.4 from an average of 4.2 (net 3.2) to 5.3 (net 4.3) with Fortune III; the base drop was increased from 1-4 to 1-5 with a slightly greater chance of each "extra" drop past the guaranteed single drop, which more than offsets their lower hunger value (about 12% more overall).
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?
But when you're down to 3 drumsticks, you can't sprint. Isn't this risky? even with good armour on you've still got to watch out for Witches, as their poison potions can get you down to half a heart, leaving you in a vulnerable state, as you've admitted yourself, if a Skeleton happened to be there at the time you certainly would have died, as slower targets are easier to hit.
with all the claims of the supposed OPness of armour, it still doesn't protect you against everything, even with all the best enchantments. Wither status from Wither skeletons for example, will damage you no matter what, so it is wise to carry a bucket of milk or two into the Nether. Drowning is still possible, and in Caves and Cliffs update oceans are even more of a hazard than they were before due to them being much deeper.
The only thing that can truly make you immune to Wither status or poison, at least temporarily, is using totem of undying, which is common when used against the Wither boss. A potion of regen will not remove poison status, so a Witch is still a threat.
Fall damage is another thing that can still harm you, although to a lesser degree if you use Protection, Feather Falling or both.
In End Shulkers can cause you levitation status, which can then lead to you falling to your inevitable demise unless there is water at the bottom (on the Endstone obviously, not the Void), if you use potion of slow falling, Totem of undying or if you're using Elytra. If you're high enough, maximum enchanted armour isn't enough to save you, and at that point, falling without using the other items I've just mentioned is no better than falling into the Void, your items will be on the ground if died because of Shulker causing you levitation status, but there's no guarantee you'd get back to your items in time, and you can't set a respawn point in End.
Do suspicious stews give weakness, can they be used to cure zombie villagers?
I don't think so, no.
Support btw. I don't remember the last time I even cared enough to have any bowled food in my inventory.
They'd be OP if they did, as this is an effect that is intended exclusively for potion of weakness and golden apple.
Tulips used in suspicious stew cause weakness status to the player when eaten,
but honestly why would anyone want this? could use it to prank someone though.
https://minecraft.fandom.com/wiki/Suspicious_Stew
So, to sum it up, you think my bowled food buff proposal does not go far enough?
Well, in that case meat stew could have a variety created either by replacing normal carrot with golden carrot in initial recipe or adding golden carrot to already existing stew to create the ultimate food type (magnificent stew?) that could both restore 10-12 hunger points and give supernatural level nourishment, and/or the regular meat stew could have its hunger restoration chipped to 7-8 hunger points but nourishment kicked up from 1,2/normal (I thought it's 1,6/good, what the hell Mojang) to either 2.4/supernatural or new tier of 2,0/great that is intermediate between meats and goldclads.
They work like drinkable potions, you cannot throw soup at enemy to cause status effects.
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
Eating raw meat is insanely wasteful since it gives you way less nourishment than if you did as little as to cook it on campfire or in a smoker.
It's not overpowered in the slightest.
Besides, raw chicken can actually cause food poisoning, IIRC 30% chance.
As of the food system being too simplified, I gotta say that I agree in a large part, and powerful compound foods are one of the (very) few ways of giving incentive to diversify food sources without making a complete hunger mechanics overhaul.
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
Full Support. For me, there is nothing more to add.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q