Mods / Hydrate or Diedrate

Tags: #Clothing #Food #Other
Author: Chronolegionaire
Side: Both
Created: Jun 23rd 2024 at 8:45 PM
Last modified: 23 hours ago
Downloads: 35162
Follow Unfollow 565

Latest file for Various v1.20.x:
hydrateordiedrate_2.0.13.zip 1-click install


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Click Here to join my modding workshop discord community.



Hydrate Or Diedrate

Overview

Welcome to 'Hydrate or Diedrate', a comprehensive thirst mechanic mod for Vintage Story that introduces a dynamic hydration system influenced by weather conditions and player activities. This mod aims to enhance your survival experience by adding a layer of realism and challenge through the management of thirst.

Key Features

Thirst Mechanic

  • Thirst Bar: Keep an eye on your thirst bar, which depletes over time, especially in hot climates.
  • Weather Influence: Thirst drains faster in hot temperatures. Manage your hydration carefully when trecking to the south!
  • Cooling Stat: Most clothing items now have a cooling stat that helps mitigate heat, slowing down the rate of thirst depletion.
  • Wetness and Shelter: Being wet or seeking shelter can help you stay cool. Sometimes, wearing nothing is better than being fully clothed in the heat.
  • DEATH: Not staying hydrated WILL kill you and fast. Currently it will do roughly double the damage of starving to death.
  • Liquid Encumbrance: Liquid Containers that contain more than 4 litres (configurable) will encumber the player and slow movement speed.

Hydration from Food and Drinks

  • Hydration Stat: Every food and drink item now has a hydration stat that replenishes your thirst.
  • Special Effects: Soups and juices temporarily pause thirst, while alcohol can pause it for much longer, reflecting a unique way Seraphs process alcohol.
  • Water Sources: Drink directly from water sources with shift + right-click. However, this method increases hunger, encouraging players to process drinks or make soups for a more efficient hydration solution.
  • Rain Water: All liquid containers can now be set out in the rain to collect rain water. Rain water is a great early to mid game alternative to regular water as it replenishes more thirst and reduces hunger at half the rate of regular water.

Kegs:

  • Craftable Kegs: Kegs can be crafted using wood, sticks, and iron hoops (see handbook for recipe). Initially, kegs are untapped, allowing you to fill them with liquids, but preventing liquid extraction until tapped.

  • Long-Term Preservation: Untapped kegs significantly slow down the spoilage of stored liquids, making them ideal for preserving your precious resources.

  • Keg Tapping: To access the stored liquids, you’ll need to craft a Keg Tap using brass at the anvil. Once you have the tap, use a hammer in your off-hand and  the tap in your main hand and hold right-click on the keg to tap it, permanently enabling liquid extraction and refilling, but significantly reducing its preservation ability.

  • Recycling Kegs: If needed, tapped kegs can be recycled. Use an axe to break down the keg and recover some of the metal materials. (hold right click with axe) However, be aware that there's a chance some materials will be lost during the process.

Tuns:

  • Craftable Tuns: A very large barrel (2x2x2) block that can store up to 950 liters of liquid (configurable). Does not get any benefit to spoil rate like the keg but can be used to store long lasting drinks or non spoiling liquids in bulk. By default has roughly the same spoil rate as a vanilla barrel (configurable). See handbook for crafting recipe.

Wells:

  • Dig your own well: Dig a well for your community to provide a long term source of clean water! The world now generates with aquifers and using the prospecting pick will give you a reading of the aquifer in the area. Dig deeper to find heavier wells! Once you find an appropriate spot, use the new tool mode on the pickaxe to dig a well spring (or use the shovels version to dig shallow surface wells for early muddy water which is cleaner than source blocks, but be sure to dig these close by to actual water). Well springs will fill their shaft up to 5 blocks by default so long as the shaft is unobstructed and has a solid horizontal neighbor at each level. Upgrade your shaft with clay brick to increase its capactiy to 7 blocks, or 10 if you use stone brick (configurable). Craft a well winch to access your well water from the convenience of the surface. 

Customization and Compatibility

  • Fully Configurable: The mod comes with a JSON configuration file located in the modConfig folder, allowing you to tweak various settings to fit your gameplay style. See in game handbook entry for a description of all the config options.
  • ConfigLib Support: Settings config options are editable in game with ConfigLib. Item patching configs will still need to be adjusted manually.
  • Easy Integration: Adding compatibility for new clothing, food, and drinks is straightforward with the included custom JSON patching method. All vanilla items have been patched using this method, and examples can be found in the config folder. Simply include a json in the modconfig folder with either the name name.AddHydration.json or name.AddCooling.json. And my patcher will detect it and patch the item accordingly. The priorty level goes from 1-5 with 1 being top priority for the purpose of overwriting other patches.

Current Out-of-Box Mod Support: VALUES MAY BE UNBALANCED

Acorns

Alchemy

AncientTools

Butchering

ExpandedFoods

FloralZones

New World Crops

Primitive Survival

Warrior Drink

Wildcraft 

Eldritch Cute Clothing

Simple Cloth

Hide and Fabric

Make Tea

Medieval Expansion (Cellar Ice will make rooms cool more)

Bricklayers

Lavoisier

XSkills:

Dromedary Increases Max Hydration bar by 1.3x per level additive(configurable)

Equatidian Gives you a 1.2, 1.5, and 2.0 multiplier to cooling at each respective level (configurable)

Hardcore Water: You can drink directly from aquifers, and aquifers support HoD custom water.

Disclaimer

This mod is a work in progress. Values are subject to change based on user feedback to achieve better balance. While it should be safe to add or remove from existing saves, I am not liable for any damage or incompatibilities this mod may cause. I do not guarantee any support if you use this mod, but I am always happy to hear about bugs so I can squash them!

Balance is based on default config values, I can't help you or provide support for issues if you change values wildly.

Known Issues

  • Due to a vanilla quirk, I've discoverd that Tuns and Kegs do not get their proper room spoil rate modifier if you place them and then build the room around it (vanilla barrels also function this way). If you do this, make sure to pick up and place back down your keg and/or Tun so it properly gets its room modifier.

Stay hydrated!

For a less death inducing experience, check out Balanced Thirst by Jayu!

Also check out Nature's Call by Jayu and Brain Freeze by The Insanity God which are both fully compatible and add to the experience!

Very special thanks and credit to TheInsanityGod for a large refactor and reorganization pr as well as solving a rather large oversight on my part related to the thirst decay system.

Special Thanks to BennyBoi and Yellow Jack for enduring bug testing agony with me.

Credit to Copy Girl for the CarryCapacity ring hud element which mine is 95% based on.

Bug Reports:

I will NOT provide support or assistance with bugs in the comments section of this download page

To get assistance, please go to the Hydrate or Diedrate thread on my mod workshop discord and provide:
1: Description of issue, and steps to reproduce
2: Your server-main and client-main logs found in vintagestorydata/logs

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v2.0.13 363 23 hours ago Show hydrateordiedrate_2.0.13.zip Install now
v2.0.11 263 1 day ago Show hydrateordiedrate_2.0.11.zip Install now
v2.0.10 349 2 days ago Show hydrateordiedrate_2.0.10.zip Install now
v2.0.9 420 3 days ago Show hydrateordiedrate_2.0.9.zip Install now
v2.0.8 296 4 days ago Show hydrateordiedrate_2.0.8.zip Install now
v2.0.7 168 4 days ago Show hydrateordiedrate_2.0.7.zip Install now
v2.0.6 345 5 days ago Show hydrateordiedrate_2.0.6.zip Install now
v2.0.5 249 6 days ago Show hydrateordiedrate_2.0.5.zip Install now
v2.0.4 165 6 days ago Show hydrateordiedrate_2.0.4.zip Install now
v2.0.3 125 Mar 12th at 4:32 PM Show hydrateordiedrate_2.0.3.zip Install now
v2.0.2 259 Mar 12th at 4:53 AM Show hydrateordiedrate_2.0.2.zip Install now
v2.0.1 183 Mar 11th at 10:16 PM Show hydrateordiedrate_2.0.1.zip Install now
v2.0.0 36 Mar 11th at 9:40 PM Show hydrateordiedrate_2.0.0.zip Install now
v1.9.9 24 Mar 11th at 9:02 PM Show hydrateordiedrate_1.9.9.zip Install now
v1.9.8 976 Mar 7th at 3:58 AM Show hydrateordiedrate_1.9.8.zip Install now
v1.9.7 972 Mar 2nd at 12:07 AM Show hydrateordiedrate_1.9.7.zip Install now
v1.9.6 521 Feb 28th at 3:55 PM Show hydrateordiedrate_1.9.6.zip Install now
v1.9.5 30 Feb 28th at 3:20 PM Show hydrateordiedrate_1.9.5.zip Install now
v1.9.4 232 Feb 28th at 3:47 AM Show hydrateordiedrate_1.9.4.zip Install now
v1.9.2 1999 Feb 19th at 8:11 PM Show hydrateordiedrate_1.9.2.zip Install now
v1.9.1 526 Feb 18th at 9:36 PM Show hydrateordiedrate_1.9.1.zip Install now
v1.9.0 534 Feb 17th at 3:17 PM Show hydrateordiedrate_1.9.0.zip Install now
v1.8.9 227 Feb 17th at 3:37 AM Show hydrateordiedrate_1.8.9.zip Install now
v1.8.8 71 Feb 17th at 1:09 AM Show hydrateordiedrate_1.8.8.zip Install now
v1.8.7 96 Feb 16th at 11:07 PM Show hydrateordiedrate_1.8.7.zip Install now
v1.8.6 335 Feb 16th at 10:06 AM Show hydrateordiedrate_1.8.6.zip Install now
v1.8.5 587 Feb 14th at 11:22 PM Show hydrateordiedrate_1.8.5.zip Install now
v1.8.4 350 Feb 13th at 9:54 PM Show hydrateordiedrate_1.8.4.zip Install now
v1.8.3 225 Feb 13th at 7:00 AM Show hydrateordiedrate_1.8.3.zip Install now
v1.8.2 359 Feb 11th at 11:48 PM Show hydrateordiedrate_1.8.2.zip Install now
v1.8.1 350 Feb 11th at 2:11 AM Show hydrateordiedrate_1.8.1.zip Install now
v1.8.0 571 Feb 10th at 3:36 AM Show hydrateordiedrate_1.8.0.zip Install now
v1.7.9 159 Feb 9th at 8:23 PM Show hydrateordiedrate_1.7.9.zip Install now
v1.7.8 222 Feb 9th at 9:51 AM Show hydrateordiedrate_1.7.8.zip Install now
v1.7.7 1112 Feb 4th at 12:36 AM Show hydrateordiedrate_1.7.7.zip Install now
v1.7.6 363 Feb 3rd at 6:09 AM Show hydrateordiedrate_1.7.6.zip Install now
v1.7.5 45 Feb 3rd at 4:45 AM Show hydrateordiedrate_1.7.5.zip Install now
v1.7.4 1647 Jan 27th at 3:50 AM Show hydrateordiedrate_1.7.4.zip Install now
v1.7.3 697 Jan 25th at 11:24 AM Show hydrateordiedrate_1.7.3.zip Install now
v1.7.2 65 Jan 25th at 10:30 AM Show hydrateordiedrate_1.7.2.zip Install now
v1.7.1 1437 Jan 20th at 2:43 AM Show hydrateordiedrate_1.7.1.zip Install now
v1.7.0 458 Jan 19th at 6:18 AM Show hydrateordiedrate_1.7.0.zip Install now
v1.6.9 111 Jan 19th at 3:11 AM Show hydrateordiedrate_1.6.9.zip Install now
v1.6.8 126 Jan 18th at 11:48 PM Show hydrateordiedrate_1.6.8.zip Install now
v1.6.7 740 Jan 16th at 3:36 AM Show hydrateordiedrate_1.6.7.zip Install now
v1.6.6 281 Jan 14th at 12:19 AM Show hydrateordiedrate_1.6.6.zip Install now
v1.6.5 280 Jan 12th at 1:12 PM Show hydrateordiedrate_1.6.5.zip Install now
v1.6.4 114 Jan 12th at 1:44 AM Show hydrateordiedrate_1.6.4.zip Install now
v1.6.3 660 Jan 2nd at 6:33 PM Show hydrateordiedrate_1.6.3.zip Install now
v1.6.2 145 Jan 2nd at 2:46 AM Show hydrateordiedrate_1.6.2.zip Install now
v1.6.1 689 Dec 24th 2024 at 7:58 AM Show hydrateordiedrate_1.6.1.zip Install now
v1.6.0 54 Dec 24th 2024 at 5:34 AM Show hydrateordiedrate_1.6.0.zip Install now
v1.5.9 407 Dec 19th 2024 at 6:05 AM Show hydrateordiedrate_1.5.9.zip Install now
v1.5.8 230 Dec 17th 2024 at 5:23 AM Show hydrateordiedrate_1.5.8.zip Install now
v1.5.7 99 Dec 16th 2024 at 10:15 PM Show hydrateordiedrate_1.5.7.zip Install now
v1.5.6 100 Dec 16th 2024 at 5:37 PM Show hydrateordiedrate_1.5.6.zip Install now
v1.5.5 233 Dec 15th 2024 at 2:03 AM Show hydrateordiedrate_1.5.5.zip Install now
v1.5.4-pre.13 595 Dec 1st 2024 at 8:33 PM Show hydrateordiedrate_1.5.4-pre.13.zip Install now
v1.5.3-pre.11 460 Nov 9th 2024 at 12:21 AM Show hydrateordiedrate_1.5.3-pre.11.zip Install now
v1.5.2-pre.11 88 Nov 8th 2024 at 6:33 AM Show hydrateordiedrate_1.5.2-pre.11.zip Install now
v1.5.1-pre.9 100 Nov 7th 2024 at 1:41 AM Show hydrateordiedrate_1.5.1-pre.9.zip Install now
v1.5.0-pre.9 149 Nov 3rd 2024 at 9:41 PM Show hydrateordiedrate_1.5.0-pre.9.zip Install now
v1.4.9-pre.7 85 Nov 3rd 2024 at 7:37 AM Show hydrateordiedrate_1.4.9-pre.7.zip Install now
v1.4.8-pre.7 232 Oct 29th 2024 at 2:20 AM Show hydrateordiedrate_1.4.8-pre.7.zip Install now
v1.4.7-pre.7 145 Oct 27th 2024 at 3:22 AM Show hydrateordiedrate_1.4.7-pre.7.zip Install now
v1.4.6-pre.7 146 Oct 24th 2024 at 7:49 AM Show hydrateordiedrate_1.4.6-pre.7.zip Install now
v1.4.5-pre.6 87 Oct 23rd 2024 at 3:49 PM Show hydrateordiedrate_1.4.5-pre.6.zip Install now
v1.4.4-pre.6 89 Oct 23rd 2024 at 6:17 AM Show hydrateordiedrate_1.4.4-pre.6.zip Install now
v1.4.3-pre.6 158 Oct 21st 2024 at 8:22 AM Show hydrateordiedrate_1.4.3-pre.6.zip Install now
v1.4.2-pre.6 178 Oct 18th 2024 at 10:35 PM Show hydrateordiedrate_1.4.2-pre.6.zip Install now
v1.4.1-pre.6 151 Oct 17th 2024 at 3:54 AM Show hydrateordiedrate_1.4.1-pre.6.zip Install now
v1.4.0-pre.5 263 Oct 11th 2024 at 4:31 AM Show hydrateordiedrate_1.4.0-pre.5.zip Install now
v1.3.9-pre.5 189 Oct 8th 2024 at 5:11 AM Show hydrateordiedrate_1.3.9-pre.5.zip Install now
v1.3.8 261 Oct 1st 2024 at 12:25 AM Show hydrateordiedrate_1.3.8.zip Install now
v1.3.6 128 Sep 29th 2024 at 6:04 PM Show hydrateordiedrate_1.3.6.zip Install now
v1.3.4 156 Sep 26th 2024 at 8:31 PM Show hydrateordiedrate_1.3.4.zip Install now
v1.3.2 94 Sep 26th 2024 at 10:38 AM Show hydrateordiedrate_1.3.2.zip Install now
v1.2.9 178 Sep 19th 2024 at 4:51 PM Show hydrateordiedrate_1.2.9.zip Install now
v1.5.4 1078 Dec 1st 2024 at 8:32 PM Show hydrateordiedrate_1.5.4.zip Install now
v1.5.2 388 Nov 8th 2024 at 6:33 AM Show hydrateordiedrate_1.5.2.zip Install now
v1.5.1 95 Nov 7th 2024 at 1:40 AM Show hydrateordiedrate_1.5.1.zip Install now
v1.5.0 131 Nov 3rd 2024 at 9:40 PM Show hydrateordiedrate_1.5.0.zip Install now
v1.4.9 89 Nov 3rd 2024 at 7:37 AM Show hydrateordiedrate_1.4.9.zip Install now
v1.4.8 198 Oct 29th 2024 at 2:20 AM Show hydrateordiedrate_1.4.8.zip Install now
v1.4.7 128 Oct 27th 2024 at 3:21 AM Show hydrateordiedrate_1.4.7.zip Install now
v1.4.6 160 Oct 24th 2024 at 7:49 AM Show hydrateordiedrate_1.4.6.zip Install now
v1.4.5 100 Oct 23rd 2024 at 3:49 PM Show hydrateordiedrate_1.4.5.zip Install now
v1.4.4 86 Oct 23rd 2024 at 6:17 AM Show hydrateordiedrate_1.4.4.zip Install now
v1.4.3 147 Oct 21st 2024 at 8:22 AM Show hydrateordiedrate_1.4.3.zip Install now
v1.4.2 139 Oct 18th 2024 at 10:34 PM Show hydrateordiedrate_1.4.2.zip Install now
v1.4.1 118 Oct 17th 2024 at 3:33 AM Show hydrateordiedrate_1.4.1.zip Install now
v1.4.0 209 Oct 11th 2024 at 4:35 AM Show hydrateordiedrate_1.4.0.zip Install now
v1.3.9 150 Oct 8th 2024 at 5:08 AM Show hydrateordiedrate_1.3.9.zip Install now
v1.3.7 210 Oct 1st 2024 at 12:24 AM Show hydrateordiedrate_1.3.7.zip Install now
v1.3.5 110 Sep 29th 2024 at 6:04 PM Show hydrateordiedrate_1.3.5.zip Install now
v1.3.3 120 Sep 26th 2024 at 8:31 PM Show hydrateordiedrate_1.3.3.zip Install now
v1.3.1 90 Sep 26th 2024 at 10:38 AM Show hydrateordiedrate_1.3.1.zip Install now
v1.3.0 130 Sep 24th 2024 at 2:12 AM Show hydrateordiedrate_1.3.0.zip Install now
v1.2.8 419 Sep 12th 2024 at 1:25 AM Show hydrateordiedrate_1.2.8.zip Install now
v1.2.7 363 Sep 5th 2024 at 9:20 AM Show hydrateordiedrate_1.2.7.zip Install now
v1.2.6 89 Sep 5th 2024 at 8:43 AM Show hydrateordiedrate_1.2.6.zip Install now
v1.2.5 136 Sep 3rd 2024 at 11:18 PM Show hydrateordiedrate_1.2.5.zip Install now
v1.2.4 104 Sep 3rd 2024 at 7:44 PM Show hydrateordiedrate_1.2.4.zip Install now
v1.2.3 116 Sep 3rd 2024 at 8:15 AM Show hydrateordiedrate_1.2.3.zip Install now
v1.2.2 200 Sep 1st 2024 at 3:25 AM Show hydrateordiedrate_1.2.2.zip Install now
v1.2.1 404 Aug 23rd 2024 at 8:55 PM Show hydrateordiedrate_1.2.1.zip Install now
v1.2.0 276 Aug 20th 2024 at 5:43 PM Show hydrateordiedrate_1.2.0.zip Install now
v1.1.9 143 Aug 20th 2024 at 1:00 AM Show hydrateordiedrate_1.1.9.zip Install now

364 Comments (oldest first | newest first)

💬 Chronolegionaire , 23 hours ago

v2.0.13

Fix fluid ray cast detection that got slightly broken in update (still backwards compatible with older vs versions)
More null safety checks in fluid detection just in case.
Aquifer Generation now uses about 10x less resources (rough estimate, average cpu usage on aquifer generation load went from ~9% to <1% during peak generation on my machine), now hooks into world gen data to collect data as blocks are generated rather than counting and calculating after the fact. This will not work on pregenerated chunks though, so it will still fall back to counting if a chunk has already been generated but doesn't contain aquifer data i.e. adding the mod fresh to a new save will still work as it will fall back to the older more expensive method. This however will still revert to the new cheaper method once all preexisting chunks have had their aquifer data set. With this change, from cpu and memory profiling HoD is in total using negligible amounts of cpu usage for all its systems and roughly 100-150 extra mb of ram in total compared to vanilla.
Liquid Encumbrance now also tracks items held in mouse pointer

💬 Thranduil61, 1 day ago

Since the 1.20.5 update, you cannot drink water within 3 blocks of water.

💬 xCoiotex, 1 day ago

Oh okay then, I had to ask, so it must be xskills, but xandu said it's game vanilla issue

💬 Chronolegionaire , 1 day ago

v2.0.11

Potential fix for water interaction handler null errors
Fix keg and tun rot duplication

💬 Chronolegionaire , 1 day ago

xCoiotex

HoD doesn't touch hunger logic at all.

💬 xCoiotex, 1 day ago

Hi, is this bug from your mod? It`s not just visual, it also makes not hungry, i`m just using your mod and xskills that alters hungerness, also it swiches between image 2 and 3 every 1 second, giving a tiny stutter, and also reseting the current animation being played...

Image 1

Image 2

Image 3

 

Edit: there's another bug that if you hold a ten litres of water in a bucket and click to hold with the mouse and just drag and walk, you don't get the speed penalty

💬 Chronolegionaire , 2 days ago

v2.0.10

Get and Set aquifer rating commands to get/set aquifer in the chunk you are currently standing in /getaquifer and /setaquifer 0-100 
ACA Sauce Pan/cauldron boiling water support patch
Core of Arts Xskills patch compat
Update ru translation
Fix thirst getting set to default max amount upon rejoining a world/loading singleplayer when it is higher than default max.

💬 Pal_5000, 3 days ago

Is there any way using commands or other methods to induce an quifer in a specific spot that did not generate one naturally?

💬 ChimMAG, 3 days ago

I have updated the language file to the latest version. Thanks a lot, everything is fine now!!!

💬 Chronolegionaire , 3 days ago

v2.0.9

Full localisation, every string that was previously hardcoded in english has been moved to a lang localisation. 

Liquids no longer say the vanilla "When Eaten" text and will now properly say "When Drunk".

Core of Art pot compatibility: Boiling water in Core of Art overhauled pots will no longer convert the pot to a dirty version.

Russian localisation: Thank you ChimMAG!!

💬 Jowi, 3 days ago

right, i misread the saturation stat instead, like an idiot

💬 Chronolegionaire , 3 days ago

ChimMAG

I'll get those converted to lang entries instead of hard coding in english for the next version. Thanks for the translation!

Jowi

Actually cooking with the better water does have some utility in that the resulting meal will carry over the improved hydration if it has it.

💬 Jowi, 4 days ago

cool that you fixed that so soon. technically you dont need to cook with anything other than normal water, as i found out in my testing, (in which i found the soup glitch as well), i mean why waste wellwater if its the same. but still good fix just in case

💬 ChimMAG, 4 days ago

Russian-language translation. Unfortunately, the language files do not contain all the phrases that are displayed in the game. In particular, they do not contain phrases about food hydration, messages about buried minerals from the geological hammer and other phrases. These are quite important phrases, but they are not in the language files.

💬 Chronolegionaire , 4 days ago

v2.0.8

Fix soup meal rendering when using HoD added water types

💬 Louse, 4 days ago

Awesome! thank you for the update 😄

💬 Jowi, 4 days ago

hey i just want to report that soups made with any of this mods special waters, be it boiled, rain- or wellwater, are invisible in the pot and bowl compared to the ones made with vanilla water.

i assume because the game doesnt recognize the mods liquids when visually "mixing" the ingredients, perhaps

💬 Chronolegionaire , 4 days ago

v2.0.7

Well winch will work with any liquid container now including temporal containers buckets. (Rendering will probably be weird and probably floating for anything thats not a bucket)

💬 Louse, 5 days ago

Could you add compatibility with the Temporal bucket from Temporal containers? Or rather is there a more practical way to get alot of water out of my well at once with whats already in the mod?

💬 Chronolegionaire , 5 days ago

v2.0.6

Hydration support for new wildcraft Fruits and Nuts Lemonade

💬 Chronolegionaire , 5 days ago

ChimMAG

You are correct!

goodsoohe

Thank you!

💬 DarkThoughts, 6 days ago

ChimMAG

Aquifers are not actual physical underground water streams & deposits, if that's what you're asking. They're just values simulated in the background.

💬 ChimMAG, 6 days ago

As I understand it, the mod doesn't change the world generation, meaning it can be added to an already created world without consequences or features?

💬 goodsoohe, 6 days ago

Thank you for creating and continuously updating this amazing mod. This is exactly what I wanted in this game. I love it

💬 Chronolegionaire , 6 days ago

v2.0.5

Performance optimizations in 3d aquifer generation

💬 Chronolegionaire , 6 days ago

v2.0.4

Map marker that is auto generated when density prospecting will now include aquifer information.

Capped Hydration Loss Delay from drinking to max 10 minutes (no food should ever reach this naturally) to help combat a bug that I'm having difficulty tracking down that is causing the delay to randomly get spiked to a large number.

💬 Chronolegionaire , Mar 12th at 4:32 PM

v2.0.3

Fix warmth display to scale correctly with item durability (actual value unchanged)

💬 DarkThoughts, Mar 12th at 11:02 AM

That just reminded me: Is it possible to put the aquifer info into the prospecting info that's logged on the map to keep track of them?

💬 Chronolegionaire , Mar 12th at 4:54 AM

v2.0.2

New Config Option: AquiferDataOnProspectingNodeMode

When set to true, Node Mode will output aquifer information instead of density search mode.

💬 xCoiotex, Mar 12th at 1:50 AM

me using 1.9.9 and emptying like 3 buckets of water to quench my thirst and nothing happening, then i came here and see two new updates already

on changelog of 2.01

"hotfix" - I broke hydration



lmao, well i hope i can drink 3 buckets now

💬 PookieBunny, Mar 12th at 12:10 AM

Chronolegionaire

The server does have theradius mode active, yes (I'm a md on the server Cuddly_Khan is on lol, I was actually gonna come ask this today)

💬 Donald12999, Mar 12th at 12:08 AM

Can water be boiled so it doesnt hurt your hunger sat?  I cant figure out how to do it lol. 

💬 Chronolegionaire , Mar 11th at 11:58 PM

Marlim

Yep!

💬 Marlim, Mar 11th at 11:34 PM

Do the new 3d aquifers work on already loaded worlds?

Chronolegionaire

💬 Chronolegionaire , Mar 11th at 10:21 PM

Cuddly_Khan

I had actually initally wanted to do a custom tool mode, but I discovered in the process that it would make HoD incompatible with every other mod that touches prospecting picks as well. Does the server you play on still have the other mode? I could look into attaching it to that one based on a config option.

💬 Chronolegionaire , Mar 11th at 10:18 PM

v2.0.1

HotFix: I broke hydration

💬 Lightpowder, Mar 11th at 9:58 PM

Liquids no longer give any thirst after the last update (the bar still ticks down lol).

💬 Cuddly_Khan, Mar 11th at 9:54 PM

Could you make the aquifer prospecting mode independent of the mineral prospecting mode? I'm on a server that has density search mode disabled, making it very difficult finding aquifers.

💬 xCoiotex, Mar 11th at 9:15 PM

I would ask if this is safe to update, but you said it is, and I hope it is, I've finally got a very good world gen with limestone, bauxite, and peridotite near me and 3 traders in one camp near my new base. I mean this is jackpot gaming experience now.

Thank you, this is a great mod!

💬 Chronolegionaire , Mar 11th at 9:04 PM

v1.9.9
3D Aquifer Initial refactor: Aquifers generate in 3d now and at variable depths (depth scaling config option removed).
Prospecting Hints: When prospecting you will get a directional hint to the nearest aquifer that is stronger than your current one. Distance is configurable.
Mod System Refactor: Back end refactor and reorganization. Should not make any noticeable difference to users.
Config Load Refactor: Config loading and saving has been refactored and no longer requires a network sync, making it more reliable.
More NaN safety: Added more checks to ensure NaN safety when calculating thirst rate.
New Config Option WaterPerish: Set to false to remove water perish entirely
(This is safe to update to in existing saves and pregenerated 2d aquifers however existing wells may no longer have the same aquifer strength)

💬 Chronolegionaire , Mar 10th at 9:27 PM

DarkThoughts

Yep you are correct, you only need 40, the well only cares about the part that is retaining water, the rest of the shaft can be made of anything.

💬 DarkThoughts, Mar 10th at 9:22 PM

I guess you only need max 40 ashlar blocks then? Since it caps out at 10? Or 44 if you need to enclose the well block itself too? The material for the remaining blocks between the well and the surface shouldn't matter, right?

💬 Chronolegionaire , Mar 10th at 7:33 PM

unclebear

Yes, its safe for existing worlds

DarkThoughts

I just went off the code name in game. Should be full size stone ashlar bricks.

Wahazar

Pick up container with your mouse pointer in your inventory and right click the water in the pots inventory while its still on the fire. The weirdness is a vanilla quirk of making liquids with a pot recipe.

Rudwark

You're the first to report a bug like this, but if it keeps reoccuring I would really love to get more info on my discord or the HoD thread in the vintage story mods discord.

💬 Rudwark, Mar 10th at 6:16 PM

I'm having a strange bug with the keg. While the keg is present, after filling or emptying a bucket three times, doing anything (milking animals, filling keg, getting water from pond), the game freezes on a black screen. Removing the keg stopped the crashes. I play with a lot of mods but the only conflicts I can think of would be with DanaTweaks (rainwater collecting), but I have that disabled. Maybe Better Moisture or ACA/EF idk. This bug has been present for the last few versions of HoD, as far as I know. If anyone else has this bug I will do some more testing.

💬 Wahazar, Mar 10th at 6:06 PM

How to drink boiled water? Neither bowl or jug doesn't interact with pot. Taking pot from firepit will spill the water.

💬 DarkThoughts, Mar 10th at 4:22 PM

When it says "stone bricks", do you mean full sized ashlar blocks? What about the various variants? It's kinda unclear what blocks can be used to line the shafts with.

💬 unclebear, Mar 10th at 6:51 AM

Can this be added mid-save, or does it need to be added to a new world?

💬 Chronolegionaire , Mar 9th at 9:45 PM

SeniLiX

That is a vanilla result of outputting a liquid in a pot recipe. However I do patch that to not do that on HoD water recipes. If its still doing it, its probably a mod incompatibility. Can I have you send me your server-main.log in the discord? (or the mod thread on the vintage story discord). I haven't been able to track this one down, and having a mod list where it occurs would be helpful.

💬 SeniLiX, Mar 9th at 12:33 PM

Question: Sometimes when boiling water in a cooking pot, I end up with a residue covered pot. Is this a feature of this mod or something else?

💬 Chronolegionaire , Mar 9th at 12:46 AM

Alindrome

A cistern would be cool, but I think there would be too many variables to keep track of for detecting the construction of one that it would be really difficult to implement in a way that works well. Even getting the water in well shafts to be finite was fairly complex and thats just a single vertical column a large multi block pool of water would be really tricky.

I do like the idea of some sort of visual marker and I am actually exploring that idea now, but I am cautious to touch world gen as it makes it non compatible with existing worlds. (right now aquifers generate on their own outside of world gen which makes them plug and play with any world)

And as for the multiblock structure for wells, I had actually done that as a protoype initially but it felt too static and not something to actually engage with, I think the aquifer system (if expanded) and with some sort of visual marker is going to be the way to go. (I also invested a lot of dev time creating the aquifer system so I don't want to ditch it now lol)

Love the ideas though, would love more people to post on my workshop discord to brain storm more additions and/or new mod ideas.

💬 DarkThoughts, Mar 8th at 1:12 PM

Ah, I see. I thought they were generated more like 3d blobs, kinda like temporal stability but more patchy.

💬 Alindrome, Mar 7th at 8:49 PM

Ooh, spitballing ideas time:

  • You could add a cistern for collecting rainwater runoff from rooves  -- above-ground it might look the same as a well, but underneath you just dig a much shallower, wider pit. Maybe the cistern would only work if placed within a few blocks of non-thatch roof tiles, or you could craft a piece of wooden guttering that you can lean against your house to feed it (like a bamboo water spout)
  • I'm not sure how your aquifer generation works, but if it's in small patches then you could indicate there's one above-ground by adding to the terrain above ground -- add a new soil type like bogged soil, or a seep
  • Or the most simple change to wells (this is how I thought you'd do it in the first place), forget actually generating aquifers -- just make wells a more simple multiblock structure. Just dig X blocks beneath a well structure you've placed and it'll generate a source block of water at the bottom and tell you you're done. You could make your proPick mode tell you how many blocks deep you'd need to go to hit water for a well in that chunk -- so if it's too deep players can look for readings closer to the surface, but won't be totally screwed if they can't find a place.
💬 Chronolegionaire , Mar 7th at 4:53 PM

I'm currently working on a prototype for 3d generated aquifers but performance issues are a concern for calculating the data which is why they currently generate in 2d space and scale rating based on depth. It looks promising so far but no eta on a release. But as of right now your options are going to be either extreme, being able to dig a full strength aquifer at any depth (still have to find a x/z chunk that has a strong aquifer), or having depth play a role. As I said though I would love any ideas if you think of anything that might improve it.

💬 DarkThoughts, Mar 7th at 4:08 PM

What exactly does the setting do though? Make aquifiers spawn at random heights? Make the height level completely irrelevant? The latter would be basically the other extreme. Wells are neither just surface level (with some primitive exceptions that are already covered) nor are they going down to the mantle.

💬 Chronolegionaire , Mar 7th at 3:13 PM

Also I do encourage you to try it with depth scaling turned off.

💬 Chronolegionaire , Mar 7th at 2:48 PM

DarkThoughts

I'm absolutely open to suggestions if you have ideas to improve it and/or make the mechanic more engaging. 

💬 DarkThoughts, Mar 7th at 1:25 PM

I'm still not sure how I feel about the wells.

If they have to be found this deep it's hard to even prospect for them, because I'd need to dig a very deep shaft in the first place in plenty of locations. But even if I find one, then I'd likely have already settled somewhere else, long before I reached the metal ages to do this. And even if I somehow have one right beneath my base, I would then still have to slowly lower & raise a bucket for like ~150 blocks every time I want to get some fresh water? I feel at that point I might as well just drink the puddle water and eat a couple of things right after. It just does not seem to be worth the excessive time and effort that you have to spend on it.

Unless I'm completely missing something here?

💬 Chronolegionaire , Mar 7th at 4:07 AM

CringefinderGen

Yep!

PookieBunny

Unfortunately not with the way I currently do config setup. It has also been argued that it would be unbalanced in a pvp server if some people had to deal with it and others didn't, which I can kind of see.


DarkThoughts

Added a config option to swap it to sprint instead of sneak 

LeKing

As DarkThoughts pointed out, there is currently not a way to get any early water that doesn't involve a fresh water source block, or rain. If you got a bad dice roll on not getting any fresh water at all you may just need to generate a new world. 

💬 CringefinderGen, Mar 7th at 4:02 AM

can this be added mid-save?

💬 Chronolegionaire , Mar 7th at 4:01 AM

v1.9.8
Fix Winch renderer to use multitexture atlas, atlas size no longer needs to be increased to avoid texture bugs
Normalize Hydration Loss Delay Config option. Now it is a multiplier that makes sense, default to 1
Initial implementation of Nats Achievements Mod, liquid drinking achievements are not currently functional
Combat Overhaul Compatibility (hod specific animations are still broken but functionally everything works)
Added hydration loss delay tracking to character C menu to avoid confusion if your thirst is not going down
New commands to get and set hydration loss delay thanks to Zach2039!
New Config option to switch source block drinking to sprint right click instead of sneak for ease of use with CarryOn
Primitive Technology furrows can now be drunk from

💬 PookieBunny, Mar 7th at 12:48 AM

Chronolegionaire

Odd request, but would it be possible to swap the drunk sway configuration to client side rather than server controlled?

💬 DarkThoughts, Mar 3rd at 11:36 PM

I'm curious. Is there a better hotkey combo for drinking or Carry-On? Per default they both use shift + right click to drink and to put a container on or off your back, which is at least mildly annoying.

LeKing

Assuming that the dirt wells don't work with ocean water, then you'll likely have to restart if you have absolutely no fresh water source available at all. It's kinda the downside of adding mods that make the game harder. Tools require Rope is another one of those mods that can get you softlocked if you don't get any cattails for rope.

💬 LeKing, Mar 2nd at 12:31 PM

Ok, so I might be just dumb, but how to deal with thirst before you got copper? I'm on an island on the sea, there is no unsalted water around. I don't have copper, so I can't prospect for clean wate or build a well. How can I find anything to hydrate if it's not raining? Because right now my hydration bar is my lifespan, so I can't even swim in search of another landmass because I'll die of thirst.

💬 Chronolegionaire , Mar 1st at 5:44 PM

DarkThoughts
It will auto adjust for world height, but on the surface you will never get good aquifer readings, if digging all the way down only shows a light, it just means there is only a light aquifer in the area so you have to keep looking in other areas. You could try turning off depth scaling if the digging is getting tedious though.The graphical glitches with the winch are caused by your texture atlas overloading from having a lot of mods. Try picking up one of the mods that increases texture atlas or manually set it larger.

Bone_D

Not anymore, it should auto detect missing options in your config and generate them accordingly. Though it can't hurt to regenerate a brand new one if you're running into issues 

💬 Bone_D, Feb 28th at 10:21 PM

Should we always delete the configs when updating?

💬 DarkThoughts, Feb 28th at 5:52 PM

I get some weird graphical glitches when using the well winch. Is this still WIP?

Also, are the aquafiers balanced only around standard world height? I play only with 320 and it seems excessively hard to find them with a surface readout. I had to dig very VERY far down for just a very poor reading and at the mantle I only got a light reading.

💬 Chronolegionaire , Feb 28th at 3:20 PM

v1.9.5

Keg and Tun can be configured to drop with their liquid contents, reverting the previous change. By default kegs will drop with their contents, and Tuns will not.

💬 Chronolegionaire , Feb 28th at 4:42 AM

v1.9.4

Keg and Tun spoil rate were not functioning correctly. Logic has been simplified and works as intended now and will correctly apply multiplier to base game spoil rate for each block.

Fix Keg and Tun dropping with liquid inventory, this was not intended behavior and has been corrected to align with barrels in vanilla where destroying block makes them dump their contents.

💬 macoto_hino, Feb 23rd at 11:44 PM

Thanks for the reply.
I'll be digging a well near where I'm mooring my sailboat and will bring lots of buckets with well water for storage.😁

💬 Chronolegionaire , Feb 23rd at 8:37 AM

macoto_hino

Unfortunately theres no vanilla way to be able to hold a barrel with liquid in it, and carry on is not compatible with putting blocks into vehicles like that. I try not to overhaul any vanilla mechanics to avoid breaking things with other mods so its not really something I can solve inside of HoD. Though it would be a cool option. Right now you'll just have to put buckets or other liquid containers inside of a chest on your ship.

💬 macoto_hino, Feb 22nd at 2:38 AM

I've been waiting for this mod and have been using it since v1.20.
I wonder if the newly added sailboat in vanilla will be able to carry barrels and carry water?
I hope to find a body of water on my journey, but I can't get fresh water from seawater, and I want to load a minimum amount of water onto my sailboat and be on my way. 

💬 Chronolegionaire , Feb 22nd at 1:19 AM

purple8cloud

This mod doesn't change any vanilla behavior. (and I won't change it to either)

💬 purple8cloud, Feb 21st at 4:13 AM

can u make jug to transfer 0.2L of liquid instead 0.3L

 

💬 Nyklone, Feb 20th at 9:26 AM

Oh sorry for re-asking :D I saw that someone else asked it but did not see an answer. Thank you mate 

💬 Chronolegionaire , Feb 19th at 8:16 PM

Nyklone

Filling containers with liquid is just default behavior so yeah, just a single right click. Just like I told BiBiSha right below this, Aquifers will auto generate even in already generated chunks so no need to worry about adding it to existing worlds.

💬 Chronolegionaire , Feb 19th at 8:14 PM

v1.9.2

Fix rain water not collecting properly in low rain intensity

Fix pasta hot recipe for expanded foods compatibility.

💬 Nyklone, Feb 19th at 5:11 PM

Me and the lads always accidentally drink bad water when trying to fill bottles. Is it just a matter of right-clicking once to fill and then stopping before you drink from the container? or is there something we aren't seeing?

oh and can we "spawn" or set an aquifer value? we added the mod after World Gen so I assume we won't be able to have wells.

 

💬 Chronolegionaire , Feb 17th at 11:45 PM

BiBiSha

This is safe to add to existing worlds and will automatically generate aquifer data for all chunks that lack it.

DatLegendaryBoi

I would just purge the mod and fresh install. 1.5.8 is like nearly 40 versions behind so theres no telling what to upgrade to 

💬 DatLegendaryBoi, Feb 17th at 9:47 PM

i tried updating this mod from 1.5.8 to latest and the blocks and mod broke what order of versions do i need to update to

or just purge the mod with its blocks and a fresh install

💬 BiBiSha, Feb 17th at 5:28 PM

I am using a translator because English is not my first language. Please understand.

I'd like to ask if applying this mod to the world I've already played before would create a new aquifer.

If not, is there a way to make it new? I wonder if I need to move from base now.

💬 Heavy_Mettaloid, Feb 16th at 11:52 PM

I love the idea of propicks being used to find aquifers. Always wanted to be able to make some kinda well that avoids the cheese of dumping a bucket of water into a ditch.

💬 Chronolegionaire , Feb 16th at 11:10 PM

Nyklone

The orange is nutrition deficit. It builds up whenever your satiety gets reduced from bad water. If you have any present on your hunger bar, any food you eat will not give nutrition (it will still give satiety like normal) and nutrition deficit will be lowered by how much satiety the food gave. This is to prevent people from cheesing nutrition and instantly maxing all their nutrition bars by lowering their hunger and eating more.

💬 Nyklone, Feb 16th at 4:58 PM

I might be a goof or have overseen a guide. But Can someone explain to me what the yellowing of my food bar means and what it does?

💬 Chronolegionaire , Feb 13th at 9:59 PM

v1.8.4

Fix bucket not being detected as empty in certain edge cases

Updated French translation, thanks Mokradin!

💬 Chronolegionaire , Feb 13th at 7:01 AM

v1.8.3

Config Options for water perish speeds

💬 Chronolegionaire , Feb 11th at 4:08 AM

KeKc
In vanilla recipes if the output is a liquid, it does this. That being said, i have specifically patched it to not do it with water boiling. If it still does, its likely a conflict with another mod.

💬 KeKc, Feb 11th at 3:29 AM

why does boiling water in a pot cause the pot to become covered in residue?

💬 Chronolegionaire , Feb 11th at 2:14 AM

v1.8.1 Potential fix for well springs only being placed on client side, causing server side block to be deleted when unloaded.

💬 urm, Feb 9th at 10:36 AM

Chronolegionaire thanks!

💬 Chronolegionaire , Feb 9th at 9:53 AM

urm

Actually already taken care of on my end! Just added compatibility with the latest release

💬 Chronolegionaire , Feb 9th at 9:51 AM

v1.7.8

Well Winches Full release see handbook for crafting recipe!

Well Spring output rebalanced and lower rating aquifers are now actually viable (that being said you will still want to seek out heavy aquifers to get a reliable supply)

Rain collection rate lowered by a large amount for balance. (config option works if you want to multiply it up to the previous rate)

HoD custom water recipe patches for vanilla and several popular mods. (Around 200 patches in total)

Fix config sync error that caused all bool settings to default.

Fixed a null error on thirst behavior when closing game.

This is potentially the biggest update to date for HoD, so there may be errors, please let me know if any issues are encountered.

Compatibility with the Make Tea mod by Urm.

💬 urm, Feb 9th at 9:40 AM

Chronolegionaire how would I go about adding compatibility with this mod to MakeTea? I see some mod patches are included in the source, but don't see any documentation on what fields exactly I should add.

💬 DarkThoughts, Feb 9th at 12:22 AM

Chronolegionaire

I understand. Hence why I was asking if anyone knows if there's a mod that could complement this one to make hotter climates more interesting to play in. Difficulty / balancing is something that should be done by providing config options to adjust or even disable things, depending of what such a mod would add in addition to your mod.

💬 Chronolegionaire , Feb 9th at 12:10 AM

DarkThoughts

It's a cool idea for sure, but this is first and foremost a thirst and drink/drink expansion mod. If any other modders ever make anything like that though, I'd be more than happy to make sure its compatible with HoD. I just don't wan to weigh down the difficulty anymore than it already does with thirst draining fairly quickly in the heat and causing movement impairment and stuff.

💬 DarkThoughts, Feb 8th at 11:58 PM

Chronolegionaire

I'm talking about the character getting direct heat related issues like heat strokes, similar to how you'd start to freeze in cold temperatures, not just about getting thirstier.

💬 Chronolegionaire , Feb 8th at 11:42 PM

DarkThoughts

All of that functionality is already built into affecting the thirst rate, taking off clothes or wearing higher cooling clothes, staying indoors or hiding in caves, time of day heat, and getting in water all affect your thirst rate. Heat waves are the only thing this doesn't do but thats kind of out of scope since a new weather would have to be added.

💬 DarkThoughts, Feb 8th at 8:16 PM

Is there any body heat temperature mechanic mod that goes well along this one? So far only cold temps seem to have an effect on you, and I think hotter climates should have more than just an increased thirst to deal with, such as having to take off clothes, staying in shadowy and possibly cooler environments like caves or stone based buildings, or even having to dip into some water during a heat wave.

💬 Mokradin, Feb 5th at 6:53 AM

Draoidh_ With a bucket, a jug or a bowl.

💬 Keegs, Feb 5th at 1:16 AM

@Chronolegionaire where do I find those? I don't know where to look

💬 Draoidh_, Feb 5th at 12:50 AM

haha okay but fr how in the fuck do you fill the cooking pot with water? 

💬 insideandoutside, Feb 4th at 7:40 PM

Draoidh_

Try heating it over 100c man

💬 Mokradin, Feb 4th at 7:16 AM

I'm currently translating the well entry in french, is there a word missing  in this phrase ? "The shaft must be unobstructed and have a solid as each horizontal neighbor at each level" You mean "a solid block" right ?

edit: Translation done, please check Github.

💬 Draoidh_, Feb 4th at 1:29 AM

How tf do u boil water man 

💬 Chronolegionaire , Feb 4th at 12:38 AM

Keegs

Not at the moment, no. But you can edit the spoil rate directly in the item jsons pretty easily if its for singleplayer, I may do config option for that in the future.

💬 Chronolegionaire , Feb 4th at 12:37 AM

Vyklade

Unfortunately not, if it was a simple json patch I could just whip one up no problem. The cauldron/saucepan base code is not built to support that interaction.

💬 Chronolegionaire , Feb 4th at 12:36 AM

v1.7.7

Fix Carryon behavior patches

💬 Keegs, Feb 3rd at 6:56 PM

Is it possible to adjust the spoil rate of rain water and boiled water? I couldn't find it in the configs

 

Thanks 

💬 Vyklade, Feb 3rd at 1:16 PM

@Chronolegionaire Ah, unfortunate! IS it perhaps something I could easily adjust myself with a simple .json edit of the cauldron item? If so, could you tell me what I need to add?

💬 Chronolegionaire , Feb 3rd at 6:10 AM

v1.7.6

Cooling Config, Block Hydration Config, and item hydration config will now properly detect missing values instead of passing no data.

💬 Chronolegionaire , Feb 3rd at 4:45 AM

v1.7.5

WIP winch block (only available in creative mode currently)
Still need to finalize water collection logic, make crafting recipe, render bucket and line, and create lang entries.

Configs will now properly generate missing fields instead of breaking everything when a value is not initialized. (only the base config, hydration and cooling configs still need to be regenerated to get new values, will address that next update).

XSkills Compatibility (Thank you Xandu!)

Fixed boiled rain water drinking and hydration (please regenerate hydration config to get the new value)

Fixed rain collecting config option, rebalance to come next update.

Readded rain particles on rain collection (off by default)

Added config options for well water satiation values.

Added config option to disable wellspring/aquifer depth scaling, if disabled, aquifer rating is determined by chunk only and will output at max rating for the chunk regardless of depth.

Added well handbook entry

💬 Chronolegionaire , Feb 3rd at 1:22 AM

Vyklade

Looked into the ACA cauldrons, and unfortunately they don't support recipes that use the

"cooksInto"

version of cooking recipes, which is why cauldrons can't be used for acid or glue cooking either. Unfortunately that's not something that would be easily fixable on my end.

💬 Chronolegionaire , Feb 2nd at 11:47 PM

TheCraftyBear

Rain water fix is done and will be in the next released version, it was a small slip up on my part. The liquid transfering thing is vanilla behavior and I'm not really interested and changing any vanilla behavior when it comes to liquids as its a very slippery slope into having to start investing hundreds of hours into patching and compatibility with other mods. 
The cooking thing is something I am aware of; the new water types are technically "new" items. And so the recipes don't work with them. Outside of patching every single recipe in the game that includes water(which again might break other mods) I don't have a way of changing that unfortunately. I'm still investigating a solution but for now and potentially the forseeable future you'll just have to use regular water for recipes until a good way to solve that problem comes up.

Jayro

Combat overhaul can be considered not compatible at the moment, I haven't had the time to investigate compatibility with it, its a fairly complex mod so incompatibilities can be expected. When I get time I'll look into potential compatibility fixes.

MGThevenot

I can't really provide in depth trouble shooting assistance over this comments section, as I'm just not that active in keeping tabs here. As noted above at the bottom of the mod description. But since your wifes working fine, it could be bad cached data on your character data. You could try dropping all your stuff and completely resetting your character data on your server (drop stuff first so it doesn't disappear). If that doesn't fix it, I would really like to help further in the discord channel.

💬 TheCraftyBear, Feb 2nd at 10:56 PM

Boiled rainwater can't be consumed, is that still in the works? Raw rainwater can be drunk without problems. Also, it would be great if we didn't need to put water in a pot in order to transfer it between jugs and bowls.

And another thing - it seems boiled water can't be used in regular cooking.

💬 Jayro, Feb 2nd at 10:31 PM

There's a bug with the Combat Overhaul mod where, when using an axe on Recycling Kegs, not only does the animation not work correctly, but you'll also receive the materials along with the complete keg. This can lead to having an infinite number of kegs.

💬 MGThevenot, Feb 2nd at 6:57 AM

Thank you for making this mod, it is amazing! I am having one issue though. I am hosting a LAN server with my wife and my thirst bar is suddenly not dropping unless I eat certain foods. The only thing that I can think of that has changed is that I have set /time calendarspeedmul to 0.25 from 0.5. My wife's thirst bar is still dropping like normal so I really don't understand what's going on. I've tried reverting the time setting, changing config options, and even reinstalling/trying different versions. Each time I updated, I made sure to delete both the config files and the cache files. I don't know if there is a log file that would help. I'm at my wits end trying to fix it. I've never wanted to die of thirst in my life until now lol! Any help would be appreciated.

💬 Vyklade, Feb 1st at 8:30 PM

Love the mod, just wanted to point out though that it doesn't let you boil water in the cauldrons from expanded cooking!

💬 Timmek, Jan 31st at 9:25 AM

First of all great mod, but is there any way to change the depth you need to dig for the aquifer?

I play on a 320 blocks max height world and i gotta dig holes to a depth of ~65 to get a heavy one, so wells are around 100 blocks deep.

I think thats a bit to much for a well without a winch.

Maybe I can change some values in the config or may you can provide a way to configure that?

Would be much appreciated.

💬 Chronolegionaire , Jan 28th at 1:50 AM

RedRockG

I can take a look when I have free time, but I can't guarantee I can make it compatible with combat overhaul due to its complexity

💬 RedRockG, Jan 28th at 1:13 AM

There is an interaction with the animation of using the pickaxe of the combat overhaul mod, I tested it and it does not execute only the pickaxe animation correctly, I did not find the reason why, I am just informing you.

💬 itselre, Jan 27th at 7:30 PM

You sir, are amazing. Thank you very much!

💬 Chronolegionaire , Jan 27th at 3:53 AM

v1.7.4

Fix barrel rain collecting

Fix Rain water boiling

Better Prospecting Compatibility

Compatibility with xskill pickaxe tool modes

You can now drink when you have no hunger, will still reduce your nutrition deficit. (was a hold over from before nutrition deficit was a thing)

Added a warning message when you try to drink with your hands full so you have some feedback.

Added French Translation thanks to Mokradin!

💬 ConnorFitzMe, Jan 26th at 11:00 PM

Is there any way to edit the config file so that you can drink water even if hungry/starving? Me and a friend have a server set up for realistic gameplay and find it a bit odd that you can't drink water without eating first, since you can in real life. I'm not sure if I just missed the option in the config file or if it's not currently an option. Thank you.

💬 itselre, Jan 26th at 9:13 AM

Opened barrel is not filling up with rainwater.
Also, when putting rain water in the cooking pot it doesn't boil, althought it shows that it's "cold", so I assume it wants to be cooked but it won't.

💬 Mokradin, Jan 26th at 7:52 AM

Chronolegionaire I have updated the translation.

💬 Chronolegionaire , Jan 25th at 10:27 PM

Mokradin

Thank you! I merged your lang file, also the wellspring text is now lang driven so it will have an entry now.

💬 Mokradin, Jan 25th at 4:19 PM

Chronolegionaire Hello, i have translated your mod in french for the 1.7.3 build, could you take a look to  your github please ? And i can't translate this part, there is no line for this.


💬 Chronolegionaire , Jan 25th at 11:24 AM

v1.7.3

HotFix null reference during init

💬 Chronolegionaire , Jan 25th at 10:32 AM

v1.7.2

Wells are now fully functional, (winch block is still WIP).

Using the new tool modes on the Pickaxe and Shovel, you can now dig wellsprings. Wellsprings dug into dirt with a shovel will act as seepage wells and slowly fill with muddy water that is a little more safe to drink than water straight from a source.(must be within 5 blocks of a water source block).

Well springs mined from stone with a pickaxe will tap into the local aquifer and begin to fill with water as long as it has an unblocked shaft to fill up. 

By default, wells will fill up to 5 blocks but building the shaft out of improved materials can help the well retain more water (clay brick 7 blocks, stone brick 10, fully configurable) For a water block to spawn it needs all 4 horizontal neighbors of a potential spot to be a solid block.

Well water blocks are finite, and drinking/scooping water from them will lower their level. (A full well water block contains 70 liters)

Locate aquifers and their strength with the density mode of the prospecting pick. Heavy aquifers can only be found deep underground.

Beware of critters falling into and dying in your wells, or your water source will be tainted.

In multiplayer servers, you can poison the wells of your enemies by tossing a death cap into it. Make sure you check your water before drinking during times of war.

To clean out a well you need to remove all the water inside so it can start producing clean water again.

Beware of building wells near the ocean, salt water can and will penetrate into the aquifer if its too close.

Mutliple wells in the same chunk all cut into the production rate of each other, there is no benefit from building multiple wells close by each other.

CONFIGS MUST BE REGENERATED IF UPDATING FROM A PREVIOUS VERSION TO 1.7.2, LOADING A WORLD WITHOUT DOING SO CAN POTENTIALLY DAMAGE YOUR SAVE AND CAUSE AQUIFERS TO NOT GENERATE CORRECTLY NEAR YOUR CURRENT LOCATION, YOU HAVE BEEN WARNED.

My playtesting abilities are limited as I am one person, if you find any bugs please report them to the HoD discord thread.

Special Thanks to Lodeclaw for modeling the well spring and soon to be included winch blocks. Check out his youtube channel here!

💬 Chronolegionaire , Jan 21st at 5:28 PM

Kwehlani

Its actually supposed to support those out of the box, took a look and it was a minor oopsie in the code that was stopping it, just corrected it so it should support those blocks in the next update.

💬 Kwehlani, Jan 21st at 6:36 AM

Chronolegionaire

Hello!

Is it possible to include compatibility for rain water collection with the Vanilla Variants buckets and barrels? I imagine they have a different naming convention that causes only the regular colour of bucket and barrel to function!

💬 Chronolegionaire , Jan 20th at 2:45 AM

v1.7.1

Supports new wildcraft fruits and nuts drinks. (Please delete all configs that start with HoD so new hydration values are generated).

Supports new clothing added in Vintage Story 1.20

Fixed an oversight in config generation that was making all items of a category have the same hydration, now items will have more varied hydration values as inteded.

Refactored hydration and cooling patches to be more performant, should help with world load times in a heavily modded environment (or will at least take HoD out of the equation, can't do much for other mods slowing down load times).

Continued general code cleanup in the backend. 

HYDRATION AND COOLING CONFIGS HAVE CHANGED PLEASE REGENERATE THOSE FILES SO NEW VALUES ARE GENERATED

💬 Chronolegionaire , Jan 19th at 10:14 PM

Lightpowder

The well spring is still a work in progress and is not currently functional. The next big content update of the mod will have it fully implemented.

💬 Lightpowder, Jan 19th at 9:33 PM

Is wellspring block bugged? Doesn't seem to do anything other than existing, plus the name is weird.

💬 Chronolegionaire , Jan 19th at 7:56 PM

Westernby

Thats a false positive, the repo doesn't even contain a directory called "Script" let alone a file named like that. Source code is viewable

💬 Westernby, Jan 19th at 7:38 PM

Hi part of your code: Trojan:Script/Wacatac.B!ml is getting flagged as a virus. 

💬 Bobosaw, Jan 19th at 10:37 AM

I can no longer drink from bodies of water fresh or salt.

💬 Chronolegionaire , Jan 19th at 6:49 AM

v1.7.0

Fix for thirst behavior not attaching correctly in certain instances.

💬 bringitonwimps, Jan 19th at 5:07 AM

ok so it is making us lose 100% hungter when we drink

I deleted the cache and config on server

💬 Chronolegionaire , Jan 19th at 3:45 AM

MikeSyrup

Once a keg is tapped, that keg is permanently tapped. You can however hold right click on it with an axe to chop it up to recover the metal parts (tap and iron rings). By default there is a small chance you will lose some parts in the process though.

💬 MikeSyrup, Jan 19th at 3:32 AM

Chronolegionaire Quick question, can you remove a tap from a keg after it has been tapped?

💬 Chronolegionaire , Jan 19th at 3:12 AM

v1.6.9

Hotfix for source block drinking

💬 Snowfious, Jan 19th at 12:36 AM

Hi there, it would seem this recent update 1.6.8 broke drinking from a source block; doesn't do anything now.

💬 Chronolegionaire , Jan 18th at 11:50 PM

v1.6.8

Very large refactor of core mod system and thirst decay system thanks to TheInsanityGod 

Thirst decay should be latency resistant now and not cause large loss after experiencing large server delays. 

Mod system among other things is now much more organized in the back end.

💬 Chronolegionaire , Jan 17th at 12:12 AM

MurlokReal

Sorry it didn't work for you, but this comment is completely useless to me. No one else has reported an issue like this and without logs or any sort of information there is nothing I can do to rectify any issues. If you'd like me to help you troubleshoot or potentially fix a bug please reach out on the discord with your logs as I have stated multiple times in the comments and description on this page.

💬 MurlokReal, Jan 16th at 11:33 PM
Sometimes for some reason on the server the thirst of all players drops to 0 and their movement speed becomes minimal. 
After they drink, the speed is not restored. Only completely resetting the character helps.
And at this moment my entire server console is red, there are a lot of errors. Unfortunately,
I didn't take a screenshot. I will not install the mod again, players are complaining.
💬 Chronolegionaire , Jan 16th at 3:37 AM

v1.6.7

Fix for xkill cooking patch compatibility
Added German Localization, thanks Drakrochma!

💬 Chronolegionaire , Jan 14th at 12:20 AM

v1.6.6

Source Block drinking hunger loss hotfix

💬 Kwehlani, Jan 12th at 11:36 PM

Chronolegionaire

Newest update fixed my issue, thank you!! :)

💬 Chronolegionaire , Jan 12th at 9:39 PM

Cael_Dranwylr

Make sure you delete your ALL your HoD configs. That means your add hydration configs are lacking the entry because they haven't been regenerated.

💬 Cael_Dranwylr, Jan 12th at 5:06 PM

Chronolegionaire I can boil water but drinking it doesn't do anything to my thirst bar.

💬 Chronolegionaire , Jan 12th at 1:22 PM

Nehat Phaynipe DandyDan

In the latest version, just add water to a pot on a fire and it will start boiling, to make distilled water just add water to a distillery setup like you would any other distilled product in vanilla.

Kwehlani

Configs are autogenerated in your Roaming\VintagestoryData\ModConfig folder if they are missing, I'm not sure what would be causing them to not generate, you could try deleting everything in your modconfig folder and launching a world with JUST hydrateordiedrate installed. If that doesn't work please reach out on the discord for more support, I really dislike trying to troubleshoot things in this comment section.

drakrochma

Thanks! I'll get this included in the next version!

Westernby

SkiaSharp dependency was an accidental dependecy from a different project, should be resolved in the 1.6.5 hotfix.

SteAStro88

Yeah content additions for 1.19.8 stopped at 1.5.4, I just don't have the time to keep both versions at parity and 1.20 is going to be in full release likely within a few weeks.

 

💬 Chronolegionaire , Jan 12th at 1:12 PM

v1.6.5

Fixed accidental SKiaSharp dependency.

💬 Nehat, Jan 12th at 11:13 AM

How do you boil water, we can't figure out how and it's never mentioned!!

💬 Kwehlani, Jan 12th at 9:28 AM

Chronolegionaire

Hey!

I've deleted my configs and cache as you so kindly bolded at the top before installing the latest version, but I cannot for the life of me get a new set of configs to appear! I've relaunched, reinstalled, created new worlds, and haven't had any luck. 😅

💬 drakrochma, Jan 12th at 9:10 AM

Is there a german translation available or may I assist in translating?


suggestion for de.json:

 

{
"hydrateordiedrate:Config.Setting.EnableThirstMechanics": "Durstmechanik aktivieren",
"hydrateordiedrate:Config.Setting.HarshHeat": "Starke Hitze aktivieren",
"hydrateordiedrate:Config.Setting.EnableBoilingWaterDamage": "Schaden durch kochendes Wasser aktivieren",
"hydrateordiedrate:Config.Setting.EnableLiquidEncumbrance": "Flüssigkeitsbelastung aktivieren",
"hydrateordiedrate:Config.Setting.MaxThirst": "Maximaler Durst",
"hydrateordiedrate:Config.Setting.ThirstDamage": "Durstschaden",
"hydrateordiedrate:Config.Setting.ThirstDecayRate": "Durstverfallrate",
"hydrateordiedrate:Config.Setting.ThirstIncreasePerDegreeMultiplier": "Durstzunahme pro Grad Multiplikator",
"hydrateordiedrate:Config.Setting.ThirstDecayRateMax": "Maximale Durstverfallrate",
"hydrateordiedrate:Config.Setting.HydrationLossDelayMultiplier": "Verzögerungsmultiplikator für Flüssigkeitsverlust",
"hydrateordiedrate:Config.Setting.MaxMovementSpeedPenalty": "Maximale Bewegungsgeschwindigkeitsstrafe",
"hydrateordiedrate:Config.Setting.MovementSpeedPenaltyThreshold": "Schwellenwert für Bewegungsgeschwindigkeitsstrafe",
"hydrateordiedrate:Config.Setting.TemperatureThreshold": "Temperaturschwelle",
"hydrateordiedrate:Config.Setting.HarshHeatExponentialGainMultiplier": "Exponentieller Gewinnmultiplikator für starke Hitze",
"hydrateordiedrate:Config.Setting.BoilingWaterDamage": "Schaden durch kochendes Wasser",
"hydrateordiedrate:Config.Setting.UnequippedSlotCooling": "Abkühlung für nicht ausgerüsteten Slot",
"hydrateordiedrate:Config.Setting.WetnessCoolingFactor": "Abkühlungsfaktor durch Nässe",
"hydrateordiedrate:Config.Setting.ShelterCoolingFactor": "Abkühlungsfaktor durch Schutz",
"hydrateordiedrate:Config.Setting.SunlightCoolingFactor": "Abkühlungsfaktor durch Sonnenlicht",
"hydrateordiedrate:Config.Setting.DiurnalVariationAmplitude": "Amplitude der täglichen Variation",
"hydrateordiedrate:Config.Setting.RefrigerationCooling": "Kühlung durch Kühlung für mittelalterliche Erweiterung. Hat keine Wirkung, wenn die mittelalterliche Erweiterung nicht vorhanden ist.",
"hydrateordiedrate:Config.Setting.SprintThirstMultiplier": "Sprint-Durst-Multiplikator",
"hydrateordiedrate:Config.Setting.EncumbranceLimit": "Belastungsgrenze",
"hydrateordiedrate:Config.Setting.LiquidEncumbranceMovementSpeedDebuff": "Bewegungsgeschwindigkeitsminderung durch Flüssigkeitsbelastung",
"hydrateordiedrate:Config.Setting.DromedaryMultiplierPerLevel": "Dromedarmultiplikator pro Stufe",
"hydrateordiedrate:Config.Setting.EquatidianCoolingMultipliers": "Äquatoriale Kühlungsmultiplikatoren",
"hydrateordiedrate:Config.Setting.KegCapacityLitres": "Fasskapazität (Liter)",
"hydrateordiedrate:Config.Setting.SpoilRateUntapped": "Verfallsrate (ungezapft)",
"hydrateordiedrate:Config.Setting.SpoilRateTapped": "Verfallsrate (gezapft)",
"hydrateordiedrate:Config.Setting.KegIronHoopDropChance": "Drop-Chance für Eisenreifen des Fasses",
"hydrateordiedrate:Config.Setting.KegTapDropChance": "Drop-Chance für Fasshahn",
"hydrateordiedrate:Config.Setting.WaterSatiety": "Wassersättigung",
"hydrateordiedrate:Config.Setting.SaltWaterSatiety": "Salzwassersättigung",
"hydrateordiedrate:Config.Setting.BoilingWaterSatiety": "Sättigung durch kochendes Wasser",
"hydrateordiedrate:Config.Text.Icon": "Symbol",
"hydrateordiedrate:Config.Text.Markers": "Markierungen",
"hydrateordiedrate:Config.Text.RefreshRate": "Aktualisierungsrate",
"hydrateordiedrate:Config.Text.SupportsWildcard": "Unterstützt Wildcard",
"hydrateordiedrate:Config.Setting.Add": "Hinzufügen",
"hydrateordiedrate:Config.Setting.Remove": "Entfernen",
"hydrateordiedrate:Config.Setting.Classes": "Klassen",
"hydrateordiedrate:Config.Setting.Color": "Farbe",
"hydrateordiedrate:Config.Setting.EnableIcon": "Symbol aktivieren",
"hydrateordiedrate:Config.Setting.HorizontalRadius": "Horizontaler Radius",
"hydrateordiedrate:Config.Setting.Icon": "Symbol",
"hydrateordiedrate:Config.Setting.MarkerProperties": "Markierungseigenschaften",
"hydrateordiedrate:Config.Setting.Size": "Größe",
"hydrateordiedrate:Config.Setting.Types": "Typen",
"hydrateordiedrate:Config.Setting.VerticalRadius": "Vertikaler Radius",
"hydrateordiedrate:Config.Setting.Visible": "Sichtbar",
"hydrateordiedrate:Config.Setting.EnableRainGathering": "Regensammlung aktivieren",
"hydrateordiedrate:Config.Setting.RainMultiplier": "Regenmultiplikator",
"hydrateordiedrate:Config.Setting.EnableParticleTicking": "Regensammlungspartikel aktivieren",
"hydrateordiedrate:ability-dromedary": "Dromedar",
"hydrateordiedrate:abilitydesc-dromedary": "Erhöht die maximale Durstkapazität.",
"hydrateordiedrate:ability-equatidian": "Äquatorianisch",
"hydrateordiedrate:abilitydesc-equatidian": "Bietet einen Kühlungsmultiplikator.",
"hydrateordiedrate:item-distilledwaterportion": "Destilliertes Wasser",
"hydrateordiedrate:incontainer-item-distilledwaterportion": "Destilliertes Wasser",
"hydrateordiedrate:item-boiledwaterportion": "Gekochtes Wasser",
"hydrateordiedrate:incontainer-item-boiledwaterportion": "Gekochtes Wasser",
"hydrateordiedrate:item-rainwaterportion": "Regenwasser",
"hydrateordiedrate:incontainer-item-rainwaterportion": "Regenwasser",
"hydrateordiedrate:block-keg": "Fass",
"hydrateordiedrate:block-kegtapped": "Gezapftes Fass",
"hydrateordiedrate:item-kegtap": "Fasshahn",
"hydrateordiedrate:block-tun*": "Bottich",
"hydrateordiedrate:survivalinfo-thirst-title": "Überlebensmechanik: Durst"
"hydrateordiedrate:survivalinfo-thirst-text": "<strong>Durst</strong><br><i>Durstig? Dein Überleben hängt jetzt nicht nur von Nahrung ab!</i><br><br>Die <strong>Durstmechanik</strong> fügt deinen Abenteuern eine neue Überlebensherausforderung hinzu. Bleib hydratisiert oder erleide die Konsequenzen!<br><br><strong>Durstleiste:</strong> Behalte deine Durstleiste im Auge, die sich im Laufe der Zeit allmählich leert. Heiße Klimazonen lassen den Durst noch schneller abnehmen, also verwalte deine Hydration sorgfältig, wenn du in den Süden reist!<br><br><strong>Wettereinfluss:</strong> Heiße Temperaturen verursachen eine schnellere Durstentleerung. Trage kühlende Kleidung oder suche Schutz, um den Abfluss zu verlangsamen. Nass zu sein hilft auch, dich abzukühlen, und manchmal kann es besser sein, weniger Kleidung zu tragen.<br><br><strong>TOD:</strong> Wenn du nicht hydratisiert bleibst, führt dies schnell zum Tod! Durstschaden ist ungefähr doppelt so hoch wie der von Hunger.<br><br><strong>Flüssigkeitsbelastung:</strong> Das Tragen von mehr als 4 (Standard) Litern Flüssigkeit in einem Behälter verlangsamt deine Bewegung. Plane deine Flüssigkeitslagerung weise.<br><br><strong>Hydration durch Nahrung & Getränke:</strong> Jedes Lebensmittel und Getränk hat jetzt einen Hydrationswert. Besondere Gegenstände wie Suppen und Säfte pausieren den Durst vorübergehend, während Alkohol eine noch längere Pause bietet, dank der einzigartigen Art und Weise, wie Seraphs ihn verarbeiten.<br><br><strong>Wasserquellen:</strong> Trinke direkt aus Wasserquellen, indem du <hk>shift</hk> + <hk>rightmouse</hk> auf einem Flüssigkeitsblock gedrückt hältst. Das Trinken auf diese Weise erhöht jedoch den Hunger, daher ist die Verarbeitung von Getränken oder das Herstellen von Suppen eine effizientere Methode der Hydration. Salzwasser ist extrem unsicher zu trinken, sei also vorsichtig, wenn du aus der Wildnis trinkst.<br><br><strong>Regenwassersammlung:</strong> Alle Flüssigkeitsbehälter können jetzt Regenwasser sammeln, wenn sie während eines Sturms draußen platziert werden. Regenwasser ist eine großartige Ressource für das frühe bis mittlere Spiel, da es mehr Durst stillt und den Hunger halb so schnell reduziert wie normales Wasser.<br><br><strong>Fässer:</strong> Du kannst <a href=\"handbook://block-hydrateordiedrate:keg\">Fässer</a> aus Holz, Stöcken und Eisenreifen herstellen. Zunächst ungezapft, werden sie zur langfristigen Flüssigkeitslagerung verwendet. Um ein Fass anzuzapfen, schmiede einen <a href=\"handbook://item-hydrateordiedrate:kegtap\">Fasshahn</a> aus <a href=\"handbook://item-ingot-brass\">Messing</a> und schlage ihn mit dem Hahn in der Hand und einem Hammer in der Nebenhand (Halte <hk>rightmouse</hk>) an seinen Platz. Dies ermöglicht es dir, Flüssigkeiten sowohl hinzuzufügen als auch zu entfernen. Denke daran, dass Fässer mit einer Axt recycelt werden können (Halte <hk>rightmouse</hk>), obwohl es eine Chance gibt, dass dabei etwas Metall verloren geht.<br><br><strong>Ernährungsdefizit:</strong> Achte auf Flüssigkeiten mit negativen Sättigungswerten, da sie ein <strong>Ernährungsdefizit</strong> verursachen können, das als orangefarbener Marker auf deiner Sättigungsleiste angezeigt wird. Solange du ein Ernährungsdefizit hast, wird Nahrung keine Nährstoffe liefern. Jedes bisschen Sättigung, das du konsumierst, wird das Defizit allmählich reduzieren, bis es null erreicht.",
"hydrateordiedrate:config-thirst-title": "Hydrate or Diedrate Konfigurationsbeschreibung",
"hydrateordiedrate:config-thirst-text": "<strong>Hydrate Or Diedrate Konfiguration</strong><br><i>Passen Sie jeden Aspekt Ihres Überlebens durch Hydration an!</i><br><br><strong>Dursteinstellungen:</strong><br> - <code>MaxThirst</code>: Legt das maximale Durstniveau fest, das ein Spieler haben kann. <strong>Standard: 1500.</strong><br> - <code>ThirstDamage</code>: Bestimmt die Menge an Schaden, die pro Tick durch Durst verursacht wird. <strong>Standard: 1 Schaden pro Tick.</strong><br> - <code>ThirstDecayRate</code>: Basis-Hydrationsabbau pro Tick. Dieser Wert wird durch Faktoren wie Bewegung multipliziert. <strong>Standard: 10.</strong><br> - <code>HydrationLossDelayMultiplier</code>: Multiplikator für die Dauer des Hydrationsverlusts bei Getränken. Höhere Werte erhöhen die Verzögerung, bevor die Hydration nach dem Trinken abnimmt. <strong>Standard: 0,05.</strong><br> - <code>EnableThirstMechanics</code>: Schaltet den Durstmechanismus ein oder aus.<br> - <code>WaterSatiety</code>: Sättigungsverlust (negativ) oder -gewinn (positiv) durch normales Wasser (nur Inventar, nicht Quellblock). Siehe Blockhydrationskonfiguration für Quellblockeinstellungen.<br> - <code>SaltWaterSatiety</code>: Sättigungsverlust (negativ) oder -gewinn (positiv) durch Salzwasser (nur Inventar, nicht Quellblock). Siehe Blockhydrationskonfiguration für Quellblockeinstellungen.<br> - <code>BoilingWaterSatiety</code>: Sättigungsverlust (negativ) oder -gewinn (positiv) durch kochendes Wasser (nur Inventar, nicht Quellblock). Siehe Blockhydrationskonfiguration für Quellblockeinstellungen.<br> - <code>RainWaterSatiety</code>: Sättigungsverlust (negativ) oder -gewinn (positiv) durch Regenwasser (nur Inventar, nicht Quellblock). Siehe Blockhydrationskonfiguration für Quellblockeinstellungen.<br> - <code>DistilledWaterSatiety</code>: Sättigungsverlust (negativ) oder -gewinn (positiv) durch destilliertes Wasser (nur Inventar, nicht Quellblock). Siehe Blockhydrationskonfiguration für Quellblockeinstellungen.<br> - <code>SprintThirstMultiplier</code>: Multiplikator für die Durstabbaugeschwindigkeit beim Sprinten. <strong>Standard: 150% oder 1,5.</strong><br> - <code>EnableBoilingWaterDamage</code>: Schaltet den Schaden beim Versuch, kochendes Wasser zu trinken, ein oder aus.<br> - <code>BoilingWaterDamage</code>: Schaden, der durch das Trinken von kochendem Wasser verursacht wird. <strong>Standard: 5 Schaden.</strong><br><br><strong>Bewegungsgeschwindigkeitsstrafeinstellungen:</strong><br> - <code>MaxMovementSpeedPenalty</code>: Begrenzung der Bewegungsgeschwindigkeitsreduzierung durch Durst. Auf 1 setzen, um Strafen zu deaktivieren.<br> - <code>MovementSpeedPenaltyThreshold</code>: Durstniveau, unter dem Bewegungsgeschwindigkeitsstrafen beginnen. Die Skalierung beginnt an diesem Punkt bis auf null basierend auf der maximalen Bewegungsgeschwindigkeitsstrafe.<br><br><strong>Flüssigkeitsbelastungseinstellungen:</strong><br> - <code>EnableLiquidEncumbrance</code>: Schaltet Bewegungstrafen durch das Tragen von Flüssigkeiten ein oder aus.<br> - <code>EncumbranceLimit</code>: Wie viele Liter ein einzelner Inventarplatz überschreiten muss, bevor die Flüssigkeitsbelastung ausgelöst wird.<br> - <code>LiquidEncumbranceMovementSpeedDebuff</code>: Bewegungsgeschwindigkeitsreduzierung durch Flüssigkeitsbelastung. <strong>Standard: 40% oder 0,4.</strong><br><br><strong>Temperatur- und Hitzeeinstellungen:</strong><br> - <code>HarshHeat</code>: Schaltet ein, ob hohe Temperaturen den Durst beeinflussen.<br> - <code>TemperatureThreshold</code>: Temperatur, über der der Durst schneller zunimmt.<br> - <code>ThirstIncreasePerDegreeMultiplier</code>: Bestimmt, wie stark die Durstabbaugeschwindigkeit pro Grad über der Temperaturgrenze zunimmt.<br> - <code>HarshHeatExponentialGainMultiplier</code>: Gesamter Durstanstieg bei extremer Hitze. Dieser Wert ist sehr empfindlich gegenüber Änderungen.<br> - <code>ThirstDecayRateMax</code>: Maximale Durstabbaugeschwindigkeit in heißen Umgebungen. <strong>Standard: 500% oder 5,0.</strong><br><br><strong>Kühlungsfaktoren:</strong><br> - <code>UnequippedSlotCooling</code>: Kühlung durch leere Ausrüstungsplätze. Jeder gültige leere Kleidungsschlitz bietet eine Kühlung, die dem Kühlungswert auf der Kleidung entspricht.<br> - <code>WetnessCoolingFactor</code>: Kühlungseffekt durch Nässe.<br> - <code>ShelterCoolingFactor</code>: Kühlungseffekt durch Unterstand. Unterstände sind Grundspielräume.<br> - <code>SunlightCoolingFactor</code>: Bestimmt, wie stark die Kühlung durch Sonneneinstrahlung beeinflusst wird. Höhere Werte machen Schatten effektiver.<br> - <code>DiurnalVariationAmplitude</code>: Kühlungseffekt je nach Tageszeit.<br> - <code>RefrigerationCooling</code>: Kühlung durch Kühlsystem aus mittelalterlicher Erweiterungseis.<br><br><strong>XSkills-Einstellungen:</strong><br> - <code>DromedaryMultiplierPerLevel</code>: Durstreduzierung pro Dromedarstufe.<br> - <code>EquatidianCoolingMultipliers</code>: Kühlungsmultiplikatoren für äquatoriale Regionen.<br><br><strong>Regensammel-Einstellungen:</strong><br> - <code>EnableRainGathering</code>: Schaltet die Regenwassersammlung ein oder aus.<br> - <code>RainMultiplier</code>: Anpassung der Regenwassersammelrate.<br> - <code>EnableParticleTicking</code>: Schaltet Regenwasserpartikeleffekte ein oder aus.<br><br><strong>Fass-Einstellungen:</strong><br> - <code>KegCapacityLitres</code>: Maximale Kapazität eines Fasses.<br> - <code>SpoilRateUntapped</code>: Verderbsrate für unangezapfte Fässer.<br> - <code>SpoilRateTapped</code>: Verderbsrate für angezapfte Fässer.<br> - <code>KegIronHoopDropChance</code>: Wahrscheinlichkeit, dass Eisenreifen beim Recycling fallen.<br> - <code>KegTapDropChance</code>: Wahrscheinlichkeit, dass ein Fasshahn beim Recycling fällt.<br><br><strong>Bottich-Einstellungen:</strong><br> - <code>TunCapacityLitres</code>: Maximale Kapazität eines Bottichs.<br> - <code>TunSpoilRateMultiplier</code>: Verderbsratenmultiplikator für einen Bottich."

"hydrateordiedrate:incontainer-item-wellwaterportion-fresh": "Frisches Brunnenwasser",
"hydrateordiedrate:incontainer-item-wellwaterportion-salt": "Salziges Brunnenwasser",
"hydrateordiedrate:incontainer-item-wellwaterportion-muddy": "Schlammiges Brunnenwasser",
"hydrateordiedrate:incontainer-item-wellwaterportion-tainted": "Verunreinigtes Brunnenwasser",
"hydrateordiedrate:incontainer-item-wellwaterportion-poisoned": "Vergiftetes Brunnenwasser",
"hydrateordiedrate:incontainer-item-wellwaterportion-muddysalt": "Schlammiges salziges Brunnenwasser",
"hydrateordiedrate:incontainer-item-wellwaterportion-taintedsalt": "Verunreinigtes salziges Brunnenwasser",
"hydrateordiedrate:incontainer-item-wellwaterportion-poisonedsalt": "Vergiftetes salziges Brunnenwasser"

}

 

kind regards, me :)

💬 Westernby, Jan 12th at 9:08 AM

Hi Chronolegionaire,

I'm running ijto an issue with this mod. Even the older versions throw this error:

 

12.1.2025 10:05:45 [Error] [hydrateordiedrate] An exception was thrown when trying to load assembly:
12.1.2025 10:05:45 [Error] [hydrateordiedrate] Exception: Could not load file or assembly 'SkiaSharp, Version=3.116.0.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756'.
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at Vintagestory.Common.ModAssemblyLoader.LoadFrom(String path) in VintagestoryLib\Common\API\ModAssemblyLoader.cs:line 34
at Vintagestory.Common.ModContainer.<>c__DisplayClass36_0.<LoadAssembly>b__0(String path) in VintagestoryLib\Common\API\ModContainer.cs:line 455
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 454

 

I've installed SkiaSharp via nuget in hopes of preventing this error but it didn't help. 

Is there a dependency I'm missing? 

💬 Chronolegionaire , Jan 12th at 1:44 AM

v1.6.4

Added water boiling due to popular demand. Just add water to pot. Gives less hydration than normal water but no hunger loss. Boiling rain water will give you water that gives more hydration than normal water with no hunger loss.

Further refined well water block logic in preparation for well release. (Well water is now properly finite when you drink or take water from the blocks)

Further refined well spring water spawning logic in preparation for well release. (still currently disabled as it is still in testing)

💬 DandyDan, Jan 11th at 8:37 PM

Yeah i absolutely cannot figure out the method for distilling water. Water in saucepan slots doesnt work, water in saucepan (not slots) doesnt work, water in pot doesnt work, etc.

💬 Phaynipe, Jan 5th at 1:24 PM

How can I boil water? Is it necessary here?

💬 SteAStro88, Jan 5th at 11:03 AM

Hey, is the tun only available for versions past the 1.19.8? I can't find any reference on the handbook or in the file of version 1.5.4

💬 Chronolegionaire , Jan 2nd at 6:34 PM

DejFidOFF

Fixed in 1.6.3

💬 Chronolegionaire , Jan 2nd at 6:33 PM

v1.6.3

Fixed Keg and Tun configuration not applying

💬 DejFidOFF, Jan 2nd at 8:14 AM

Chronolegionaire

Hey o/ Good jub, nice to hear that you still working on that. Is config for barel and tun repaired? Because even I have on server side config

"KegCapacityLitres": 200.0,
 "TunCapacityLitres": 500.0,
 
Keg Still have a 100l capacity and Tun 950l
💬 Chronolegionaire , Jan 2nd at 2:47 AM

v1.6.2

Full rewrite of hydration and cooling stat logic, no noticeable change for users (maybe more performant?). Values are now stored as an attribute on items rather than in a custom location. Hydration is now much simpler to hook into and change with code. 

Final revision of aquifer generation. 

Introduced new command ".aquiferview", will color highlight aquifer chunk ratings (very cpu intensive only use for debugging purposes)

First iteration of well spring, logic currently disabled as it is still in very early testing and not feature complete, but you can create them in game using the new tool modes for shovels and pickaxes.

NOTE: It is very important to delete ALL HoD configs before updating to this version as many config options have changed.

💬 GERMANIC_BOSTIL, Dec 31st 2024 at 11:29 PM

what are the default values for every stat at the MOD settings page ? when i try to manually reset it the game justa crashes 

 

 

💬 Arlondale, Dec 29th 2024 at 7:18 PM

This mod is making my hunger drain to zero in minutes.

💬 GenesisWilde, Dec 28th 2024 at 5:20 AM

Currently having issues wit hthe mod topping out my RAM and freezing the game and then making my thirst bottomg out after only like 20 seconds

💬 Chronolegionaire , Dec 27th 2024 at 5:55 AM

SteAStro88

Check out the liquid containers mod by Catasteroid! Completely compatible with HoD. https://mods.vintagestory.at/liquidcontainers

💬 SteAStro88, Dec 26th 2024 at 2:13 PM

Really nice mod, the only thing missing would be a dedicated portable water storage, like canteens and water bladders :3

💬 Chronolegionaire , Dec 24th 2024 at 5:34 AM

v1.6.0

Aquifer logic queued behind onplayernowplaying to ensure it doesn't run when data is not ready.

Compatibility with Hardcorewater mod, aqueducts work with custom well water blocks (wells are still wip and not in game), and you can drink directly from aqueducts. 

Fix for parallel rain collection behavior throwing errors in certain conditions.

Well water block flow logic finalized.

💬 Kwehlani, Dec 21st 2024 at 11:54 PM

Chronolegionaire

Awesome!

💬 Chronolegionaire , Dec 20th 2024 at 8:35 PM

Moltenhead 

No prob with me, go for it! Hit me up on the hydrate or diedrate thread in the Vintage Story discord if you need help, I don't have time to give a full crash course, but I can definitely give pointers and/or point you in the right direction. You'll need to know C# for both of those ideas just as a forewarning.

Kwehlani 

Theres not a way to configure that currently unfortunately without directly editing the lang file in the mod, but you make a good point so I'll make sure to give it a much more descriptive and flavorful description in the next update.

💬 Moltenhead, Dec 20th 2024 at 10:21 AM

Chronolegionaire Was thinking about making 2 additions to your mod. I never modded VS but did some stuff for Wayward, Valheim and Skyrim.
Would that matter for you if I create a mod to implement 2 new ways for early water cleaning with your mod as a dependency :

  • Boiling water : water jug filled with water on fire => you lose 1/3 of water in the process => still reduces hunger but less than source water and more than rain water
  • Gravity charcoal filter :
    • craftable recipe Charcoal filter (has durability) : 2 charcoal + linen + any tool (small durability loss)
    • craftable placeable item Gravity charcoal filter : 2 ceramic jugs + any tool (small durability loss)
    • behaviour :
      • Place Gravity charcoal filter somewhere
      • right click : 2 slots + 1 result slot
        • 1st slot: 0.3L container
        • 2nd: accepts charcoal filter
      • craft process :
        • after filling water and charcoal filter slots process starts
        • after ~1 in-game day process is resolved
        • charcoal filter loses 1/20 durability
        • water vanishes
        • 0.3L filtered water is produced
        • right click with container on contraption recovers resulting liquid

If it's fine for you : very optionnal but if you have some references / documentation for modding, that would help (especially 3D models process).
Great mod and have a nice day. 👋😁

💬 Kwehlani, Dec 20th 2024 at 10:12 AM

Hi again!

Is there a way to edit the config or the skills themselves to represent the current stats for the skill level selected? ie. Equatidian's description states "Provides a cooling multiplier" but does not indicate what that multiplier is, where as the built in skills all have listed stats for the skill level, such as Huge Stomach showing how much it adds to your total saturation. I feel like that would be helpful information to have if it's not too much trouble!! :)

💬 Moltenhead, Dec 20th 2024 at 10:04 AM

DejFidOFF Thanks! 🙏

💬 DejFidOFF, Dec 19th 2024 at 7:08 AM

Chronolegionaire

Moltenhead

Recipe for hot water reapaired in  All clasess 1.03 sorry for that.

It works in pre versions. devs change something..

💬 Chronolegionaire , Dec 19th 2024 at 6:05 AM

v1.5.9

Removed source block creation for custom water types (hardcore water is hard coded for only water, unable to set custom water types to notplace source blocks so I'm just entirely removing this from custom water)

Custom well water blocks added, currently no way to create these in survival, preliminary work for wells. 

More crash prevention for aquifer system.

Water blocks now support a health attribute for blocks that should cause damage when drank.

💬 Chronolegionaire , Dec 19th 2024 at 12:31 AM

Laytard

No prob! Glad you like it!

💬 Chronolegionaire , Dec 19th 2024 at 12:10 AM

Moltenhead

That crash has nothing to do with Hydrate or Diedrate, I can reproduce it with HoD not installed. It is caused by the All Classes mod, and I am able to reproduce it with only that mod installed. Please report that to that mods author/thread instead. 
I'm going to ping him just so he is aware.


DejFidOFF

💬 Laytard, Dec 18th 2024 at 11:48 PM

thank you. I thought I looked in there but I must've glanced over it. Appreciate the mod. Feels like a missing piece of the puzzle for this game. Chronolegionaire

💬 Chronolegionaire , Dec 18th 2024 at 11:40 PM

Laytard

You likely have dana tweaks installed and have rain collecting from that mod on which only collects plain water (by default). Hydrate or Diedrates rain collecting is hard coded to collect rain water.

💬 Laytard, Dec 18th 2024 at 11:35 PM

the only container that would collect rainwater was the bucket. The clay containers and the barrel were all collecting just plain water. What gives?

💬 bringitonwimps, Dec 18th 2024 at 12:32 AM

 So i just noticed that if i dump a bucket of rain water, it turns into a source block and i have water source blocks turned off.  I can then scoop it and the new bucket with regular water does not make a source block like intrended, only when i dump rain water.  Posiibly some other variations idk, i have not tried.

💬 Moltenhead, Dec 17th 2024 at 11:07 PM

Hi there! Crashes every time while checking on Hot Water recipe.

Running on 64 bit Windows 10.0.22631.0 with 48431 MB RAM
Game Version: v1.20.0-rc.5 (Unstable)
12/18/2024 12:05:12 AM: Critical error occurred
Loaded Mods: Allclasses@1.0.1, brickmold@1.2.0, combatoverhaul@0.0.95, elkcrocks@1.0.1, cutthefat@1.0.1, DrystoneParity@1.0.0, hangingoillamps@1.0.2, JacksFirewood@1.1.0, primitivesurvival@3.7.4, terraprety@5.0.6, game@1.20.0-rc.5, butchering@1.7.3, carryon@1.8.0-pre.1, charcoalpitdoor@1.0.0, commonlib@2.6.1, firewoodtosticks@1.0.0, hardcorewater@1.3.1, hydrateordiedrate@1.5.8, maltiezfirearms@0.9.5, claywheel@1.1.2, tieredsuperiority@1.1.2, traitacquirer@0.9.6, creative@1.20.0-rc.5, survival@1.20.0-rc.5, wildfarmingrevival@1.3.1, helvehammerext@1.7.0, stonequarry@3.4.2
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.<>c__DisplayClass18_4.<addCreatedByInfo>b__17(CookingRecipeStack vs) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 1123
at System.Linq.Enumerable.SelectArrayIterator`2.ToArray()
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, Boolean haveText) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 1243
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 58
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 117
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 111
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 99
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258
at Vintagestory.GameContent.GuiDialogHandbook.onLeftClickListElement(Int32 index) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 349
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 117
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 172
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 451
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 588
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 412
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1930
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 208
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 Chronolegionaire , Dec 17th 2024 at 5:23 AM

v1.5.8

Hotfix for another aquifer crash, hopefully this is the last

💬 Chronolegionaire , Dec 17th 2024 at 4:51 AM

TotRosenRot

Is it still crashing on the latest version for you?

💬 TotRosenRot, Dec 17th 2024 at 3:10 AM

Not only for creative, it cashing on survival as well.

💬 Chronolegionaire , Dec 16th 2024 at 10:15 PM

v1.5.7

Hotfix for aquifer data crashing on creative mode world

💬 Chronolegionaire , Dec 16th 2024 at 5:38 PM

v1.5.6

Initial aquifer data layer, prospecting picks will output aquifer information on density search mod. Currently no way to directly interact with aquifer layer. Server owners, you may notice a slight hitch on initial startup as the data layer is generated, that should only last a minute tops and only on first time load. 

Server side thread safety fix for rain collection. (should fix server failure when rain collection triggers)

Added patch to allow butchering blood drinking

Added support for xlib patched.

Various bug fixes.

Entirely removed rain collection particle ticking for now, I may add it back in the future but particle velocity issues keep cropping up and its more trouble than I have patience for at the moment.

💬 Chronolegionaire , Dec 16th 2024 at 3:31 PM

DejFidOFF

 

Ah okay, that's good to know. Just a heads up though the default spoil rate is supposed to be 1.0. I had it set to 0.5 for testing and accidentally left it in. Should properly default to 1 in next version. 

💬 DejFidOFF, Dec 15th 2024 at 9:26 AM

Chronolegionaire

also can´t put any fluid there to the tun

edit: it´s because old HydrateOrDiedrateConfig.json need to add this lines:

  "TunCapacityLitres": 950.0,
  "TunSpoilRateMultiplier": 0.5
💬 Chronolegionaire , Dec 15th 2024 at 9:09 AM

DejFidOFF
The idea is that its supposed to be a cheap storage solution but thats it, you can't use it for barrel recipes and the spoil rate on it is not amplified at all. Though I do admit I may have went a little to cheap, I'm open to any ideas you or anyone else may have for a recipe for it though! (Though I do want to avoid metal in the recipe so its in line with vanilla barrels, maybe resin?)


Kwehlani

Ah yeah I see the problem, its because I specificially look for xskills to be installed for my code to kick in. I can really easily include a check for that version as well. If the official version hasn't updated by the time my next version comes out I'll throw in a check for that version

💬 DejFidOFF, Dec 15th 2024 at 8:11 AM

Chronolegionaire

Hello. Tun is a great thing, but, it have very cheap and easy recipe for what it is..

💬 Kwehlani, Dec 15th 2024 at 2:36 AM

Hi! Sorry to bother you, but I was wondering if it'd be possible to update the mod to be functional with the XSkills and XLib patched mods, as they have a different naming convention and don't register as being installed as the regular XSkills for the 2 new skills! I'm unsure of how to do this myself as well. 😅

💬 Chronolegionaire , Dec 15th 2024 at 2:19 AM

Psyborg

Looks like the butchering mod removed satiation from their blood item which vintage story requires to make liquids drinkable. You can add it back with a quick json edit of the bloodportion.json file. just add

nutritionPropsPerLitre: {
satiety: 0
}

to the watertightcontainerprops attribute. I'll include a patch in the future to do this with the next update of HoD.

💬 Chronolegionaire , Dec 15th 2024 at 2:15 AM

v1.5.5

Added new block:

Tun: A very large barrel (2x2x2) block that can store up to 950 liters of liquid (configurable). Does not get any benefit to spoil rate like the keg but can be used to store long lasting drinks or non spoiling liquids in bulk. By default has roughly the same spoil rate as a vanilla barrel (configurable). See handbook for crafting recipe. 

Note: Due to a vanilla quirk, I've discoverd that Tuns and Kegs do not get their proper room spoil rate modifier if you place them and then build the room around it (vanilla barrels also function this way). If you do this, make sure to pick up and place back down your keg and/or Tun so it properly gets its room modifier. 

Several bug fixes around keg logic.

Handbook Entry for config explanations

💬 Psyborg, Dec 9th 2024 at 5:48 PM

Can't drink blood from the Butchering mod anymore (*sad vampire face*)...

💬 Chronolegionaire , Dec 1st 2024 at 8:33 PM

v1.5.4-pre.13 (1.5.4 for 1.19.8)

Fixed Keg spoil time persistance
Fixed nutrition deficit and thirst bar line interval when max value changed
Added out of box support for Apes grape mod.

💬 Auro, Nov 26th 2024 at 6:04 PM

Oh I never noticed the config file for the items there, thanks.

💬 Chronolegionaire , Nov 26th 2024 at 7:43 AM

Venusgate
Drinks will do that for hydration but the mod doesn't touch any code related to satiety, if its happening for satiety its either a vanilla related thing or another mod.

💬 Venusgate, Nov 26th 2024 at 4:44 AM

Am I crazy, or does finishing your saity bar with fruit juice trigger the warm meal buff? AKA: your saity doesn't drop for a few hours?

💬 Chronolegionaire , Nov 25th 2024 at 3:49 PM

Auro
You can set it to whatever you want in the add item hydration config

💬 Auro, Nov 25th 2024 at 2:32 PM

Could you make Alcoholic drinks hydrate more? It is a waste to let juice ferment otherwise, maybe a modifier in the config so players who want it can just slap a 2.0 to make wine hydrate as much as juice?

Distilled drinks should also have a modifier so you can 3x their hydration, I know it makes no real life sense, but for gameplay balancing reasons it does, otherwise you lose too much value by going through distillation.

💬 Chronolegionaire , Nov 25th 2024 at 6:37 AM

Screwy

The config setting your looking for is in the block hydration config. You can change how much hunger reduction and hydration each source block gives.
MikeSyrup
There are two versions, one for 1.19 and one for 1.20 1.5.3 and 1.5.3-pre

Auro

I'll look into that for the next version, thanks!

Darcy
I'll look into making a handbook entry for the config options and include that on the page here.

💬 Screwy, Nov 25th 2024 at 2:54 AM

Chronolegionaire thanks for this awesome mod! I love the degree of complexity, while not overthinking the topic.
I'm currently testing it to hopefully integrate it on my server soon.

While looking at the config, I was wondering if there is any way to adjust the hydration value of the right-click interaction on a water block.
If there is none, can you please make a config setting for this value? I would like to make it just a tiny little sip each time, but with the same negatives.
As it is, in my humble opinion, the "drinking from blocks" mechanic makes carrying a jar around almost obsolete.

💬 MikeSyrup, Nov 24th 2024 at 10:19 PM

Is the most recent version compatible with 1.19 or only 1.20? I have 1.2.8 so not sure if I should update

💬 Auro, Nov 24th 2024 at 7:59 PM

I am having a problem with the Kegs failing to apply the spoilage modifier, both tapped and untapped have the problem, after loading a save or when I leave the area and return the spoilage modifier no longer applies until I pick up the Keg and place it back into the ground, I am playing on 1.19, I did update this mod to v1.5.2 (was v1.5.0 when I first noticed the bug), but still happens (yes, I did get the 1.19 version of 1.5.2 and I did delete the cache and config before updating)

💬 Darcy, Nov 21st 2024 at 8:11 PM

Is there a guide for the config settings? Some additions to the master post for that would be great - for instance, I don't know what direction "ThirstDecayRate" moves in, ie. if a higher number means faster decay or slower decay. I can play around with it on my own, of course, but a guide would make the process way smoother.

Also, this is an awesome mod! I really enjoy additions like this that keep me immersed and on my toes at all times.

💬 Chronolegionaire , Nov 21st 2024 at 7:17 AM

@Grugzilla

Yep, you can turn off thirst in the included config! You'll just need to start a world once with it installed for the config to generate and then switch it off and reload.

💬 Grugzilla, Nov 20th 2024 at 10:03 PM

Is there a way to turn off thirst entirely and just get the kegs? I don't like the idea of having thirst but I like the kegs.

💬 Chronolegionaire , Nov 20th 2024 at 1:23 AM

The thing is, is that I'm not going for realism with this mod, most of the decisions with the mods progression was made to align with the vanilla game progression. With things like pots being available so early on in the game I didn't want the early game loop to be taken over with hydration related problem solving and wanted to relegate it to using the built in distillation stuff in the game. I do think there needs to be some sort of middle step between source water and a full distillery but I haven't been able to think of something that makes sense while also being a fun mechanic to engage with. I'd love for yall to join discussions on the HoD discord page if yall want, that way the more people can come together to come up with a cool idea/solution. As far as balanced thirst compatibility goes, I can't guarantee compatibility but if you use both and turn off HoD thirst mechanics they should more or less work together.

💬 Mohandar, Nov 19th 2024 at 12:55 PM

Chronolegionaire
Source water should be the priority sure (I drank source water from streams I knew safe and it was amazing, I were on hills) but in other climates or in plains, being able to boil is very important (for early game expecially) imo.
The first method I've posted in that youtube shorts show the simpliest method to be safe;
carve a pieace of wood (you could with stone tools as well), put some rocks in campfire, insert the scorching hot rocks into the carved wood where the water is put.
Easy as that, no clay needed, great for early game !
Another topic should be water filtration (sand + carchoal etz), even for rainwater probably

p.s. the baboon stuff would be cool but was more a meme than an actual suggestion (still, Hadza tribe uses it fr)

 

💬 LumpyAcidFish, Nov 19th 2024 at 5:07 AM

I see. There are more ways to purify water than boil it. You can put a plant stem like a grapevine from one container to another, you can a bottle with layers of sand silt and charcoal that water drips through. You can put chemicals like bleach in the water. If you want water, these are the things you must do. Its like cooked meat you cannot get cooked meat any other way than heating it which is most often over a fire. So now I want to know about the compatibility between your mod and the other thirst mod. Balanced thirst said it is compatible but you choose which drinking system you want with the configs. If I were to disable theirs could I use their water purifying system or vice versa?

💬 Chronolegionaire , Nov 18th 2024 at 10:08 PM

LumpyAcidFish

Alternatives to source water are making soup using the vanilla soup recipe, collecting rain water, or using a distillery to make distilled water. I deliberately left out boiling water cause I didn't want the entire gameplay loop of thirst centered around waiting around for water to boil. Source water while taxing on satiety is going to be your main go to in a pinch prior to copper tools.

💬 LumpyAcidFish, Nov 18th 2024 at 6:42 PM

yeah how does water purifying work in this mod

💬 Mohandar, Nov 18th 2024 at 5:27 PM

Chronolegionaire
I would suggest a couple of method to find/or/purify water;

https://www.youtube.com/shorts/Cv16Fiosgl4?feature=share

https://www.youtube.com/shorts/If63Afny-TQ?feature=share

💬 Chronolegionaire , Nov 8th 2024 at 6:32 AM

v1.5.2
Fixed double thirst behavior leading to two hud values that switched back and forth

💬 DyanTheDope, Nov 7th 2024 at 7:03 AM

I just started a new world and my thirst bar switches between full and what appears to be the correct value about every 30 seconds. 1.19.8 with v1.5.1

💬 Chronolegionaire , Nov 7th 2024 at 1:41 AM

v1.5.1

Fixed config sync crash

💬 Chronolegionaire , Nov 3rd 2024 at 9:44 PM

v1.5.0

Fixed source block hydration registration
Configs now generate in relative path according to vintage story specified location (no longer in Hydrate or Diedrate Folder)

💬 Chronolegionaire , Nov 3rd 2024 at 9:10 PM

Accidentally broke the config reading for source block hydration will be fixed in a new version tonight

💬 Rihnami, Nov 3rd 2024 at 11:48 AM

After update from 1.4.7 to 1.4.9 i can't drink from water source (Vintage Story 1.19.8)

💬 Chronolegionaire , Nov 3rd 2024 at 7:38 AM

v1.4.9

A huge chunk of the code had to be refactored in this version to support the config sync, there is a high chance I missed or overlooked something.

Full config refactor to support server side sync, all config options should now sync to server without user needing configs sent to them.

Keg spoilage refactored to allow dynamic spoil rate so they work in cellars now.

Rain harvest behavior now entirely ignores sealed barrels, make sure you empty rain water out to seal properly if they are left outside in the rain unsealed.

Carryon missing behavior errors no longer outputted to users that don't have carryon installed.

💬 Chronolegionaire , Oct 31st 2024 at 12:26 PM

Just a status update. I am currently looking into a way to get configs to sync to clients on server side but it's proving a challenging problem to solve. Should hopefully have it figured out by the end of the week. For now you'll have to share HoD configs if you run a server that doesn't use default configs.

💬 DejFidOFF, Oct 29th 2024 at 5:43 PM

Serverside config not working so much.. Like

  "EnableParticleTicking": true,
  "KegCapacityLitres": 200.0,
  "SpoilRateUntapped": 0.2,
  "SpoilRateTapped": 0.25,
💬 PeachyPotato, Oct 29th 2024 at 3:52 PM

You are a saint and put other authors on here to shame with these very frequent updates & compatibility support. Thanks 🙇

💬 Chronolegionaire , Oct 29th 2024 at 2:23 AM

sgtmcdude

If you are running the dedicated server on the same computer you are playing on then yes! ( your players may need to get a copy of the config for liquid satiety amounts to match up as I don't think that config option will work server side. But its not fully tested so I'm not 100% sure)

💬 Chronolegionaire , Oct 29th 2024 at 2:21 AM

1.4.8 Released:
Fixed keg interactions, kegs are also now Carry On compatible.
Adjusted default keg storage efficiency to reflect how much resources it takes to use them (previously untapped kegs reduced rotting time to .5, now they default to .15)
Liquid encumbrance properly detects stacks of liquid containers.
Added satiety config option for rain water and distilled water. 

Config Options have changed, please regenerate your configs if you are updating from a previous version.

💬 sgtmcdude, Oct 27th 2024 at 9:47 PM

I have this mod on my dedicated server, but we want to tweak some of the settings to make it a little less harsh. If I change the json in my mods folder, will that change it in the server?

💬 PeachyPotato, Oct 27th 2024 at 7:07 AM

Chronolegionaire
1.19.8, also replicating what DejFidOFF reports.

We put blueberry juice in one, tapped it, i was curious how it would work when we finish a keg, do we break it, what happens if juice is in it etc.

so i tried breaking it, the whole thing came apart intact with the juice in it, so i put it back down, now i cannot put more juice in, and cannot take juice out.


Server logs don't show anything happening on break/placement. Here are client logs showing me placing it twice.

client-main
27.10.2024 02:00:22 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:bonemass not found, will not load it.
27.10.2024 02:00:22 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:bonemass not found, will not load it.
27.10.2024 02:00:24 [Warning] Audio File not found: feverstonewilds:sounds/creature/-/yip.ogg
27.10.2024 02:00:35 [Notification] [BetterFPCamera] Placed block!
27.10.2024 02:00:35 [Notification] [BetterFPCamera] Placed block!
27.10.2024 02:00:35 [Notification] [BetterFPCamera] Placed block!
27.10.2024 02:00:55 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:bonemass not found, will not load it.
27.10.2024 02:00:55 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:bonemass not found, will not load it.
27.10.2024 02:01:08 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail1 cannot be found.
27.10.2024 02:01:08 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail 2 cannot be found.
27.10.2024 02:01:08 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail1 cannot be found.
27.10.2024 02:01:08 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail 2 cannot be found.
27.10.2024 02:01:52 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail1 cannot be found.
27.10.2024 02:01:52 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail 2 cannot be found.
27.10.2024 02:01:52 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail1 cannot be found.
27.10.2024 02:01:52 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail 2 cannot be found.
27.10.2024 02:02:17 [Warning] Audio File not found: feverstonewilds:sounds/creature/-/yip.ogg
27.10.2024 02:03:33 [Warning] Audio File not found: feverstonewilds:sounds/creature/-/yip.ogg
27.10.2024 02:04:54 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail1 cannot be found.
27.10.2024 02:04:54 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail 2 cannot be found.
27.10.2024 02:04:54 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail1 cannot be found.
27.10.2024 02:04:54 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail 2 cannot be found.
27.10.2024 02:04:59 [Notification] [BetterFPCamera] Placed block!
27.10.2024 02:04:59 [Notification] [BetterFPCamera] Placed block!
27.10.2024 02:04:59 [Notification] [BetterFPCamera] Placed block!

client-debug
27.10.2024 02:04:54 [Debug] Rift weather value: medium
27.10.2024 02:04:54.224 [VerboseDebug] Received player data for playeruid kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:04:54.224 [VerboseDebug] Received inventory contents hotbar-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:04:54.224 [VerboseDebug] Received inventory contents backpack-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:04:54.224 [VerboseDebug] Received inventory contents character-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:04:54.224 [VerboseDebug] Done handling playerdata packet
27.10.2024 02:04:55.154 [VerboseDebug] Received player data for playeruid kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:04:55.154 [VerboseDebug] Received inventory contents hotbar-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:04:55.154 [VerboseDebug] Received inventory contents backpack-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:04:55.154 [VerboseDebug] Received inventory contents character-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:04:55.154 [VerboseDebug] Done handling playerdata packet
27.10.2024 02:04:56 [Debug] Rift weather value: medium
27.10.2024 02:04:59 [Debug] Rift weather value: medium
27.10.2024 02:05:00.163 [VerboseDebug] Received player data for playeruid kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:05:00.163 [VerboseDebug] Received inventory contents hotbar-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:05:00.163 [VerboseDebug] Received inventory contents backpack-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:05:00.163 [VerboseDebug] Received inventory contents character-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:05:00.163 [VerboseDebug] Done handling playerdata packet

 

mod list
degrees1499, aculinaryartillery, offhandpenalty, bettertraders, chiseltools, DiamondTools, icyexc, millwright, leadroof, primitivesurvival, rustandrot, swordz, temporal_gears_stack, translocatorengineeringredux, vintageengineering, game, vtr, wallpaperblocks, wallpaper, alchemy, animalcages, apegrapes, apewindows, bedspawnv2, beehivekiln, berrybushfixes, betterfirepit, betterjonasdevices, betterruins, blacksmithenhancements, carryon, chickenfeed, commonlib, mishdoublestack, kdynamicjump, electricity, expandedfoods, extrainfo, fancyclouds2d, farmlanddropssoil, fieldsofsalt, foodshelves, hit, hudclock, hydrateordiedrate, kcmcoaltodiamond, kcmftospatch, kilntimeviewer, krpgenchantment, kscartographytable, lavoisier, levelup, medievalexpansion, meteoricexpansion, nohands, onebedsleeping, pelaguswinds, petai, claywheel, prospecttogether, rivers, roadworks, rustboundmagic, sailboat, simpletailoring, th3dungeon, traitacquirer, undergroundmines, creative, vsimgui, survival, webcartographer, wgmt, cats, chemistrylib, configlib, em, feverstonewilds, sandwich, shellpan, stonequarry, th3dungeontopentrance, thriftysmithing, wolftaming, kosfire, moreroads

 

I'm going to pass on joining another discord for now, the foodshelves mod adds barrel racks that preserve about 3x more efficiently and will use those instead.

💬 Chronolegionaire , Oct 27th 2024 at 1:56 AM

DejFidOFF

I am unnable to reproduce any issues with breaking kegs, to troubleshoot more I'll need your server and client logs and a mod list sent in the HoD discord thread. (Preferably with a mod pack generated with my modpacker tool)

💬 DejFidOFF, Oct 25th 2024 at 7:37 PM

Chronolegionaire

hey o/ 1.20pre7 when break and place big tapped keg (or take one from creative) again it not working as intended.

 

💬 Chronolegionaire , Oct 24th 2024 at 7:49 AM

1.4.6 Released:

Actually fixed nutrition deficit.

(PLEASE ENSURE YOU INSTALL THE CORRECT VERSION FOR THE VERSION OF VINTAGE STORY YOU ARE RUNNING OR YOU WILL BREAK YOUR GAME)

💬 Chronolegionaire , Oct 23rd 2024 at 3:50 PM

Versions 1.4.5 released:

Fixed handbook hrefs, thanks again DejFidOFF

Actually deleted test file from the 1.19.8 version

💬 DejFidOFF, Oct 23rd 2024 at 8:36 AM

Chronolegionaire

 

hrefs in translations did not working. I repair (cs) translation a english and other needs to be repaired too - like this:

You can craft Kegs from wood, sticks, and iron hoops. Initially untapped, they are used for long-term liquid storage. To tap a keg, forge a Keg Tap from Brass
💬 Chronolegionaire , Oct 23rd 2024 at 6:18 AM

1.4.4 Released
 
Removed accidentally included test file I was testing for someone elses mod that broke stick recipes.
Corrected cz to cs for lang file.
Added more fallbacks to ensure circle HUD element doesn't stick on screen.

💬 PeachyPotato, Oct 23rd 2024 at 1:18 AM

hey there, the hud element is still a little buggy. if you're drinking with your hands out of water on the ground, and you stop midway through before the hud circle fully completes, that hud circle will remain rendered and follow your mouse around if you open the menu up and start to move around.

💬 RachelTGG, Oct 21st 2024 at 7:21 PM

is it possible to boil (make safe to drink) water early game? Before getting planks.

 

💬 DejFidOFF, Oct 21st 2024 at 9:28 AM

Chronolegionaire

thank you, but the country code is wrong.. need too be cs not cz

 

💬 Chronolegionaire , Oct 21st 2024 at 8:22 AM

1.4.3 Released:

Reworked the look of circle hud element and squashed bugs
Fixed nutrition deficit bug (wasn't triggering in certain instances)
Added cz translation (Thanks DejFidOFF!)

💬 PeachyPotato, Oct 20th 2024 at 12:53 PM

we have one player who's progress bar for drinking water got stuck and gets really big when he opens inventory. This is on the latest update, i deleted the modconfig and cache folders like instructed.

💬 Chronolegionaire , Oct 19th 2024 at 12:52 AM

Thanks DejFidOFF!

I'll get this added into the next release.

💬 DejFidOFF, Oct 18th 2024 at 10:59 PM

hi Chronolegionaire

can you add Czech (cs) translation please?

cs

💬 Chronolegionaire , Oct 18th 2024 at 10:35 PM

1.4.2 Released:
Various bug fixes and lang fixes
Fix to null referance crash on join server
Particle generation on rain harvest set back to on by default, and ticking reduced. Can still be toggled off if performance impact is noticeable.

💬 Chronolegionaire , Oct 17th 2024 at 8:37 PM

PSA: Rain Harvesting is still bugged with certain mob added mods. If you experience frozen mobs or dropped entities glitching out, please disable rain harvesting for now.

💬 Chronolegionaire , Oct 17th 2024 at 3:54 AM

1.4.1 (1.4.1-pre.6 for 1.20) Released:

Hud Element for drinking from source blocks, turns red if drinking from a dangerous block like salt water or boiling water!

Splash Particles (for rain harvesting) are now able to be toggled on and off (off by default as it is causing mod conflicts with random mod added mobs and entities, still investigating a fix for this, if you are experiencing issues with mobs or entities with HoD installed, please ensure this option is off)

Config folder location no longer appends extra data/modconfig folders to config location when not using local client for server

💬 Chronolegionaire , Oct 15th 2024 at 6:16 PM

Going forward:

I will NOT provide support and assistance with bugs in the comments section of this download page

To get assistance, please go to the Hydrate or Diedrate thread on the Vintage Story Discord and provide:
1: Description of issue, and steps to reproduce
2: Your server-main and client-main logs found in vintagestorydata/logs
3: A mod pack zip generated from my mod packer tool

💬 Neitronus, Oct 15th 2024 at 2:59 PM

Found a consistent workaround for not being able to dring from open water: Hold RMB while looking at some water at 3-ish block distance, hold RMB, jump, press crouch while in the air. Hope that helps producing the fix. Probably something about interacting with water block.

💬 YellowJack, Oct 15th 2024 at 7:58 AM

As mentioned in the VS discord too, turning off rain harvesting does indeed fix the modded mobs/npcs not moving!

💬 Chronolegionaire , Oct 13th 2024 at 8:49 PM

Also if error logs can be shared to the mod discord thread that would be great, its extremely difficult to fix bugs without the logs.

💬 Chronolegionaire , Oct 13th 2024 at 8:45 PM

Does turning off rain harvest in the config fix these issues? (both not being able to drink, and the npcs not simulating)

💬 YellowJack, Oct 13th 2024 at 7:40 PM

For some reason mobs from mods (aggressive ones only it seems?) like Oregolems and feverstone wilds, and traders and villagers (from the VS village mod) simply run in place and cannot actually move around.

I confirmed that its this mod since I added it as a new one to my existing list and made a new game with it, and removing it allows those mobs/npcs to move freely.

💬 Neitronus, Oct 13th 2024 at 7:04 PM

My server and its player have the same issue as Blackmare, Skalmorin and Plumeria. Exactly the same.

💬 Chronolegionaire , Oct 12th 2024 at 7:59 AM

Just looked up your error and other people are reporting the exact same error even when not using Hydrate or Diedrate. It appears to be a vanilla bug present in 1.19.8 that was supposedly fixed in 1.20.

💬 Chronolegionaire , Oct 12th 2024 at 7:17 AM

Can you post the full error log in the discord thread for the mod. Also if you could send me a modpack of your current installed mods using my mod Packer tool on the mod database that would be awesome.

💬 Draoidh_, Oct 12th 2024 at 4:46 AM

Yo

Enities and lootdrops stay vibrating on the ground even though it's in your inventory.

 

at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Running mods 

💬 Chronolegionaire , Oct 11th 2024 at 4:49 AM

Also a copy of the world save would be awesome as well

💬 Chronolegionaire , Oct 11th 2024 at 4:47 AM

Can you provide a mod list for the server and put it in the hydrate or diedrate mod thread in discord?

💬 Blackmare, Oct 11th 2024 at 4:41 AM

Hey there Chronolegionaire both Skalmorin and Plumeria currently play on my server. Unsure if just the mods we're using, but the issue is that while sneaking and right clicking the drinking doesnt alway trigger. Often times it feels like it only works if youre looking at your feet, other times its like you need to be moving around or looking far away from yourself. Its wonderful when it works but because of the issue mentioned we've had to provide jugs for players at start so they have a consistent method of drinking. Let me know if theres anything I can provide to help look into the issue. 

💬 Chronolegionaire , Oct 10th 2024 at 10:31 PM

Are you holding down right clicking while sneaking? You have to hold it down for like a second or two. You also need to have your hands free. I unfortunately have no issues triggering the drinking on my end during testing.

💬 Skalmorin, Oct 10th 2024 at 9:14 PM

Its a real struggle to get it to trigger when drinking from an open source block. Its replenishes your thirst when it does work but its very inconsistent on whether or not it will trigger at all.

💬 Chronolegionaire , Oct 10th 2024 at 1:42 AM

Thanks! New additions will probably start slowing as ive started work on a couple other projects but i do have a thing or two in still in the pipline for this mod. Can you elaborate more on the drinking issue? Is it not triggering or triggering but not quenching thirst? 

💬 Plumeria, Oct 10th 2024 at 12:01 AM

Recently started playing with this mod! I gotta say I don't think I could go back. You've done some very good work and I can't wait to see your future progress with it as well! 

Sometimes I am having issues drinking from open water though

💬 Plumeria, Oct 10th 2024 at 12:00 AM
💬 Chronolegionaire , Oct 8th 2024 at 4:57 AM

Released v1.3.9 for 1.19.8 (1.3.9-pre.5 for 1.20pre)
Further optimized rain harvesting logic (cpu overhead might have been causing the entity bouncing issues so I wanted to squeeze more performance out)
Added es-419 localization (Thanks to Glitchero626 for translating!)

Known bug:
Rain harvest particles are spawning in the wrong position at very specific placement directions (placing in top left position while facing east) when placing small ground storable containers (bowls).
Don't have time to troubleshoot this currently but I am aware of it.

💬 Chronolegionaire , Oct 1st 2024 at 9:34 AM

Those are the xskill skills multipliers. Dromedary is a name for the Arabian camel. Equatidian is a word I made up using root words but it would roughly translate to "person who lives on/near the equator:

💬 glitchero626, Oct 1st 2024 at 3:50 AM

Hi, I'm trying to translate the mod to send you the es-419 file
but I find some texts that I don't understand, could you give me a brief explanation of them please?

 

"hydrateordiedrate:Config.Setting.DromedaryMultiplierPerLevel": "Dromedary Multiplier Per Level",

"hydrateordiedrate:Config.Setting.EquatidianCoolingMultipliers": "Equatidian Cooling Multipliers",

💬 Chronolegionaire , Oct 1st 2024 at 12:27 AM

Released 1.3.7 for 1.19.8 and 1.3.8 for 1.20pre

Null hand bug actually fixed.

Barrels no longer get interrupted when sealed under rain.

💬 Chronolegionaire , Oct 1st 2024 at 12:12 AM

glitchero626

Fixed that, will be in next release

💬 glitchero626, Sep 30th 2024 at 11:49 AM

There is a problem with the barrels when it rains, if you have sealed barrels with rot after a short while they open by themselves and are interrupted

💬 osmanyoungmoney, Sep 29th 2024 at 9:51 PM

I love your work! It's an amazing in depth mod and I'm excited for future updates.

 

I'm currently having an issue getting hydration, I am shift clicking when drinking from a pond but nothing is currently happening. Any support would be appreciated! EDIT: Nevermind, just realized it was because I rebinded my shift key. 

💬 Chronolegionaire , Sep 29th 2024 at 6:09 PM

New Feature: Kegs for Liquid Storage and Preservation

  • Craftable Kegs: Kegs can be crafted using wood, sticks, and iron hoops (see handbook for recipe). Initially, kegs are untapped, allowing you to fill them with liquids, but preventing liquid extraction until tapped.

  • Long-Term Preservation: Untapped kegs significantly slow down the spoilage of stored liquids, making them ideal for preserving your precious resources.

  • Keg Tapping: To access the stored liquids, you’ll need to craft a Keg Tap using brass at the anvil. Once you have the tap, use a hammer in your off-hand and  the tap in your main hand and hold right-click on the keg to tap it, permanently enabling liquid extraction and refilling, but significantly reducing its preservation ability.

  • Recycling Kegs: If needed, tapped kegs can be recycled. Use an axe to break down the keg and recover some of the metal materials. (hold right click with axe) However, be aware that there's a chance some materials will be lost during the process.


Added Water Hunger Settings to Config
Added Handbook Entry

💬 Chronolegionaire , Sep 27th 2024 at 11:24 PM

The mod doesnt touch anything related to dropped entities or item temperature. 

💬 Hinashi, Sep 27th 2024 at 12:30 AM

 

Something curious happens to me with this mod that when I drop an object the entity stays on the ground,
the entities don't bother me but when I want to lower the temperature of an object when I pick it up from the water it still has the same temperature.

Has anyone else had that problem?
 
 
 
 
 
 
 
💬 Chronolegionaire , Sep 26th 2024 at 8:35 PM

Released 1.3.3 for 1.19.8 and 1.3.4 for 1.20pre

Null Hand Hotfix

💬 Chronolegionaire , Sep 26th 2024 at 10:49 AM

Released version 1.3.1 for 1.19.8 and 1.3.2 for version 1.20pre.
Fixed meal hydration bug
Drinking now needs to be held down to drink from sources, drinking now handled in a stepped process similar to vanilla eating, and has the frame work for animations to be played

💬 Chronolegionaire , Sep 24th 2024 at 2:27 AM

Released 1.3.0 (for 1.19.8) and 1.3.1 (for 1.20pre)

Fixed ACA bottle compatibility.

💬 Chronolegionaire , Sep 24th 2024 at 2:26 AM

The only issue with the running water thing is that you can literally just drop water wherever you want to create flowing water which would trivialize the mod. To be honest I wasn't going for a realistic take on thirst with this mod, and from a game perspective I feel like the progression feels pretty good (if a little difficult pre copper). I may add some more methods in the future (time permitted) but theres other mods/more features for this mod that I think would be better served right now.

💬 EndlessOats, Sep 22nd 2024 at 8:03 AM

Hey, been playing this a while, have some notes:

-Running water should be similar to rain water, as running water in the form of waterfalls is mostly safe to drink IRL barring runoff or human contamination, same as rainwater. This is probably hard to implement but it made me feel weird to see a waterfall and have it not be potable.

-Understandable that boiling isn't included, but you should definitely add cyote wells. Depending on rain for water is limiting and pretty unrealistic, and while it makes sense to graduate to wine/juice in the medieval era, for most of the stone age natural water sources and rudimentary filtering was most common.

 

Otherwise sick mod, looked at Balanced but frankly I'm not in the right community to enjoy a piss mechanic

💬 Chronolegionaire , Sep 19th 2024 at 4:51 PM

Updated to 1.20.0-pre

Last version for 1.19.8 is 1.2.8 future releases will only be for 1.20+

💬 Chronolegionaire , Sep 12th 2024 at 1:26 AM

Version 1.2.8 released:

Fixed nutrition deficit bug. If any players need to have nutrition deficit fixed use new command:

/setnutridef PLAYERNAME #

💬 propaneko, Sep 11th 2024 at 8:20 AM

I see that's fine, btw we also encountered the same problem/bug that Mohaim had. Someone made a juice drank it and their nutrition deficit went up, for some of them by a lot.

💬 Chronolegionaire , Sep 9th 2024 at 3:48 PM

Boiling in a pot is not within the gameplay scope I had in mind for this mod. If you want that feature I recommend checking out the excellent Balanced Thirst mod by Jayugg.

💬 propaneko, Sep 9th 2024 at 2:12 PM

Hi is there a way to add purifying water just by cooking it in the pot?

💬 Chronolegionaire , Sep 8th 2024 at 9:18 PM

@mohaim 

 

I'll add a toggle next update. However every liquid increasing it is not intended behavior. Can you give me some more info or post on the HoD thread in the vintage story discord? I'm curious how much other liquids are making it go up and if foods and stuff are doing it as well.

💬 Mohaim, Sep 7th 2024 at 2:00 AM

Is there a config setting to completely disable the nutrition deficit feature? Maybe I've borked my save because I forgot to clear the cache or something, but everything (edit) every liquid that isn't water makes it go up, including juice and alcohol but the mod works fine otherwise. Is that how it's supposed to work? My nutrition deficit is currently 4373. I can keep myself honest around what it's trying to dissuade, and as it is, I have to disable the mod completely.

💬 Chronolegionaire , Sep 6th 2024 at 9:47 PM

Mohandar

 

You can actually tweak it to whatever you want in the included hydration config! Im hesitant to make things more difficult without some more playtesting as I already have several people telling me the hunger reduction alone is too difficult. Sprinting and jumping and stuff actually makes you lose hydration quicker to simulate sweating from activity. I don't do it for smithing but that is something to consider...

💬 Mohandar, Sep 5th 2024 at 4:49 PM

Chronolegionaire
Epic mod.
Two things tho;
-Some food like bread should deplete thirst even more, countrary to some fruit and vegetable. (salt/added salt in food should make a difference as well).
-A mechanic that include sweating would add some accuracy, because even in -not so hot climate- if you do some muscular effort (smithing, climbing, running) you start sweating and should lose hydration.
(I personally sweat alot when climbing mountains)
😄

💬 Chronolegionaire , Sep 5th 2024 at 9:20 AM

v1.2.7

Hotfix: Unregister wasn't firing correctly.

💬 Chronolegionaire , Sep 5th 2024 at 8:43 AM

v1.2.6

Ultra Performance Edition:

Rain harvesting has been moved to a centrally managed method. Tested with 500+ containers all collecting at once and noticed no noticeable difference in performance between vanilla. Should in theory support multiple thousand instances before impact is seen.

💬 Kurdeblacharz, Sep 4th 2024 at 1:24 PM

Pretty good so far! Unfortunately I've been encountering an issue - the game lags out in certain circumstances (when it's raining). The log gets spammed with the below:

[Error] Exception: Index was outside the bounds of the array.
at HydrateOrDiedrate.EntityBehavior.RainHarvester.GetItemPositionInStorage(BlockEntityGroundStorage groundStorage, Int32 slotIndex) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\RainHarvesting.cs:line 381
at HydrateOrDiedrate.EntityBehavior.RainHarvester.GetGroundStoragePositions(BlockEntityGroundStorage groundStorage) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\RainHarvesting.cs:line 376
at HydrateOrDiedrate.EntityBehavior.RainHarvester.OnParticleTickUpdate(Single deltaTime) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\RainHarvesting.cs:line 219
at HydrateOrDiedrate.EntityBehavior.RainHarvester.CombinedTickUpdate(Single deltaTime) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\RainHarvesting.cs:line 156
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Server\ServerEventManager.cs:line 123
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886

Maybe RainHarvester is trying to fill an already full container?

💬 Chronolegionaire , Sep 3rd 2024 at 7:44 PM

Version 1.2.4 Released:

Bugfixes:

Unified listeners (two behavior listeners in one call was not deregistering properly)
Blocks properly block rain for containers below
Config for fill rate actually does something now

Balance:

Changed hydration properties of rain water and distilled water to be higher.
Regular water now distill at half the rate.
Rain water distills at the previous rate of .9.
Rain water takes longer to spoil into standard water.

💬 Chronolegionaire , Sep 3rd 2024 at 3:38 PM

If you drink anything that lowers your hunger nutrition deficit builds up. If you have any (orange bar) when you eat, you no longer gain nutrition stats until you eat enough satiation to counter act it. Essentially its to prevent people from deliberately lowering their hunger so they can gain nutrition.

💬 MRGOOSE, Sep 3rd 2024 at 10:35 AM

what does nutrition deficet exactly do?

💬 Chronolegionaire , Sep 3rd 2024 at 8:17 AM

Version 1.2.3 released:

Rain Harvesting using containers. Fill speed is dependent on severity of storm. 
Rain water is a intermediate easy to gather water source. It gives half the hunger reduction of raw water.
Configuration options to toggle it on and off as well as harvesting rate. 

Please regenerate configs if updating from a previous version.

💬 Chronolegionaire , Sep 1st 2024 at 8:07 PM

Balanced thirst is an entirely different thirst mod.

💬 lev2024, Sep 1st 2024 at 8:04 PM

You need to thirst balance mod with this or only this mod on ? 

💬 Chronolegionaire , Sep 1st 2024 at 3:19 AM

Version 1.2.2 released:

Added bricklayers compatibility.
Added rain water item for use with Dana Tweaks rain collection barrel. Set rain water barrel output to hydrateordiedrate:rainwaterportion (delete and regenerate configs to ensure it gives hydration properly)

💬 Chronolegionaire , Aug 23rd 2024 at 8:56 PM

Verison 1.2.1 Released:

Nutrition Deficit UI Element. Nutrition Deficit will color your saturation bar orange as it builds up. 

💬 Bughaw, Aug 23rd 2024 at 2:46 AM

Marik  Delete your config file.

💬 Marik, Aug 23rd 2024 at 12:52 AM

Chronolegionaire  Hey, is Distilled water supposed to do nothing currently?  It doesn't provide hydration or anything.

💬 Chronolegionaire , Aug 20th 2024 at 5:44 PM

V 1.2.0 released:
Disallow drinking from sources when hydration is full.

💬 Chronolegionaire , Aug 20th 2024 at 4:07 PM

The old versions all had a pretty bad typo oversight in one of its main functions, not sure why they still worked but just to make sure they don't cause unforseen issues in the future, I got rid of them.

💬 Wahazar, Aug 20th 2024 at 2:20 PM

What happened with older versions?

💬 Chronolegionaire , Aug 19th 2024 at 9:38 PM

Hotfix 2: Reset nutrition Deficit on death

💬 Chronolegionaire , Aug 19th 2024 at 5:08 PM

1.1.8 Released
Hotfix for ACA glass bottles to support nutrition deficit. New config not needed

💬 AzuliBluespots, Aug 19th 2024 at 1:19 PM

MAN OH MAN, THIS IS GONNA BE INTERESTING

💬 dashr, Aug 19th 2024 at 11:37 AM

Nedrakus This has to be a must. Otherwise one can trick the game to fill up satiety extremely fast, which shouldn't be the case at all. I hope OP is considering this. 

 

💬 Chronolegionaire , Aug 18th 2024 at 7:34 PM

1.1.7

Implemented Nutrition Deficit. Nutrition will no longer accrue if you accumilate hunger via thirst.

New distilled water item, obtain by distilling water in a still. 

💬 Rambo_Turkey, Aug 6th 2024 at 12:25 AM

anyway to remove the saturation malus for drinking water its extremly tedius and makes me eat twice as much

💬 Death_Cosmos, Jul 27th 2024 at 12:59 AM

maybe an option rather to be hunger debuff , add a health debuff or stop healh regen since your immune system is ocupied with whatever you drank that was in the water. 

Also, I don't know if it's like that already, but it should be a percentage chance that the water is contaminated.

💬 Nedrakus, Jul 16th 2024 at 9:38 AM

Excellent mod thank you.

I've tried promoting your mod around on the suggestion forum but someone correctly pointed out it's possible to drink water in order to deliberately lower sasiety, hence to increase nutrition levels.

In the default game there is no way to increase nutrition when sasiety is full to prevent from unnaturally gaining hit points.  With the hydrate or diedrate mod, currently, you can.

To avoid this, it would be useful to make drinking anything not lower sasiety when (and only when) hydration is full.  What do you think?

💬 Chronolegionaire , Jul 16th 2024 at 1:45 AM

ForeverGood023

Awesome! I'll include it in the next release.

💬 ForeverGood023, Jul 15th 2024 at 4:13 PM

hi! Chronolegionaire, i have made a translation for Brazilian Portuguese:
Google Drive

💬 Chronolegionaire , Jul 14th 2024 at 1:46 AM

Guimoute

Thanks!

💬 Chronolegionaire , Jul 14th 2024 at 1:45 AM

Version 1.1.6 Released

Fixed Compatibility with Night Vision Goggles when Warm Armor is installed. 

The underlying issue is not fixed but it is handled more gracefully in the background now. The underlying issue is an inherent incompatibility with something both of our mods are doing. 

💬 Guimoute, Jul 14th 2024 at 12:08 AM

I like how you made soup relevant!

💬 Chronolegionaire , Jul 9th 2024 at 6:16 AM

Version 1.1.5 Released

XSkill Integration.

Skills:

Dromedary
Increases Max Hydration bar by 1.3x per level additive(configurable)

Equatidian
Gives you a 1.2, 1.5, and 2.0 multiplier to cooling at each respective level (configurable)

💬 Chronolegionaire , Jul 8th 2024 at 4:30 PM

1.1.4 released

Fixed Warm Armor compatibility

Fixed Idle Cooling Temps

Fixed Default config values

💬 Chronolegionaire , Jul 2nd 2024 at 5:32 PM

@Indi3vidual

You seem to be the only person having this issue and I am unable to reproduce. It's most likely an incompatibility. Troubleshooting here isn't going to get us anywhere especially if there is a day or two between messages. Can you join the vintage story discord and find the HoD modding post and post your mod list and logs?

 

@Bughaw

This mod doesn't add any new items or blocks to the game, nothing like that is planned at the moment. I do believe the accessibility features mod can turn off the shaky camera thing though. 

💬 Indi3vidual, Jul 2nd 2024 at 12:57 PM

@Chronolegionaire I do not have Balance Thirst installed. I did not install it as it has no mention of compatibility with this mod, which is why I chosen yours..

💬 Bughaw, Jul 2nd 2024 at 6:16 AM

I setup my distiller to make distilled water...  Is that not a thing, lol?  I don't wanna get drunk all the time to stay hydrated.

💬 Chronolegionaire , Jul 1st 2024 at 12:45 AM

Korpeolfus

Water source saturation drain is configurable in the block config. 

Not allowing water source drinking while starving is specifically intended behaviour to prevent exploits of drinking to max thirst and then quickly eating right after. Water source and regular water are not meant to be used as your main source of hydration. Soups, and other hydrating foods like cooked cattail are meant for early game.

💬 Korpeolfus, Jul 1st 2024 at 12:01 AM

I love this mod! However ... ! There are two issues I've run into.

-Drinking from a water source consumes too much saturation.

-You cannot drink from a water source while starving to death.

As a result, death became too frequent during the early game.

I would like to decide for myself how much saturation is consumed in the process, as well as being able to drink while starving if possible.

Thank you for creating a delightful new system 👍

💬 Chronolegionaire , Jun 30th 2024 at 10:18 PM

Sidfu

Early game you can make soup with water and vegetables or cook cattail roots which provide a decent amount of hydration. 

Indi3vidual

That issue has been reported as an issue with the Balanced Thirst mod. So I can't help you with this. I will not be providing support for compatibility issues between HoD and Balanced Thirst (see the note on balanced thirst's page on why) I am unable to reproduce it with just my mod and culinary artillery.

💬 Sidfu, Jun 30th 2024 at 9:38 PM

Question are you gonna dd some early game ways to boil the water or is just having any container filled with water count as clean water?

💬 Indi3vidual, Jun 30th 2024 at 8:11 PM

I am using clay bottles and saucepan, I assume those are from Culinary Expansion mod?

💬 Chronolegionaire , Jun 30th 2024 at 1:34 AM

Verison 1.1.3 released

Max decay in hot weather fix.

Support for Medieval Expansion Cellar Ice Cooling. (Cellar ice has a hard time being detected in rooms smaller than about 1x3 or 2x2. Bigger rooms work fine)

💬 Chronolegionaire , Jun 30th 2024 at 12:16 AM

Indi3vidual

I'm not able to reproduce that, is it a vanilla jug? Are you drinking normal water from a source block?

💬 Indi3vidual, Jun 29th 2024 at 11:59 PM

Not sure if this is a bug, but drinking from clay bottle does not take away any hunger

💬 Chronolegionaire , Jun 29th 2024 at 8:48 PM

Marik

Took a peek and it was relatively easy to add compatibility, next version will include a configurable multiplier to cooling for medieval expansion ice cooling.

💬 Marik, Jun 29th 2024 at 2:34 PM

Chronolegionaire

I can't thank you enough for this mod.  I've wanted a legit thirst mod for years with this game.  Not only to add uses for the various juices and milk, but because with vintage story's focus on a more bare knuckes semi realistic approach to a survival game, the absence of thirst always felt off in the first place.

PS. Have you thought about including Medieval Expansion compatibility with Cellar Ice for room cooling in hot environments?

💬 Chronolegionaire , Jun 29th 2024 at 8:23 AM

Version 1.1.1 Released

Items with no warmth value now correctly recieve a cooling value

Config Overhaul. Config Lib Support Added

Cooked rhizome roots (cattail etc) now give 100 hydration

Peeled Cassava now gives 250 hydration

Water hydration reduced to 250

Hydration Values Are experimental and still subject to change

Reverted Accidental Lowering of Thirst Exponential Gain

💬 Chronolegionaire , Jun 27th 2024 at 8:52 AM

Version 1.1.0 released
Added diurnal and light level cooling.
Night time will generally be cooler and caves will also be cooler.
Most cooling time of day is right before dawn, and hottest time of day will be a few hours after noon.

Vanilla behavior makes temp go up the deeper you are, I am still weighing on whether I want to ride with that gameplay or introduce a cooling effect to offset that so deeper caves don't cause thirst to raise incredibly fast.
To contend with this I introduced a configurable cap to the thirst decay increase set to 500% by default.

💬 Chronolegionaire , Jun 27th 2024 at 5:17 AM

Version 1.0.9 released

Reduced hunger loss from water portion drinking from -600 per litre to -100. 

Introduced a config toggle that turns off thirst mechanics entirely for compatiblity with Balanced Thirst.

💬 Chronolegionaire , Jun 27th 2024 at 5:05 AM

Tobymaxgames

Liquid containers are fully compatible, the -1200 sat and 1200 hydration is the total amount of liquid in the container (vanilla displays it that way for whatever reason) actually drinking it will only drink one "serving" (one litre). That amount is 600 hyd and -600 hunger. So there are two servings per container. Raw Water is not meant to be the solution for solving thirst, this is a deliberate decision. For early game pre fruit press, you will want to make soup using vegetables and water (There will be other early game drinks in the near future). Soup no longer reduces your hunger and is safe to drink. Alternatively you can eat berries and other hydrating foods to recover thirst. 

💬 Tobymaxgames, Jun 27th 2024 at 1:46 AM

Can you improve compatibity with the Liquid Containers mod? the canteens and waterskins have hydration, but the values are insane. -1200 saturation and 1200 hydration for just the small canteens is crazy. i don't know how to fix it myself

💬 Chronolegionaire , Jun 26th 2024 at 10:27 PM

If using an older version, please update 1.0.8 to avoid server log overload.

💬 Chronolegionaire , Jun 26th 2024 at 8:18 PM

Awutak

Tailors delight doesn't add any new clothes so doen't need any compatibility adjustements, I did just add compatibility for the main clothing mods I could find on here though.

💬 Awutak, Jun 26th 2024 at 11:25 AM

Hi is it possible to integrate the clothing of tailor's delight?

💬 Chronolegionaire , Jun 26th 2024 at 8:21 AM

Version 1.0.5

Fixed character dialog close button

💬 Chronolegionaire , Jun 26th 2024 at 4:18 AM

Version 1.0.4 Released

A culinary artillery bottles now fully compatible

Fully implemented liquid encumbrance

Added more null fallbacks to further prevent potential crashes

💬 Cojo, Jun 25th 2024 at 5:54 PM

Chronolegionaire
Thank you! A Cullinary Artillery is pretty much paired right up with Expanded Foods, so it might be a relatively easy addition. Though, I know absolutey nothing about coding, so I'm saying that purely from an outside perspective, hah! I'll be sure to update as I play! Thus far, I am really enjoying this mod giving more practical use to the alcohol brewing mechanics in-game! I also feel like it pairs beautifully with the naturism perk from XSkills, since I usually take up residence in warmer climates in my worlds. Makes survival just that extra bit more challenging, and adds more to do, which in this sort of game I am a MASSIVE fan of! I always felt a thirst mechanic to pair with the hunger system was something needed in the game. Loving it so far!

💬 Chronolegionaire , Jun 25th 2024 at 5:49 PM

Cojo

Cool, I can take a peek at a culinary artillerys flasks and see if that is something I can fix on my end, but I definitely can't make any promises! Let me know if you have any other issues. Also this goes for everyone but I would love to hear more feedback on the actual experience while playing with the mod, pain points, balance issues, that kind of thing so I can make tweaks to improve the experience. 

💬 Cojo, Jun 25th 2024 at 5:42 PM

Chronolegionaire
It's from A Cullinary Artillery - I realized that and was about to come back and edit just now, hah. The flasks and waterskins from Liquid Containers work just fine, at the very least! So problem has been averted for now! Also, thank you for the quick replies!

💬 Chronolegionaire , Jun 25th 2024 at 5:27 PM

Dexapnow

Vanilla doesn't display satiety in the handbook. So its not necessarily my mod as its default behavior just that my mod DOES display hydration. I may make it not display hydration at all in the handbok to bring it in line with vanilla, but that is fairly low priority at the moment. 

 

💬 Chronolegionaire , Jun 25th 2024 at 5:20 PM

Cojo

What mod is the glass bottle from? I don't think thats a vanilla item.

💬 Cojo, Jun 25th 2024 at 4:51 PM

So an additional update, when I drank a bottle of water my thirst multiplier jumped up to over 1500%

Edit: Deleted the config folder and the 1500% issue stopped with fresh configs. However, I narrowed down the problem with thirst repenishing being linked to drinking from glass bottles. For some reason, when you drink anything from a bottle, it doesn't replenish your thirst.

💬 Cojo, Jun 25th 2024 at 4:42 PM

Unfortunately I didn't get a crash log, all that happened was I got the popup saying "Vintage Story has stopped responding" and there was no log created when I stopped it after waiting a bit. I'm no longer having a crash issue, so I do believe that was unrelated. However, I still am unable to actually fill my thirst bar by any means - is there something I should tweak in the config to fix this, or should I try re-installing the mod for now?

💬 Chronolegionaire , Jun 25th 2024 at 4:40 PM

@cojo

Can you give me the stack trace in your crash log?

 

@Dexapnow

I'll take a look at the handbook display and see if I can iron that out.

💬 Cojo, Jun 25th 2024 at 4:34 PM

I'm experiencing a weird issue where drinking things doesn't replenish my thirst, and when I tried drinking some spelt ale it made my game freeze and crash. Not sure if this is an issue on my end, since I only just installed the mod, but I'll update after I do some fiddling to see if it's my end or the mod having an isssue.

💬 Dexapnow, Jun 25th 2024 at 9:41 AM

I was confused because in handbook nutrition isn't displayed, only hydration is, but when it's in container it displays both stats

💬 Chronolegionaire , Jun 25th 2024 at 9:21 AM

Version 1.0.2 released:

Please delete your HoD config folder if you update.

Water block drinking is now config based to allow compatibility with other mods' liquid blocks.

Cooling config now supports wild card statements.

Added out of the box compatibility for: 
Acorns
Alchemy
AncientTools
Butchering
ExpandedFoods
FloralZones
New World Crops
Primitive Survival
Warrior Drink
Wildcraft

Very likely unbalanced, could use someone to give it a solid test and balance pass if anyone is interested.

Will continue to add compatibility options for compatibility with Balanced Thirst as time permits.

💬 Chronolegionaire , Jun 24th 2024 at 11:05 PM

Should have compatibility for a lot of the bigger food and drink mods out there by the end of tonight.

💬 Chronolegionaire , Jun 24th 2024 at 8:31 PM

Maamessu
Thanks! I put in a lot of work on the config side to make sure it was as easy as possible, I'm hoping someone out there will release a config that adds a bunch of the common mods before I get antsy and do it myself ha ha. Just fixed the max thirst config, redownloading should fix it!

💬 Maamessu, Jun 24th 2024 at 7:40 PM

Threw this onto my server last night to give it a try.

I love how easy it is to configure, real talk. Took me 30 minutes to add compatibility for Wildcraft and Floral Zones the lazy way (giving everything the same hydration value via wildcards). But damn, you really do let us get in deep and if someone had the time and energy, they could add custom hydration values to... well, everything (including cooling values to modded items).

I'm playing in the equator right now, and finally there is a consquence for it.

I did notice that the config for max thrist didn't want to behave. I tried setting it to 2,000 (500 extra), but when I loaded into the game it was still at 1,500. That may be a compat issue, though not sure what would do it.

💬 Chronolegionaire , Jun 24th 2024 at 5:34 PM

Dexapnow
I didn't touch nutrition values on anything besides making water and saltwater give negative nutrition. May be an incompatibility. I only added my hydration stat, everything else is untouched.

Stejer
I haven't fully worked out what I want it to be yet, but there will be some sort of well mechanic or similar method for mid game hydration solutions. No eta though.

Antonio90
You can make soups the vanilla way which will quench thirst without lowering hunger. Ingrediants are vegetables and water in a pot. 

💬 Antonio90, Jun 24th 2024 at 2:30 PM

How do you heat water?

💬 Stejer, Jun 24th 2024 at 12:22 PM

Excuse me but I have a few questions.

I was hoping to use this mod instead of balanced thirst since its harder however as far as I understood this mod still doesnt have a well mechanic wich is something I really REALLY like about balanced thirst. So I hoped to know if this mechanic will be added fast

if the two mods are compatible with each other so I can have a bit of both features without having different thirst bars it would also be fine

or if there is some other alternative

 

 

Id also like to know if there is or if you will make a similar mod for hunger making so you NEED to have a diverse diet and a minimum amount of calories etc (btw I know there is a mod that makes so instead of a hunger bar you get an calory measure but it doesnt really give the realism I am hoping for)

 

thnx

💬 Dexapnow, Jun 24th 2024 at 10:10 AM

I think it might have been a good idea to leave nutrition on juice, wine and aqua vitae because even in vanilla, juice making isn't worth the effort.
Alcohol is calorie dense drink anyway.

💬 Chronolegionaire , Jun 24th 2024 at 12:03 AM

I may do compatibility with the main food mods if no one else does it, but it is extremely easy to do right now for any mods you want to add on your own. The idea was that if another mod author wanted compatibility they could add it without any code changes on their part. 

💬 Chupacabra, Jun 23rd 2024 at 11:55 PM

I have waited so long for this, thank you! Are you going to add compatibility with a culinary artillery? Because the alcohol seem to do nothing right now.

💬 Dov3, Jun 23rd 2024 at 10:14 PM

I've been looking forward to the release of something like this for a while! I can't wait to see how it integrates more realistic stuff like flowing/still water once a worldgen mod for rivers really gets swinging!

💬 Hydromancerx, Jun 23rd 2024 at 9:58 PM

I have been dreaming of a mod like this!

I hope hygene and bladder are next on your mod list!

 (edit comment delete)