17 flowers
Durations are the game's own, in ticks, at twenty to the second. Saturation lasting seven ticks is not a mistake: it is a third of a second, and it still refills most of a hunger bar, which is the whole point of a dandelion stew.
26.3 Pre-Release 1
Two of the seventeen are worth carrying. A dandelion or blue orchid stew is a third of a second of saturation, which fills most of a hunger bar from three cheap ingredients. Everything else is a novelty or a trap.
The rest of the table exists for adventure maps and for mooshroom farms. Feeding a brown mooshroom a flower and milking it gives that flower's stew without spending the flower on a crafting grid, which is the only way to farm a specific effect at scale, and the reason people keep a brown mooshroom next to a wither rose.
A bowl, a red mushroom, a brown mushroom and one flower, shapeless, anywhere in the grid. The flower decides the effect. You can also get one by feeding a flower to a brown mooshroom and then milking it with a bowl, which gives the stew that flower would have made.
A poppy or a torchflower, both for five seconds. That is short, and it is the reason nobody uses stew for night vision in practice: a potion lasts three minutes.
Because saturation is enormously strong per tick. Seven ticks is roughly a third of a second and still restores most of a hunger bar, which makes a dandelion or blue orchid stew one of the cheapest full meals in the game.
Wither rose gives wither, lily of the valley gives poison, azure bluet and both eyeblossoms give blindness, the tulips give weakness and closed eyeblossom gives nausea. None of them are lethal from one bowl at these durations, but a wither rose stew will take hearts off you.
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