Food & Demand
Everyone eats; only station- or room-owning factions can run an aquaponics rig (Building a System).
Hunger
Hunger uses the 0–20 food bar. It drains as you act plus a slow passive drain, persists across relogs and restarts, and never causes death. Only Survival and Adventure players drain (Creative and Spectator do not). The bar rises only by eating a food item.
The drain
| Source | Drain |
|---|---|
| Idle / standing | ~0.5 food / min on the bare bar — but food banks a reserve that lasts far longer (see Saturation) |
| Sprinting | +1.0 food / min on top of the idle drain |
| Real activity | the usual cost of jumping, mining, etc. layered on |
A high-saturation meal keeps the bar pinned full well beyond the bare ~40 minutes: roughly a ration ½ hr, a cooked meal 1–1½ hr, and the Superfood ~3 hr. The bar can reach empty, which maxes the (gentle) debuffs. Your server may tune these numbers.
The debuffs (rare, and never lethal)
Hunger is a faint nudge to eat, not a punishment. The effects only start when you're genuinely low, fire rarely, and the worst of them is a small per-pass chance you'll seldom see — especially since a good meal keeps you full for a long time. Each effect re-checks every ~5-second pass; the steady ones (Slowness, jetpack cut) hold while you're below their line, and the flickers (Nausea, Darkness) and the helm-eject roll occasionally at low chances.
| Food level | What kicks in |
|---|---|
| below 4 | Slowness I |
| below 3 | + an occasional Nausea flicker and a stomach growl |
| below 2 | + Slowness II, jetpack grounded, and a small chance to be thrown from the helm |
| below 1 | + an occasional Darkness flicker |
- Jetpack cut. Below 2, your jetpack won't lift you on foot. Drive-Cell fuel is untouched.
- Helm-eject. Below 2 while flying a ship, a small (~2%) chance each pass stops the ship and dismounts you. You re-take the helm and carry on. There is no combat grace.
Your server tunes every threshold and the (deliberately low) flicker/eject chances.
Eating
Hold a food item and right-click (at air or a block, main hand only). One item is consumed and the food bar rises; a buff food applies its potion effect.
- Real food only. Only the game's food items are edible.
- Saturation. Each food restores hunger and banks a saturation reserve that sits above the visible bar and drains first, keeping you full longer. Higher-tier foods carry far more of it, so they last much longer — roughly a ration ½ hr, a cooked meal 1–1½ hr, and the Superfood ~3 hr.
- Full-bar guard. At 20 with a no-buff food (the plain ration), eating is blocked with "You're full." A buff food can always be eaten at full hunger.
Food must be cooked
Raw produce and protein aren't edible; they're ingredients. Cook them into meals at a Galley (a station/room cooking module, made at a T2+ Fabricator). Only meals made from fruiting crops (tomato, wheat) carry buffs; leafy and protein meals fill the bar only. The capstone Superfood combines every dish for all six buffs at once. The plain NPC ration is the ready-to-eat floor. The Food Roster lists every dish with its hunger, saturation, and buff; the Crafting wiki has the meal tree and recipes.
Raw lettuce also feeds industry: a Fabricator renders it into biofuel, refined into the life-support cells that capital ship kits need.
See also
- Agriculture: the aquaponics overview and where to start
- Food Roster: every dish with its hunger, saturation, and buff, from the live food config
- Building a System: placing the rig that produces this food
- Crops: lettuce, wheat, tomato
- Fish: cod, salmon, tropical
- The Nitrogen Cycle: the chemistry that gates output
- Power & Supplies: Drive Cells and supplements
- Troubleshooting & FAQ: every common question, in one place