Healthy DietFEATURE GUIDEEnglish
02 / FOOD FATIGUE

Food fatigue: cooldowns and lifetime aversion

Short-term repeat eating and lifetime consumption are tracked separately for each food and have different recovery paths.

Per-food recordsTemporary cooldownLifetime decay
Configuration boundary: The numbers on this page are field defaults or labeled illustrations, not proof that every food has fatigue enabled.

01Short-term cooldown

With foodCooldown configured, successful consumption increments a counter. Reaching maxUses enters cooldown. The default field value is five, not a global restriction on all foods. The fifth meal completes normally; from the sixth meal onward the cooldown rules apply. The item can still be consumed, but nutrition and effects are withheld; restoreHunger sets a minimum hunger restoration (default 0). Eating the cooled-down food again does not add to its lifetime count or to the recovery counts of other foods.

Eat successfully Count this food
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Reach threshold Enter cooldown
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Recover Reset cooldown

02How cooldown ends

Eat other foodEach successfully eaten, non-exempt food different from the cooled-down target increments recovery. cooldownCount defaults to 3. The three portions need not have three distinct IDs.
Spend time playingA positive cooldownMinutes enables time-based recovery using player playtime, not real-world offline time. The default -1 disables this route.

Either configured route can end cooldown. fatigue/fatigue_exempt.json excludes recovery foods; cooldownCount=-1 disables the other-food route, so choose a positive time threshold if you want cooldown to end. Clearing cooldown never clears lifetime history.

03Lifetime nutrition decay and aversion

With foodFatigue enabled, the lifetime consumption count controls a food-specific nutrition factor. Linear decline only occurs when both lossStart and aversionCount are set. At or below lossStart it is 100%; between the thresholds it decreases linearly (nutrition, hunger and saturation are reduced); at aversionCount it is 0% and does not recover through waiting or eating other foods.

Example: with start 5, aversion 10 and a lifetime count of 6, the factor is (10 - 6) / (10 - 5) = 80%. Only an aversion threshold gives no intermediate linear decline, but aversion still applies at the threshold. Only a loss start without aversion also gives no linear decline.

Eaten 6 times · Nutrition factor 80%Not a default value for every food; this does not change player data.

04Editing and administration

Hold food and use /hdui (OP4) to set cooldown use counts, recovery paths and lifetime thresholds. Players can inspect publicly visible information in tooltips, subject to layout and visibility settings.

Clear lifetime aversion: /headiet clearaversion <player> <itemId|hand> (OP2) removes the specified player’s lifetime record for that food; hand means the target player’s main hand, not the command executor’s. It does not reset a short-term cooldown.