Mods / Balanced Thirst
Author: jayu
Side: Both
Created: Jun 23rd at 1:50 AM
Last modified: Oct 19th at 9:13 PM
Downloads: 10571
Follow Unfollow 204
Latest file for v1.19.8:
balancedthirst_0.0.44.zip
1-click install
Please report bugs in the discord or in the issue tracker on github.
My take on thirst, released now in beta version. Thirst will decrease your hunger rate by a max of 30% if you keep the bar above half, and will increase the hunger rate by a max of 30% if your bar is too low. Keeping well hydrated will also give you a euhydration health boost. Water has to be boiled to avoid risk of vomiting, and using a dowsing rod will lead the player to pure water reservoirs which can be used to make a well, a renewable source of pure water.
This mod isn’t about making things overly challenging but about introducing a thirst mechanic that's enjoyable. Similar to how Vintage Story makes even the mundane tasks engaging and rewarding, I want players to relish the process of finding their own water sources, building wells, and crafting waterskins to carry water. It should be gratifying to look back and see the progress from simply drinking out of a leaky wooden bowl.
The mod, as the name says, aspires to be balanced but it certainly won't be at the start. I encourage you to contribute to the balancing by providing feedback and suggestions.
If you want more hardcore thirst, check out: Hydrate or Diedrate!
Features
Thirst
Thirst is the main mechanic of the mod. Together with a hunger bar, you now have a thirst bar. Keep an eye on it! Its value will affect your hunger rate. If you're well hydrated, you will get hungry more slowly but the inverse is also true: when below 50%, you will get hungry faster. You can drink either from containers, or directly from the source.
Vomiting and water purity
Not all water is born equal. Normal water will have a small chance of being contaminated and making you vomit! You don't want to do so, as it will drastically lower your hydration and saturation. Boil water or look for pure springs to avoid that. Pure water has 2 in 10k chance of making you vomit.
Water boiling
You can boil water in a firepit using a kettle or an ACA caouldron or saucepan. This will drastically lower your chance of vomiting when drinking it, but you have to wait for it to cool down!
Water expires
Water will get contaminated by being held in containers that aren't properly sealed. Use gourds or other (configurable) containers to keep it clean and pure for longer.
LiquidContainers is highly suggested to carry water with you
Dowsing
Look for pure spring water with a dowsing rod.
Euhydration
Euhydration is a health boost acquired thorough regular hydration. Drinking salt water and urine will lower it!
Hot weather and dehydration
Temperature above a configurable threshold (default 27 degrees) will increase your thirst rate. Wearing warm clothes in hot weather will give an additional penalty. Drinking saltwater will dehydrate you, increasing your thirst rate, so will other food items (mostly alcohol and grain) but to a much lower degree than saltwater. The more hydrated you are, the faster this deduff disappears.
Bladder
Choose if you sit or stand in the client config, then either sit and right-click or stand and ctrl-right-click with a empty hand to release your bladder! This is only possible when your bar is overloaded. Doing so on farmland has a chance of adding some nutrients to the soil, while doing it in a container will fill it up! If you're a Bear Grylls wannabe, you can also drink it... (Controls disabled by default, values are configurable). Urine can be fermented in a barrel to make lant, used to soak hides.
Config
The configuration files are full of options and I add more every release. If there is something about this mod you'd like to have adjusted, check them out! If you don't find any option for it, you can request it.
In the configs, you can set basic things like thirst rate or max hydration, the radius of the dowsing rod, etcetera, and also more advanced stuff all the items and blocks that get can be drank or eaten to get hydrated, which containers you can place in a firepit to boil water, which containers slow water expiration, which stats (vanilla or modded) are affected by thirst (it doesn't have to be hunger!) and much more!
Graph showcasing the different curves you can choose for the thirst stat multiplier here.
ConfigLib is suggested for a better config experience
walkspeed, meleeWeaponDamage, healingeffectivness, rangedWeaponsAcc, rangedWeaponsSpeed
Features in progress:
- Handbook item extended descriptions
- More liquid storage options:
- Water tank
- Demijohn
- Gourd model rework
- Dowsing and well construction rework
- Water filtering
- Lavoisier and ChemistryLib compatibility (mechanics)
- Saltpeter making with urine and rot
- Better water purity or contamination system
- Rework of euhydration: minerals from water that give health boost
- Sweating? Changing thirst rate based on external temperature, the reverse of cold
- Better endgame: running water/pipes?
Rivers – river water is potable
LiquidContainers –containers extend water shelf life
HydrateOrDiedrate – hot weather reduces thirst, bladder works with HoD thirst
XSkills – skills for max hydration and bladder
ACA – can boil water in cauldron, bottles extend water shelf life (bottles already reduce shelf life so I removed this), drinking from ACA bottles will always be at 0.25 litres independently of your set drink speed because they have custom code to handle that, but other than this there are no issues
Biomes – Can find Calabash in regions: "atlantic neotropic", "pacific neotropic", "pacific neartic", "atlantic afrotropic", "eastern afrotropic"
Ochre – Can use wooden bowl in crafting recipes
Wildcraft: Trees and Shrubs – Can craft wooden bowl from modded logs
Floral Zones – Craft wooden bowl from modded logs
Note: the mod has a default behavior (values configurable) for how much hydration each nutrition type gives. For many mods, this may be sufficient, or alternatively you can add items you believe deserve more hydration (like juice) to the hydration dictionary in the config or using configlib. The mod now also supports the format of HydrateOrDiedrate. Share them here or on the forum post! (in the config format please) This way we can build a large compatibility dictionary. Check the hydration values in the spoiler below for already included mods.
On HoD compatibility:
We talked it out with Chronolegionnaire (author of HoD) and reached the conclusion that it is better not to merge the two mods, they will remain sister mods for the foreseeable future. It is also hard for us to add compatibility for each feature the other adds, as it effectively doubles our work. But do not despair, we reached the agreement that, as long as due credit is given, we can freely take inspiration from each other's mod. This benefits us, as it allows us to follow our creative intentions to make the mods the best they can be, and it benefits you, the user: if there is a HoD feature you really want in here (or vice versa) we can work on adding and also make sure it fits with the design choices of our mods. For this reason, it is possible I will add a similar clothing cooling system in the future. (Currently it is sort-of compatible with HoD, but the values are very skewed, there is a config setting you can adjust for this).
Updated list of hydration values included in most recent default configs, if you're missing them, you have to reset your config
Expanded Foods
Wildcraft: Fruits and Nuts
Wildcraft: Herbs and Spices
Floral Zones
Butchering
A Warrior's Drink!
None
If you cannot drink from a water source or relieve your bladder, try to delete the config files, that should fix it.
If for some reason (such as removing bladder after playing for a while) you have a speed or thirst debuff that just doesn't go away, there is the command /resetThirstStats <playerName> which will reset all stat modifiers from the mod. If the stat modifier should not be there, it will be reset. If you do this, and still get a modifier that you believe should not be there, please report it, but this is unlikely.
I wonder if the people need to either delete the contents of their vintagestorydata\cache folder or look in their mods folder and ensure that their aren't multiple copies of your mod in there. Disabling mods in the mod manager isn't always enough. I always advise that people look at their mods folder and tidy it up
does it work with 1.20 yet?
how do i set urination mode in config i cant figure it out
having a bit of a problem at trying to piss into a chamber put. previous attemtps worked, but now, its unable to gather piss (yes the pot lid was off, and the only config i changed was the one to enable peeing)
jayu
In regards to
24.11.2024 01:12:43 [Error] [toolsrequirerope] An exception was thrown when trying to start the mod:
24.11.2024 01:12:43 [Error] [toolsrequirerope] Exception: Exception has been thrown by the target of an invocation.
at System.Reflection.ConstructorInvoker.Invoke(Object obj, IntPtr* args, BindingFlags invokeAttr)
at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture)
at System.Activator.CreateInstance(Type type, Object[] args)
at ToolsRequireRope.ModConfig.CloneConfig[T](ICoreAPI api, T config) in F:\VSCode\Repos\Modding_VintageStory\ToolsRequireRope\src\Configuration\ModConfig.cs:line 51
at ToolsRequireRope.ModConfig.GenerateConfig[T](ICoreAPI api, String jsonConfig, T previousConfig) in F:\VSCode\Repos\Modding_VintageStory\ToolsRequireRope\src\Configuration\ModConfig.cs:line 46
at ToolsRequireRope.ModConfig.ReadConfig[T](ICoreAPI api, String jsonConfig) in F:\VSCode\Repos\Modding_VintageStory\ToolsRequireRope\src\Configuration\ModConfig.cs:line 32
at ToolsRequireRope.Core.AssetsLoaded(ICoreAPI api) in F:\VSCode\Repos\Modding_VintageStory\ToolsRequireRope\src\Systems\Core.cs:line 18
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 660
24.11.2024 01:12:43 [Error] Failed to run mod phase AssetsLoaded for mod ToolsRequireRope.Core
Will it ever be possible to make dough with potable water or at least boiled water? I don't know if for some reason my game just isn't letting me craft it but it seems to only work with normal base game water.
jayu
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
Heya I'm a very new player and have no idea at all how to mess with configs in basegame and I just need to know how do I set urination mode in the config?? I am so confused how it works, and have found almost no info that I can make sense of.
Someone please help a newbie
I have a question. I see that you labeled this mod as compatible with HydrateOrDiedrate by choosing which thirst system you want. If I were to use their thirst system would I get the features of dirty water that you have to boil?
can you brew any teas in the kettle?
jayu have you ever had the time to check chamberpots ? I'm having the same issue than SquareLexi, can't pee in them. It seems they prevent urine stains, but don't fill up.
@jayu I found out by doing a full reinstall and periodically testing if the issue reoccurred per mod batch and singled it down to this one. I get the impression some part of the mod has trouble resetting to the proper values after dying, causing the player to become immobile until the issue is solved and forcing to move causes the corruption of player data?? The logs indeed to not directly mention any cause (as far as I could read them), but disabling the mod has fixed the issue for me so thats what Im going off of
I figured it out, somehow my game install got extremely screwed up and it showed my mods where loaded when they where only partly loaded. After deleting the game files and reinstalling it works fine now
Ryorama I do not know why you're getting that, did you ever mess with the game files? Like modify the asset jsons? Regardless, I know which part of the code is failing (it's getting something unexpected as input) and I can add some checks to make sure it doesn't crash
Avia_ that seems like the player data got corrupted, although the error you posted has no mention of this mod, how did you trace it down to this one? Does it work if you uninstall it? Or if you disable the urination mechanic, which you think is the cause? The logs you gave me leaves me with very little clues to try and understand what's causing it.
I have a new issue which I think I tracked down to this mod. Recently thought I had one of my saves corrupted after dying and not being able to move after respawning for a while, then crashing when I tried to and not being able to reboot the save. After doing a full reinstall I figured out that it was linked to this mod and possibly the urination mechanic? Version used was 0.0.44.
I put the logs in a bug report ticket if its of any use: https://github.com/anegostudios/VintageStory-Issues/issues/4396
jayu Tried both but even on it's own it still didn't work.
Log
Ryorama can you try resetting the cache folder and the config file? In VintagestoryData/Cache and VintagestoryData/ModConfig/BalancedThirst.json
If that doesn't fix it, the issue might be with some of those mods creating an weird item, can you try to load without other mods to see what happens?
I just installed the mod, but whenever I load a world (new and old) the game will crash with two different crash-logs. One of them mentioned this, so my guess is the second one has to relate to this somehow. Any help would be apprecieated.
Log1
Log2
ChrisL seems like the game cannot update already instantiated behaviors by default, saw someone have a similar problem with changing mob health. I have a fix for this that will come in the next mod version, but for now your only option is to reset your player data with the command /player [name] wipedata (Warning: this will completely reset our character, together with inventory etc). This will not require the fix below, should work with the mod config too, I believe. If you want tot test, try making a new world, the player should have less hydration.
jayu I must be adding the line wrong, because after unzipping, editing the file and zipping it, the max hydration stat didn't change. This is how I wrote it:
"value": {
"code": "balancedthirst:thirst",
"maxhydration": 700
},
ChrisL if you urgently need it you can unzip the mod and change assets/balancedthirst/patches/playeristhirsty and add "maxhydration": 700 under the "code": line
I believe that should work
jayu Ah ok I see. Would it be possible for me to manually change the value elsewhere, e.g. a cofig file somwhere in the mod folder? Or should I just wait until you update the mod hahaha
WillToLive are you on a server or single player? Do you save the changes? Check if the client config file changes when you save. It works fine for me, but that could point me to some error in the code if there's one.
jayu
For some reason whenever i set the mode for urine it always unsets itself upon rejoining the game. Using config lib and everything.
ChrisL my bad the config value was not taking precedence. Although this sort of raises an issue because if I change that, XSkills compatibility will break... To avoid bugs this would not be a simple fix, I would need to detect when the config changed hydration value and apply that retroactively.
Edit: I think I found a fix but it will invalidate all old xskill upgrades unfortunately
jayu Yup, I'm using the config lib mod to do this. I've restarted my game and loaded back in a number of times to no avail. Do you mean to do something else?
ChrisL are you using config lib? Restart your world and see if it worked.
Hi there, I can't seem to modify the config in the ModConfig menu to make "Max Hydration" be "700.000". When I type it in and click "Save", my in-game bar and stats are still the same as default, i.e. 1500. Am I missing something?
Shinji170981 balanced thirst is not loaded, remove the mod from the mod folder and delete cache in VintagestoryData. If you want to play with the mod, do a fresh install and be sure there are no duplicates in your mod's folder. Also please do not post raw logs in this comment section. If you really have to, use a pastebin, or report stuff in the discord or in the issue tracker on github.
SquareLexi weird, it should fill up, I'll check if something broke
So me and my GF are kinda stumped on how to use the chamberpot. We sit, point down at it, empty bladder... and nothing fills it.
We're obviously ballsing something up, but no clue what. How do we use the dumb thing?
jayu That makes sense. Didn't even know there was a tool mode for liquid containers. I'm liking this mod so the help is appreciated. Hope development goes smoothly especially with the upcoming 1.20 update for vanilla.
@Super, you found a bug! I will fix the recipe. Containers have a tool mode to pick vanilla water or proper water as a temporary solution before I implement an attribute system for water. Then, all water will be vanilla water and be usable in all recipes, but for now you can either craft it or pick it up by choosing dirty water when you press F. You might still find some sources that give normal water sometimes, as it's part of the water purity tiers (below potable, above stagnant).
Im having some trouble. When I use a bucket to get some water it picks it up as potable water, this wasn't an issue until winter came around. Theres no issue with me drinking it or anything but I can't make tannin which is a problem. Whats also wierd is that the bucket will pick up normal water sometimes. Any help would be appreciated because I need leather, thanks.
Edit: Turns out that when I hold 2 buckets the first one will pick up normal and If I use the 2nd bucket they both become potable water. I don't know if it's the same with more than 2 buckets.
Edit2: also turns out that you can turn potable water back into water with the crafting menu. This also dupes the bucket. Neat!
ComradeTum if bladder was removed when your speed was low, the debuff wouldn't get removed, especially if you were offline. There is a command for this /resetThirstStats <playerName> in case such things happen.
Do you still see calabash with no textures? Some other users had it working fine in the new update, I'm not sure what mod could cause this issue since I recreated it in a way that shouldn't have conflicts. Are yous ure you're on 0.0.44?
Thanks for the fix! Ive seen the issue crop up again once since installing the latest version, but perhaps my player didnt remove the old version from the server cached mods before.
Another things Ive noticed, is that my walk speed is reduced as though I need to drain my bladder, but I have disabled bladder on the server. Im currently stuck at a 60% walk speed with no way to relieve myself!
Noferox once 1.20 becomes stable
Svela urinating is already only possible with an empty hand, although I will double check. I am sure the interaction help only appears when your hand is empty. Also, you can normally (without hotkey) only urinate when your bladder is overfull, that is, when you really need to go. Hotkey to urinate already exists, the choice of not using a hotkey as a main mechanism was to avoid adding another hotkey the player has to keep track of, and instead make the interaction based on context.
I second what nmo said. Being able to sit down and eat instead of urinate would be nice, but atm it's impossible since sitting and right clicking makes you urniate instead of eat whatever is in your right hand. Alternatively, just making it so urinating is only possible with an empty hand similarly to drinking could be a potetnial solution as well. Hot key would be ideal, however.
jayu, will there be an update to 1.20.x?
jayu thank you for fixing that :)
v0.0.44 Changelog: bugfixes
ComradeTum bug was known and fixed in the new version
Can you disable urinating when right clicking when you've set a hotkey? I'm sitting in my tent with a piece of meat in my hand trying to eat it and I pee on my bed instead :(
jayu Im having the same issue, most of the time its fine but very infrequently when drinking from water (Any water source) it will crash to desktop. On a few occasions the player that crashes got stuck in a loop of crashing on connection due to the height of their spawn location being "NaN", likely cause it saved wrong when they crashed.
Shinji170981 I encountered a similar but in my server, it was due to a minor rewrite in the code that did not check for a variable not existing. This has been fixed and will come in the next update.
I did encounter a curious bug.
When you put a water source on the wall and try to grab water from the downstream, the game kicks you from the server.
So in the picture, the upper block is a water source and the one below is not.
15.10.2024 20:36:25 [Server Event] Player Shinji170981 got removed. Reason: Threw an exception at the server
15.10.2024 20:36:25 [Server Error] Exception: Object reference not set to an instance of an object.
at BalancedThirst.Systems.DrinkNetwork.HandleDrinkAction(IServerPlayer player, Request request) in /Users/jacopouggeri/workspace/VintageModding/BalancedThirst/BalancedThirst/Systems/DrinkNetwork.cs:line 167
at Vintagestory.Server.NetworkAPI.HandleCustomPacket(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\API\NetworkAPI.cs:line 40
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138
Version: 1.19.8 and the mod version is 0.0.43
Screenshot: drive.google.com/file/d/1lEuKZbIyYSqkiyWz0y-r3sNYf-13hS66/view?usp=drive_link
hey jayu on the game urine won't collect in barrels or buckets.
Avia_ do you have the latest version? It should be fixed now
I have been having this glitch with the kettles where they disappear if placed in a fireplace. Nothing gamebreaking, only immersion suffering a bit from it and me occasionally forgetting where I left the kettle but is there a known fix?
BananaBob can you post a pastebin with the logs, I can't really fathom why that happens
LarekFlynn Ok I think I wrote code that works for that, but haven't tested it yet.
Phoenicius all of this is configurable if you install ConfigLib (or manually edit the config file). New version has almost doubled default values for hydration given by stuff. Drink speed can also be altered in the config.
Is it possible to configure how much you rehydrate when you consume water? I kind of dislike how I need to drink an entire kettle of water in order to be fully hydrated.
AND, it takes forever lol
@jayu hello - i updated the config manuallly (0 is not set, 1 is Stand 2 is Sit) and looked at the log files as you so kindly suggested, and they indicated that i was running the wrong version of config lib, so i changed that and everything is working now. really appreciate the advice. thank you.
jayu No problem
jayu Could you include compatability for adding nutrients to CAN crops farmland?
Hey there the recent update stops this mod from working for some reason Tools Require Rope
Quiche sorry i couldn't do that easily in this version because due to how it's built, it's hard to disable it client by client. I guess I could make disabling vomit particles server-wise, but I am also going to change the particles to an overlay like the freezing or getting hurt one, once I manage to write a decent shader for it. That gets ran on the client so it could be disabled.
v0.0.43 Changelog A few touch ups and preparation for some changes:
NOTE: I want to transition to an attribute based system for water, which will reduce the number of water types,
and allow all water types to be used in recipes from other mods. However, I couldn't do it all in one go. Currently,
the custom water types cannot be used in recipes. This won't be a problem when I complete the switch, but in the meantime,
I adopted a stopgap solution: containes have tool modes, allowing players to choose whether they want the purer water type,
or to pick dirtier vanilla water. This will not be possible with sources that give stagnant water, but it will be with all other water types,
giving a source of water for recipes that require it. This is a temporary solution, and will be removed when the attribute system is implemented.
Minni6in fixed in next version, thanks
bosco72 for the client config, you can install config lib which will make things easier, displaying what is what exactly (0 is not set, 1 is Stand 2 is Sit). Please post a pastebin https://pastebin.com/ with your logs "client-main.txt", "server-main.txt" from the VintagestoryData/Logs folder which may help explain what is going wrong with your mod loading.
v1.19.8 hello, hope everyone is well. i have two issues - the first is that unsure how to set the client config to urinate, i am aware of the mod config files etc. just unsure of what to change peemode 0 to. my next issue is that on install of the mod the game hangs on the loading screen, i can get it to work if i remove every other mod then load the game and add the mods back in after. i have loaded each mod one by one to see if there was particular mod causing this issue, but as long as i loaded this mod first there are no issues - the trouble with this is when i reload the entire game again, it reverts back to the install load order and hangs again - is there a way to set the mod load order or is there a different fix? thanks in advance for any help or ideas.
SashiSummers does the distillation appear in the handbook when using my new mod Distillation Info? If so, the recipe should work correctly. Maybe try if you can get other distillations to work.
Nevermind I found the issue, you were trying to distill vanilla water for which i did not add that. All other water types from the mod can be distilled instead. In the next version this will be fixed.
As described in the mod description up here (I know people don't read it ;( ), there are many config options, including editing hydration values for stuff. Although, next version will update default hydration values by roughly doubling them, to require around 3.4 litres of water for full hydration bar (average man daily water need is 3.7 litres, women is 2.7).
MikeSyrup the default is 0 because it's not set essentially. When not set, it will use the same rate as whatever the world's hunger rate is. If you change it, it will apply the multiplier instead, allowing you to alter the hunger and thirst rate separately.
Snowfall94 as far as I know you should be able to do 10 and 10... does the simmering recipe show up in the handbook? I will try and see if there's something I need to fix on my end, however ACA cauldron recipes will always require exact ratios.
Crius known issue that also made kettle on firepit render differently. A Culinary Artillery cauldrons had the same issue. I never saw it crash before, but it's essentially looking at the wrong position in the texture atlas. It should be already fixed in the dev build I have for next version.
v1.19.8, no clue what happened here. I had already boiled some water on the same firepit, but this time the game crashed as soon as it finished boiling.
I used peat as fuel, that's the only different thing, but I can't imagine that making a difference...?
Running on 64 bit Windows 10.0.19045.0 with 32620 MB RAM
Game Version: v1.19.8 (Stable)
08/10/2024 23:54:26: Critical error occurred in the following mod: balancedthirst@0.0.42
Loaded Mods: aculinaryartillery@1.2.1, atwatersedge@1.5.0, balancedthirst@0.0.42, irregularguybetterjam@1.0.0, bettertraders@0.0.7, chiseltools@1.12.9, clickuptorches@1.1.1, decor@1.1.5, driftershaveloot@1.0.0, DrystoneParity@1.0.0, guicompositesettingsex@1.1.0, hideandfabric@1.3.0, lastingarmor@1.0.6, millwright@1.1.5, leadroof@1.3.4, nailsmold@1.0.2, primitivesurvival@3.6.5, rope-bridges@1.1.0, rustandrot@1.0.3, swordz@1.1.8, thatchexpanded@1.1.1, visibleore@1.0.1, game@1.19.8, vtr@4.0.4, zoombuttonreborn@1.9.0, egocaribautomapmarkers@3.1.0, bedspawnv2@1.2.0, betterfirepit@1.1.4, betterhewnfencegates@1.0.0, betterruins@0.3.7, butchering@1.6.8, chickenfeed@1.1.3, commonlib@2.3.7, expandedfoods@1.7.2, farmlanddropssoil@1.4.0, foodshelves@1.3.1, herbarium@1.3.0, improvedhandbookrecipes@1.0.0, jayuscookbook@1.0.2, sailboat@1.3.0, kcmathpatch@1.0.0, kcmftospatch@1.0.0, liquidcontainers@1.2.0, oneroof@1.0.2, OutlawCompForRustRot@1.2.3, pelaguswinds@1.0.0, simplewinddirectionpelagus@1.0.0, petai@2.2.6, rivers@3.1.0, rustboundmagic@1.9.74, shovelimpervioustosnow@1.0.0, stepup@1.2.0, stickydirt@0.1.0, stonerailings@1.2.2, versionchecker@1.0.0, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, worldconfiggui@1.0.1, configlib@1.3.13, em@2.7.0, feverstonewilds@1.5.0-rc.2, playercorpse@1.10.1-rc.1, tailorsdelight@1.7.1
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.Client.NoObf.TextureAtlasManager.GetOrInsertTexture(AssetLocation path, Int32& textureSubId, TextureAtlasPosition& texPos, CreateTextureDelegate onCreate, Single alphaTest)
at Vintagestory.GameContent.ContainerTextureSource.get_Item(String textureCode) in VSSurvivalMod\Systems\Liquid\ContainerTextureSource.cs:line 49
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 302
at BalancedThirst.Blocks.BlockLiquidContainerSealable.GenRightMesh(ICoreClientAPI capi, ItemStack contentStack, BlockPos forBlockPos, Boolean isSealed) in /Users/jacopouggeri/workspace/VintageModding/BalancedThirst/BalancedThirst/Blocks/BlockLiquidContainerSealable.cs:line 490
at BalancedThirst.Blocks.BlockLiquidContainerSealable.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in /Users/jacopouggeri/workspace/VintageModding/BalancedThirst/BalancedThirst/Blocks/BlockLiquidContainerSealable.cs:line 429
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 509
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 385
at Vintagestory.API.Client.GuiDialogBlockEntity.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialogBlockEntity.cs:line 112
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
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.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
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
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 05/10/2024 11:15:26, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process ID: 0xde4
Faulting application start time: 0x01db170f3755d8c8
Faulting application path: D:\Games\Vintagestory\Vintagestory.exe
Faulting module path: D:\Games\Vintagestory\Lib\openal32.dll
Report ID: 38d7adc7-45b1-47cd-98c6-e8c394c237a5
Faulting package full name:
Faulting package-relative application ID: }
Is there any way to make it where I can boil more than .5L of water at a time? Kinda wacky having to boil water in .5L at a time. Like having the ability to put as much water in one slot (like 10L from a bucket) with a second 10L in the second slot would be awesome for trying to stock up on better water for the next few days
(I should mention, I 'm talking about using the ACA cauldron)
Let me know if there is a way and I'm just missing it tho
the clay kettle makes the block it's set down on lose lighting, I'll report more if/as I find them
jayu Hello, if I wanted to reduce the rate that thirst decreases at using ThirstSpeedModifier, how do I change it? The default is 0.0 so would like 0.5 be half speed or more than default?
I can't for the life of me get water to distill. I have the boiler and condenser, but it's not running through to the bucket. Am I missing something?
Also, is there any way to increase the hydration given by water and juice? It doesn't make sense needing to drink 6 liters at a time to stay hydrated.
Piss mechanic
LadyBlakeHammer next time you crash, please do report it with a pastebin here, or on the issues page on github, so that if it's an issue on my part I can fix it, and it won't happen anymore. Thanks!
Pardon me, I was kind of stupid when I was installing this mod, so I neglected the "Turn off Urination" and then the "Need to Pee" speed debuff. So disregard my last comment.
For some reason this has caused my game to crash, which is again, my own fault. Will continue to test, and thanks for making a cool mod. ♥
HartmannVB yes disabling bladder disables eveything in the bladder code at the moment, which includes the check if bladder debuffs should disappear. I can add an extra check to disable it on de activation.
ColtonJibby newest versions have no surface spring water, you'll have to look for it undeground, they should be pretty common. I have explored worlds with the xray a lot to check this. Maybe you are in an arid area, where less spawn?
LadyBlakeHammer Walk speed is one of the stats you can set as modified by thirst, but it is not by default. If your walk speed is low it is likely you have to urinate. If you want to play with bladder enable, you'll have to deal with that. It only happens when the thin light blue bar is full. You can also disable bladder in the config.
I see walk speed in the mod description, but I don't follow;
Is this why my walk speed is 50% and I can't make it go higher? How do I disable that?
I'm not sure if maybe I am just doing this wrong but I cannot for the life of me find a spring/pure water. I have been on a creative world with no clip going underground with the dowsing tool but cannot find anything. Any help?
Is there any chance we could get the ability to make tea/coffee? Feels like a logical inclusion into the mod.
Help I disable bladder in configs (sync) but I still get bladder debuff on running I have to enable, pee, and disable it again.
Thank you so much, you're an absolute star!
Quiche huh alright I didn't think about that, thought it would be better to have some visual indicator to not cause confusion, but I can do that
Would love a config please for disabling vomit and vomit particles. Just for some of us squeamish folk. Thank you!
v0.0.42 Changelog: small food update
jayu looks like you could just add the attribute that saltwater has: freezable: false
would make sense as the water is springing up from the ground so it should stay liquid anyway.
lev2024 ah it was the liquid encumberance right? You can turn it off I believe
LarekFlynn noted, will see how to deal with this after the dowsing rework
jayu Spring water sources freeze into lake ice that breaks into regular water. I see surface springs are going away but this will still be trouble with dug wells in the future.
jayu Hydrate or Diedrate! this mod was responsible
lev2024 you could edit character data, but if some mod is still enforcing the low speed it will come back. Have you checked your character's move speed (the stats shown when you press C)? Have you tried the /resetThirstStats command?
You feel cold in vanilla already, but idk if there's other mods that modify that.
is there a mod what add sick from cold ?
jayu i tryed to reset button using ConfigLib esc mod settings - thirst mod - reset all . removed pee bar and changed server moove speed to 0 and 1 . now its on 0.5 but nothing changes . charecter walks verry slow cant run . pee bar also empty . are there some config files in game files i can open and change walk speed bu manual ?
lev2024 try /resetThirstStats if it doesn't reset after this though I'm not sure if this mod is the cause, is the player walk speed 0 in the character screen?
MRGOOSE dana tweaks config holds the type of water you get, default is vanilla water so the same as normal water.
what purity is the water from rain that is collected in containers from dana tweaks mod?
@jayu that did it, eating pie is no longer crashing the game! Thanks!
v0.0.41 Changelog
FreeClaw I still cannot reproduce this but I added some more checks so it might not happen in the new version coming up soon
Shazza I don't have a salt making mechanic anymore and I have no cooking recipe. It should work with normal water in a vanilla pot. Perhaps what you're trying to do is use a cauldron or saucepan from ACA in which case I have a recipe to boil water so yeah I guess that could interfere with the xskills one if it exists, although I couldn't find it in the mod files.
I've been getting the pie crash as well on my server, we also have wildcraft mods installed and the pie was made from the berries of that mod. Workerd fine before we updated BalancedThirst.
Howdy! Loving this mod so far, just wanted to report a minor incompat with XSkills - the Desalinate trait doesn't work. I think this is possibly because the process is overridden by BT's seawater > salt crystal cooking mechanic, since cooking any type of water in Xskill's 4*4 (4L in every slot) requirement just creates hot water.
jayu most of its indegreients was from wildcraft mods, i remember i also put expanded foods as well but im not sure
DrakeBD I will add one, but it might be either due to a carry over from a bug in a previous version that increased the dehydration, or from the player drinking saltwater for very long. The visuals are there because the player is dehydrated. It wil decay relatively quickly if they have max hydration (10% every few seconds)
I will also make it so you can't drink from sources once your bar is full, otherwise people could keep raising their dehydration from saltwater indefinitely (although it has a hard cap).
MRGOOSE I wasn't able to replicate this crash, how did you make your pie? It might be something to do with the ingredients
There is a bug dont know if anyone else has had this that causes the thirst rate to increase way past 100% have a player on my server that has a thirst rate of 9136% and is causing the there screen to go all weirdly constantly and this does not cheange even on death of the player to set back to 100% having a command for admins to set players stats back to default could be handy in this situation jayu
jayu no it still crashes
BlackJackal84 you can edit the values of the config (I suggest using ConfigLib). You can change stuff like how fast you drink (ContainerDrinkSpeed), how fast hydration decreases (ThirstSpeedModifier, default is same speed as huger). Water doesn't give too much hydration because it is already quite easy to obtain. You could modify hydration values to your liking (always in the config, you can add modifiers for any item) or you could change the MaxHydration value from 1500 to something else. 1L of water gives 200 hydration so for example if you set MaxHydration to 600 you will only need 3L of water to fill it. The config has a ton of other customisation options to adjust to your playstyle, please do have a look.
MRGOOSE does this still happen in the newest version?
AntisocialCat fixed
0.0.40 Changelog
Hello ! I was peeing in a bucket so i could tan hides and after around 8 liters of piss spoiled it changed into 200 something liters of rot.... is that normal ?
i crashed after eating a pie
Hi,
sorry for the bad English, but currently in my personal world with your Mod I'm having serious problems regarding thirst.
My Black Guard continues to be thirsty in a way that is too abnormal, I am forced to make her drink every few minutes, not to mention that a bowl of water (1L) barely fills me 2 thirst bars, and the black guard has really a lot of thirst bars, and if I really wanted to fill the thirst bar, I am almost forced to drink 24L of boiled water. I think there is something wrong. in addition to the fact that the whole gameplay is becoming uncomfortable and also unrealistic given the consumption of too many volumes of water.
I tried to touch the settings with Config lib, to see if it is possible to reduce the hunger rate or alternatively change the hydration values given by each single L of liquid, because in any case I think that outside of extreme conditions a person cannot drink more than 6 liters of water a day. (I have a hard time drinking 2L...)
My game is a very normal Survival, created at the time of 1.16 and used until now, in its creation I did not touch any settings for its configuration.
Currently as mods I have the following:
A Culinary Artillery
Alloy Calculator
Animal Cages
Auto Map Markers
Better Firepit
Better Ruins
Butchering
Ceramos
Craftable Companion
DecO'Clock
Emote Menu Reload
Expanded Foods
Glowing Arrows
Herbarium
Simple Hud
Prospect Together
Temporal gears Stack
Temporal Storm Timer
Th3Dungeon
Volumetric Shading (Reupdated)
Wildcraft: Trees and Shrubs
Workbench Expansion
Balanced Thirst
Config lib
Food Shelves
Decor Bazaar
QP's Chisel Tools
They should all be there :D Really, can you help me??
Thank you
Edit,
Just to let you know, I have the house built in the initial spawn area, so I'm far from the hot areas of the game, and currently in game for me it's Winter with temperatures ranging from -10° to -27° (I built the house like an idiot on a hill, and even inside it always at that height.
And I remind you that the Black Guard has a higher hunger rate than the common Farmer, so he eats a lot of his own, but it's manageable and not disabling except at the beginning of the game.
MRGOOSE Yes because it had a crash on world load every time, here is the new version with wooden bowl variants:
v0.0.39 Changelog
jayu did 0.0.39 get removed?
v0.0.39 Changelog: More wooden bowl and dehydration
v0.0.38 Changelog: Various improvements
jayu i think making it impossible to drink from the chamberpot is a decent idea. you'd have to place it down and use a gourd or other container to drink from it (like using bowls on the cooking pot)
i'm not sure, but i think gourds and chamberpots have the same water expiration, but i'd have to check when i get home to my base
i think i have some cool ideas that you might like. instead of spring water existing on the surface, it would be something you have to search for underground using the dowsing rod, and instead of spring water it would just be underground mineral water, which you can then dig up from and attach a well too (i think this might already be what you were thinking)
another idea i had was to introduce purifying the water with activated charcoal (not sure what difference it is from regular charcoal, or how to make it) and introduce a container similar to a crock that will let you store your water and it increases the time to expire.
Hello, i assigned a custom hotkey so now it works.
m1keeee the kettle has a large capacity because I never managed to reduce the number o slots in the firepit inventory. I could come up with a better solution like allowing only 1 item in per inventory slot or figure out how to get rid of some slots. The chamberpot has a realistic capacity for its size, althouh I coul reduce it to 10 or something I guess. (A barrel has 50...) I could discourage it by making water expire faster or get dirty once the chamberpot has been used once... or make drinking from it impossible.vThe gourd is still a better container because it reduces the water expiration speed, as it says in the tooltip. Bottles from ACA also reduce expiration speed, and that is why they are better containers, although they shouldn't be the go-to for water. I have plans to add larger stationary water containers too.
Thanks for the feeback on spring rarity, I could change it, but a huge well rework is planned so springs won't even exist anymore. They generate weirdly because they use vanilla generation. Again, I could improve it but I am removing them altogether so it would be a waste of time.
Vane I suggest using an IDE like VS code and not notepad. I could add a config for that with some work, but I asked the author of configure everything and she said she could add configuring transitions to her mod, so you could edit it from that when it becomes available.
Edit: She did add it, so you can use this mod to edit that: https://mods.vintagestory.at/configureeverything
AntisocialCat did you figure it out? you should only be able to do that when the bar is full or by pressing the custom hotkey (which you have to set from the vanilla hotkey settings)
i've been using this mod for my current world, and heres what i've found:
pure spring water is way too easy to find. i don't even have to use the dousing rod. you can find it by looking for cyan colored water on the map
pure spring water appears in the world as very jarring still water blocks. they don't flow unless you mess with the pool by placing a block or using buckets, etc. and the pools usually appear very out of place, or on the side of a hill where it is more jarring
the pure spring water blocks never go away, so i'm able to infinitely drink from it. every now and then i fill up a barrel with pure spring water and leave it in my cellar, it lasts for days
and lastly, the kettle holds 12l (i believe) and the chamberpot holds 16l. the gourd only holds 8 and regular bottles hold less than that. not really an issue i guess, but shouldn't the gourd be the go-to water holder?
Hi so I got your reply and I appreciate it but I'm having an issue editing the mod assets i'm using notepad and it's not letting me delete or backspace any of those lines in the code so any suggestions or any other programs I should be using if you could point me in the right direction I would really appreciate it
Hello, dunno if i am doing something wrong but i set in the client setting to pee standing and when i hold control nothing happens (I have an empty hand). Am i doing something wrong or is it a bug.
v0.0.37 Changelog:
Squignus boiling water hurts you, not boiled water. I just tested to double check. Also boiling water takes 1h on average to cool down. Unfortunately since it uses the vanilla transition system it's classified as Perish so it will unintuitively slow down in colder weather or cellars. I have plans to implement my own custom transitions but it is not something that can be done easily with json, it needs extra code I have to plan.
For the water cooling, there seems to be some weird, possibly vanilla, behavior that the water only cools when placed down, but not in bowls, only in buckets and kettles etc? The only difference is that bowls are ground stored, I'm not sure why this happens as, as I said, water cooling or transition is just using json and vanilla code
Squignus SeniLiX
ACA cauldrons and saucepans do not cook the contents, only what you put in the firepit slots when the content is empty. This is an issue with ACA and not with this mod, my implementation of the kettle confused you to think you could do it with ACA stuff too.
Vane there is no config for that as it's done in the assets not with code, you could edit the mod assets in the zip yourself to remove the transitionable properties or you could make a json patch for it
Is there any way to turn off water and urine spoilage if so What option is it under in the config?
Not sure if I've done something wrong, but the ACA saucepan won't boil water in a fire pit for me
It only seems to work with the kettle
the kettle full of hot water takes upwards of 9 hours to cool, and then becomes 'boiled water' which also hurts my health
I have no idea what's happened here
Question. I made a copper cauldron from ACA. No... not the small one. The BIG one :P
It holds 50 liters, but I can't seem to boil the water in it. Am I missing something here?
I got a kettle which hold 12 liters (magic void container that thing is) but that one works just fine for boiling water.
v0.0.36 Changelog: Some fixes and QoL
hilarity ensued
Westernby I have two other reports of this but I know the issue now. If a container is perishable, don't drink from it. Wait for it to perish after you remove the content. It will turn into the correct version of the item which you can then use normally.
Hi @jayu: I got a new bug:
Running on 64 bit Windows 10.0.22631.0 with 16301 MB RAM
Game Version: v1.19.8 (Stable)
29.07.2024 15:31:10: Critical error occurred
Loaded Mods: aculinaryartillery@1.1.5, ancientarmory@1.0.4, balancedthirst@0.0.35, chiseltools@1.12.3, TA_fieldsandplateaus@1.0.2, fieldsofgold@2.1.6, flourbags@1.0.4, geoaddons@1.3.4, HangingOilLamps@1.0.1, hideandfabric@1.3.0, HumanSkinTones@0.0.3, indappledgroves@0.7.3-dev.2, leaflanternlining@1.1.1, millwright@1.1.6, moreparchment@1.0.0, palisademod@1.1.0, pipeleaf@1.8.0, primitivesurvival@3.6.1, scatastrophe@1.1.2, sortablestorage@2.2.6, spyglass@0.5.1, vannessasvstweaks@, game@1.19.8, wlts@1.0.0, abcsreborn@0.2.2, alchemy@1.6.34, animalcages@3.0.2, animationmanagerlib@0.8.8, egocaribautomapmarkers@3.1.0, betterfirepit@1.1.4, butchering@1.6.5, carryon@1.7.4, chickenfeed@1.1.2, clipfix@2.0.2, commonlib@2.5.0-rc.2, Crateful@1.2.8, danatweaks@2.3.0, evenjugincrements@1.0.0, expandedfoods@1.6.9, fromgoldencombs@1.5.1, herbarium@1.2.0, hudclock@3.4.0, kevinsfurniture@1.2.0, lavoisier@1.3.0, lichenredux@1.8.3, liquidcontainers@1.2.0, maltiezbows@1.0.4, medievalexpansion@3.13.1, metaltongs@1.1.3, moreanimals@1.3.5, morepiles@1.5.0, oneroof@0.11.3, simplewinddirectionpelagus@1.0.0, petai@2.2.6, pigfeed@1.0.4, prospecttogether@1.3.0, rivers@3.1.0, rockstratavariety@0.0.1, sailboat@1.3.1, simplecloth@1.0.2, stonebakeoven@1.1.3, usefulstuff17@1.3.2, vhfp@1.1.0, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, vsvillage@1.0.6, wildfarmingrevival@1.2.2, workbenchexpansion@1.8.0, xlib@0.8.6, alchemistry@1.0.2, bullseye-continued@2.5.8, cats@2.0.3, chemistrylib@1.1.5, configlib@1.3.13, em@2.6.3, fsmlib@0.4.5, stonequarry@3.3.1, vanity@2.2.0, vsrecipes@1.2.1, wildcraftfruit@1.2.1, wildcraftherb@0.0.1, wildcrafttree@1.1.0, wolftaming@2.1.3, xskills@0.8.8, bricklayers@2.5.6, chickenfeedwildcraftfruitcompat@1.0.0, kosfire@1.1.3, kos-goldamalgam@1.0.0, kosphotography@1.4.3, maltiezcrossbows@0.3.11, tailorsdelight@1.5.8, ashes@1.0.0, coloredjugs@1.0.1, dressmakers@1.3.0
System.IndexOutOfRangeException: MapRegion data, index was -2147483585 but length was 512
at Vintagestory.API.Datastructures.IntDataMap2D.GetUnpaddedColorLerped(Single x, Single z) in VintagestoryApi\Datastructures\IntDataMap2D.cs:line 71
at Vintagestory.GameContent.WeatherDataReaderBase.LoadLerp(Vec3d pos, Boolean useArgValues, Single lerpRainCloudOverlay, Single lerpRainOverlay, Single dt) in VSEssentials\Systems\Weather\WeatherDataReader.cs:line 245
at Vintagestory.GameContent.WeatherSystemClient.OnRenderFrame(Single dt, EnumRenderStage stage) in VSEssentials\Systems\Weather\WeatherSystemClient.cs:line 180
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
When drinking from the kettle the screen goes black and my world is corrupted. I can no loger start the world. For some reason drinking from the kettle overwrites the Mapregion data Array and leads to an Index out of Bounds exception.
Westernby this may be fixed now in 0.0.35
v0.0.35 Changelog: some fixes
Sammy_SMD yes this is a kind of vanilla bug because I'm using ore generation. I will eventually overhaul this in the next big update.
https://imgur.com/a/gxWuUX4 Seems like pure water spawns like this
Hi @jayu I've found a bug with the kettle in the Firepit:
Running on 64 bit Windows 10.0.22631.0 with 16301 MB RAM
Game Version: v1.19.8 (Stable)
26.07.2024 21:17:08: Critical error occurred in the following mod: balancedthirst@0.0.34
Loaded Mods: aculinaryartillery@1.1.5, ancientarmory@1.0.4, balancedthirst@0.0.34, chiseltools@1.12.3, TA_fieldsandplateaus@1.0.2, fieldsofgold@2.1.6, flourbags@1.0.4, geoaddons@1.3.4, HangingOilLamps@1.0.1, hideandfabric@1.3.0, HumanSkinTones@0.0.3, indappledgroves@0.7.3-dev.2, leaflanternlining@1.1.1, millwright@1.1.5, moreparchment@1.0.0, palisademod@1.1.0, pipeleaf@1.8.0, primitivesurvival@3.6.0, scatastrophe@1.1.2, sortablestorage@2.2.6, spyglass@0.5.1, vannessasvstweaks@, game@1.19.8, wlts@1.0.0, abcsreborn@0.2.2, alchemy@1.6.34, animalcages@3.0.2, animationmanagerlib@0.8.8, egocaribautomapmarkers@3.1.0, betterfirepit@1.1.4, butchering@1.6.5, carryon@1.7.4, chickenfeed@1.1.2, clipfix@2.0.2, commonlib@2.5.0-rc.2, Crateful@1.2.8, danatweaks@2.3.0, evenjugincrements@1.0.0, expandedfoods@1.6.9, fromgoldencombs@1.5.1, herbarium@1.2.0, hudclock@3.4.0, kevinsfurniture@1.2.0, lavoisier@1.3.0, lichenredux@1.8.2, liquidcontainers@1.2.0, maltiezbows@1.0.4, medievalexpansion@3.13.1, metaltongs@1.1.3, moreanimals@1.3.5, morepiles@1.5.0, oneroof@0.11.3, simplewinddirectionpelagus@1.0.0, petai@2.2.6, pigfeed@1.0.4, prospecttogether@1.3.0, rivers@3.1.0, rockstratavariety@0.0.1, sailboat@1.3.1, simplecloth@1.0.2, stonebakeoven@1.1.3, usefulstuff17@1.3.2, vhfp@1.1.0, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, vsvillage@1.0.6, wildfarmingrevival@1.2.2, workbenchexpansion@1.8.0, xlib@0.8.6, alchemistry@1.0.2, bullseye-continued@2.5.8, cats@2.0.3, chemistrylib@1.1.5, configlib@1.3.13, em@2.6.3, fsmlib@0.4.5, stonequarry@3.3.1, vanity@2.2.0, vsrecipes@1.2.1, wildcraftfruit@1.2.1, wildcraftherb@0.0.1, wildcrafttree@1.1.0, wolftaming@2.1.3, xskills@0.8.8, bricklayers@2.5.6, chickenfeedwildcraftfruitcompat@1.0.0, kosfire@1.1.3, kos-goldamalgam@1.0.0, kosphotography@1.4.3, maltiezcrossbows@0.3.11, tailorsdelight@1.5.8, ashes@1.0.0, coloredjugs@1.0.1, dressmakers@1.3.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Client.RenderAPIBase.RenderMultiTextureMesh(MultiTextureMeshRef mmr) in VintagestoryLib\Client\API\RenderAPIBase.cs:line 117
at BalancedThirst.Blocks.KettleInFirepitRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in /Users/jacopouggeri/workspace/VintageModding/BalancedThirst/BalancedThirst/Blocks/KettleInFirepitRenderer.cs:line 154
at Vintagestory.GameContent.FirepitContentsRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VSSurvivalMod\BlockEntityRenderer\FirepitContentsRenderer.cs:line 109
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 200
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 806
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 901
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 730
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
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
Event Log entries for Vintagestory.exe, the latest 3
jayu Thanks so much, that's fixed it!
CassMerry this should be fixed now
v0.0.34 Changelog
jayu Unfortunately still getting the invisible ceramic kettle bug after doing a lot of testing and messing to try and figure out what was causing it. I have uninstalled vintage story, deleted both folders in roaming, then reinstalled it, and still it is invisible, if anyone has any idea I';d appreciate it! Here's a picture of what I'm seeing https://imgur.com/a/LXKzmws
Just awesome! Urine traces are something cool! I wanted to suggest this mechanic but was too shy.
Now it will not be difficult to do the defecation. I layered the pile like coal. 😃 Shrek's toilet will be happy.
jayu No worries, Just wanted to post to bring it to your attention if you weren't aware, which you probably were.
I don't mean to criticize the mechanic. Even in an early state it's a very cool feature, which is why I comment. I mean I only started developing myself not too long ago and my stuff isn't all that great, so I wouldn't be in a position to critique much anyway.
The only thing I point out with the image is some kind of delay in the use on the dowsing rod. Given that, If I were to speculate on an approach to these issue, as I'm inclined to do, I think making it so that you have a "secondsUsed" check in the "onHeldInteract(Start/Step/Stop)" functions in the item.cs would fix it. It would mean that instead of instantly placing a map point immediately on press it does after like 2-3 seconds or something would make it not spam the map with points.
The water problem seems like a big one, I commend you for trying to take it on. Only thing I could think of for that would be adding an attribute or something to the existing water liquid item that's modified depending on the source you draw it from.
Thus you only have one water "liquid", that's the same from spring block or anywhere else and is used in recipes, but when drawn from the spring block it has a higher "purity" stat compared to normal water. You could then preserve the point of the feature as well as make it largely compatable with base VS and potentially other mods. Though, I don't really know if that's feasible, haven't looked at that section of code, but worth a consider.
Like the mod, wish you the best of luck with it.
Resserfi I did think of adding tea, I just don't have the time at the moment as it would involve a recipe system for the kettle, recipes and models for the different tea types/blends. Maybe a drying system for the herbs too. That's way too much work for me at the moment, although if someone wanted to help, they're more than welcome to.
As for the kettle idea, I needed something unique to boil water and that's the first thing that came to mind, it looked like the pot originally, the models came later after I reworked them.
Resserfi the mod doesn't support 1.19.6, and honestly I feel like it would be a waste of time to make it backwards compatible when most of the user base is on newer versions and it was never designed to work on lower versions, I have no idea what I would need to change for that and without any crash report it could be anything. As far as I know in fact it should work on 1.19s, unless they changed some of the vanilla code I interact with. Again, with no crash report I have no idea what the issue is.
If it has major issues, the time spent to make that work could be better spent on fixing other bugs and implementing new features
Stejer if everything is working properly you should be able to drink by right clicking on water when in direct line of sight and with no interactables below, no buttons involved. A small interaction help should appear above your hotbar when you're able to do so.
Cantos yes, the spring/dowsing mechanics rod definitely needs a rework, keep i n mind that the mod is still in beta, currently I reworked most of the features since release but these ones have remained the same since the earliest versions. I am also a bit hesitant to change the spring very soon because I plan to rework how water works in general, allowing it to have many properties attached and removing the need of a custom spring block. I do plan on reworking how spring water spawns on worldgen and also add some well structure to the game. I was also debating the possibility of not making it an in-world block but just available through a well block, whose potential would be determined by dowsing rod readings... I did try to add the water recipes with code in the past to avoid digging through every possible recipe that uses water added by other mods, but I think it never worked.
The dowsing rod also needs a better model.
In summary, I know of these issues, and have some plans to not only fix them but rework them to be better. I will find the time to add a temporary fix to the dowsing rod waypoint even though it's gonna get reworked in the future.
Few QoL and Fix recommendations:
A delay between uses for the dowsing rod seems necessary.
Also, pure water cannot be used in dough making with flour it seems, I would also imagine that it also cannot be used in other recipes using water, but I haven't tested it.
I really like the pure water spring feature, and I choose this mod over HoD because of it, but it's kinda run low by these issues.
It might be a dumb question but I wasnt able to figure it out what is the drinking button
Ive tried shift right click with empty hand and alt right click with empty hand both close and in a body of water. I dont know if I did something wrong or just didnt notice something but if anyone could help
in 1.19.6 the game doesnt go in :(
Oh yeah and where did u get the idea of the kettle?
Also can u add some infusions like tea?
This mod looks like its going to have lots of downloads
its realism
well done on the aca bottle fix! and on all the other great stuff too! This mod could be very well vanilla if you ask me, keep up the great work!
v0.0.33 Changelog: some fixes, temperature, dehydration and compatibility
Thauidite fixed
Hello, I'm getting crashes whenever I try to put the kettle on a fireplace with water in it.
Not quite sure if I did something but the latest update seems to have been causing that for me.
System.NullReferenceException: Object reference not set to an instance of an object.
at BalancedThirst.Util.Extensions.GetLitres(ItemStack stack) in /Users/jacopouggeri/workspace/VintageModding/BalancedThirst/BalancedThirst/Util/Extensions.cs:line 169
at BalancedThirst.Blocks.BlockKettle.<>c.<GetTotalLitres>b__15_0(ItemSlot slot) in /Users/jacopouggeri/workspace/VintageModding/BalancedThirst/BalancedThirst/Blocks/BlockKettle.cs:line 47
at System.Linq.Enumerable.Sum[TSource,TResult,TAccumulator](IEnumerable`1 source, Func`2 selector)
at BalancedThirst.Blocks.BlockKettle.GetTotalLitres(ISlotProvider cookingSlotsProvider, ItemStack inputStack) in /Users/jacopouggeri/workspace/VintageModding/BalancedThirst/BalancedThirst/Blocks/BlockKettle.cs:line 47
at BalancedThirst.Blocks.BlockKettle.CanSmelt(IWorldAccessor world, ISlotProvider cookingSlotsProvider, ItemStack inputStack, ItemStack outputStack) in /Users/jacopouggeri/workspace/VintageModding/BalancedThirst/BalancedThirst/Blocks/BlockKettle.cs:line 41
at BalancedThirst.Blocks.BlockKettle.GetMeltingDuration(IWorldAccessor world, ISlotProvider cookingSlotsProvider, ItemSlot inputSlot) in /Users/jacopouggeri/workspace/VintageModding/BalancedThirst/BalancedThirst/Blocks/BlockKettle.cs:line 74
v0.0.31 Changelog
RomixERR thanks, it will be fixed in the next version
I found a bug. Setting the value in config file: "ContainerDrinkSpeed": 0.25 -> "ContainerDrinkSpeed": 1.00.
I'm logging into the game. Everything is working fine. After exiting the game, I find that the value has been reset to 0.25
The mod is awesome! Everything worked as it should!
How to slow down the rate of loss of hydration. "ThirstSpeedModifier": 0.0 -> "ThirstSpeedModifier": 0.5
v0.0.30 Changelog: Fixes and more calabash
BrownishStorm there is a plan to add that, I just never have the time between the features and bug fixes. Although what you need wouldn't be in the guide, kettles work the same as normal containers as long as they are not on a firepit. On a firepit, it will burn both the water in the kettle and the one in the firepit slots as long as there are 12 or less litres and not more (the capacity of the kettle).
man I could really use some instuctions in the guide book. Do you have any plans to add that? right now I am trying to figure out how to transfer water from a kettle to a jug.
LordWungus making aca bottles work for drinking will take a while because they currently use custom code to allow you to drink that is different from the vanilla code I'm altering. I will have to rewrite parts of my drinking code for this to work
Edit: Nevermind, it was easier than I thought, now it works
IAMspEeDex currently drinking works for containers that implement the vanilla container class, or inherit from it. I'll check what the ACA bottle does that breaks that. Also drinking and water containers are two separate things, you can drink from buckets too no problem. Water containers are for stuff that increases the duration of water. I removed ACA bottles from the water container list because they already provide a reduction to perish rates so if I added mine too they would be too op.
F3niix I don't know about realistic starvation, depending on how the mod applies its hunger modifier the modifier given by thirst wouldn't work, although you could set it to modify other stuff like walk speed, damage or healing effectiveness. The first mod is mine so yes, in fact they use very similar code.
I like this mods approach way better than Hod's in Hods you can just go with a random container to any puddle, fill it in the container and drink it no problem.
I do have a problem with adding water containers tho, im trying to add the Clay Bottle from "Aculinaryattilery" with the item id: "aculinaryartillery:bottle-clay-burned" but i cant get it to work. The container shows hyd stats and all but drinking from it gives 0 to the thirstbar.
Maybe Because it counts as a block? But so does your kettle and the Mug from bricklayers...
The Mug from bricklayers seem to work out of the box
Hello, is the mod compatible (Or can it be) with "What a Scatastrophe!" and "Realistic Thirst" ?
Link : Scatastrophe / Realistic Thirst
Thanks you
Drinking out of ACA bottles doesn't appear to give any hydration at the moment
CassMerry did you do the routine stuff like clearing your VS cache? It displays fine for me so I'm not sure what's causing that
Cuiwi Hi Hi! I had to update my configlib for it to load try to do that and see!
Here to say that I'm having the same problem Astella is. With the mod loaded, the world just gets stuck loading forever.
Seems that ceramic kettles are invisible, though the other types all show up fine and looks great!
Astella
update config lib to latest version
https://pastebin.com/BbHqMErw everytime I add the mod my world just stays on an inf loading loop!
v0.0.29 Changelog: Gourds
Wild gourd plants currently don't grow because of the vanilla pumpkin not growing if not on farmland. I will fix this in the next version. As a temporary fix, they are currently the only way to obtain the seeds.
Thank you!
Oftu yes, I will upload a fix with the next update
Hi, thank you for the mod, unfortunately cannot drink from natural water sources now. Deleting configs does not help :( Same with deleting a mod cache.
Ah sorry and thank you!
Astella the issue was caused by Gantry conflicting with how I was checking for HoD to be loaded, next update I will remove the possibility to use HoD hydration values anyway since the mods have diverged enough it doesn't make sense anymore. Then that should load just fine.
Also if you can next time place the log in a pastebin please
pee?? disgusting!! i look forward to soaking my hides in pee.
once upon a time they used pee to treat wool too, maybe you can do something with that?
Hey! This was with the latest release just now!!
v0.0.28 Changelog: fixes, fixes, fixes...
Astella sorry but I can't do much without a crash report it could be anything as far as I know
Blaze_wraith you area able to boil water as long as there are 12 or less litres (combined) in the kettle and the firepit gui of any type of water.
Edit: alright I don't know how but the code changed on its own (probs some IDE auto refactoring I didon't pay too much attention to) and so all litres were being multiplied by 100 because the division was taken but not applied somehow. Next version, it will be fixed.
Bcore yeah the pure water will generate in newly generated areas, both on the surface in smaller reserves and deeper underground. Dowsing rods have a radius of 50 blocks in all directions (configurable) but I recommend against making it any higher for performance reasons. Once you find water, it will put a marker on your map, but that is not the water location, just a location close enough that the dowsing rod can guide you to it. Follow the indicator particles to find the source.
Is there any guidance or clues to where you can find pure water? I've used the dowsing rod near any source of water I come across, but I never get any indication that there's pure water. I did add the mod to an existing world, if that might be the issue.
so, how do i boil water, seeing that when i have a kettle of water on a firepit, it aint saying that its turning into boiled water or somethign
Hey! I downloaded this newer version and put it in my mods folder, I can't load into a game with it, as soon as I take it out iI can, I deleted the config and cache and it still gives me the same thing where i cant load into a world
@jayu I couldn't pick them up but instead I could drink like from the water block while they were on the ground.
MRGOOSE you can edit the config manually in your VintageStoryData folder (parent folder of the Mods folder, will have a ModConfig/BalancedThirst folder), or just disable HoD and edit it ingame.
If something still doesn't work, try resetting your config. The mod works fine for me with HoD
@jayu the world doesnt even load, it is just stuck forever, and i cant find the config file.
MRGOOSE disable use HoD hydration values in your config, it's an option I'm going to remove anyway because the two mods have very different balance and it's not that useful. You can still use HoD by disabling thirst, or by leaving it if you want to have two thirst bars lol.
doesnt seem to work with hydrateordiedrate.
An exception was thrown when trying to start the mod:
10.7.2024 18:20:49 [Error] [balancedthirst] Exception: Could not find a part of the path 'C:\Users\mrgoose\AppData\Roaming\VintagestoryData\ModConfig\BalancedThirst\BT.AddItemHydration.json'.
at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)
at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
at System.IO.File.OpenHandle(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
at System.IO.File.WriteToFile(String path, FileMode mode, String contents, Encoding encoding)
at BalancedThirst.Compatibility.HoDCompat.ItemHydrationConfigLoader.GenerateBTHydrationConfig(ICoreAPI api) in /Users/jacopouggeri/workspace/VintageModding/BalancedThirst/BalancedThirst/Compatibility/HoDCompat/ItemHydrationConfigLoader.cs:line 77
at BalancedThirst.Systems.BtCore.StartPre(ICoreAPI api) in /Users/jacopouggeri/workspace/VintageModding/BalancedThirst/BalancedThirst/Systems/BtCore.cs:line 38
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 660
10.7.2024 18:20:49 [Error] Failed to run mod phase Pre for mod BalancedThirst.Systems.BtCore
apprently i can drink from the air for some reason
Disposable thank you! It seems like a really weird bug, I can't reproduce it on my machine, at least with the latest version of my mod and of primitive survival. Does a little "Drink" interaction appear above your hotbar, even before you right click? That should always happen if you can drink a block, and you can only drink blocks that have been whitelisted to do so. Earthworms aren't even blocks so I have no idea how that is happening. Also the worst quality water is only set to rot right now, that is the only way you can puke almost half the time you drink it. Not sure how that fits into this either. Please do keep an eye out if you manage to find more hints on how to reproduce this.
I have the same problem with drinking the primitive survival worms. Instead of picking them up when you right click on them, you start to drink from them like a river or bucket. If you hold right click the option to drink from the worm goes away after a few seconds and you instead can pick it up (you can then eat it and it has a hydration value as per config). Makes the worms unusable as they seem to count as the worst quality water, so drinking one makes you puke every time. Happens with fresh config as well. Not a super big deal as you can disable the worms in primitive survival, and I don't find them very useful.
Awesome mod though, it is a must have for me now and I really appreciate all the work you have put into it!
v0.0.27 Changelog: Compatibility, fixes and hydration changes
adres4t you'll need to be more specific, could you drink like from a bucket? Or do they simply have a hydration value? They should have hydration like anything that has a nutrition value, since they're probably protein they will give 0.1 of their saturation as hydration by default. Also if you encounter such problems reset your config, after taking notes of the settings you care, just in case. A huge compatibility update is coming with lots of default hydration values.
I had a bug where I could drink from the earthworms from Primitive survival
v0.0.26 Changelog
Westernby fix to the firing issue is coming up, as for the firepit, does that happen every time? Try to delete the VS cache
Also if you can next time link the crash log in a pastebin or something, as it is it makes the comment section feel really cluttered.
Hi @Jayu, I've found that I can't build a kiln around ether the chamberpot or the kettle. Placing a filled kettle ion the firepit crashes the game:
Running on 64 bit Windows 10.0.22631.0 with 16301 MB RAM
Game Version: v1.19.8 (Stable)
09.07.2024 12:47:19: Critical error occurred in the following mod: balancedthirst@0.0.25
Loaded Mods: aculinaryartillery@1.1.5, balancedthirst@0.0.25, hqzlights@1.1.1, TA_fieldsandplateaus@1.0.2, fieldsofgold@2.1.6, flourbags@1.0.4, geoaddons@1.3.4, HangingOilLamps@1.0.1, hideandfabric@1.3.0, HumanSkinTones@0.0.3, indappledgroves@0.7.1-dev.1, leaflanternlining@1.1.1, millwright@1.1.5, moreparchment@1.0.0, palisademod@1.1.0, pipeleaf@1.8.0, primitivesurvival@3.5.7, simpleclasses@2.0.2, sortablestorage@2.2.6, spyglass@0.5.1, swordz@1.1.8, game@1.19.8, wlts@1.0.0, abcsreborn@0.2.2, alchemy@1.6.34, animalcages@3.0.2, animationmanagerlib@0.8.8, betterfirepit@1.1.4, butchering@1.6.1, carryon@1.7.4, chickenfeed@1.1.2, clipfix@2.0.2, commonlib@2.5.0-rc.2, Crateful@1.2.8, danatweaks@2.3.0, expandedfoods@1.6.9, exlico@1.1.0, fromgoldencombs@1.4.32, herbarium@1.2.0, hudclock@3.4.0, kevinsfurniture@1.2.0, lavoisier@1.3.0, maltiezbows@1.0.4, metaltongs@1.1.3, moreanimals@1.3.5, oneroof@0.11.3, simplewinddirectionpelagus@1.0.0, petai@2.2.6, pigfeed@1.0.4, primitivetools@1.4.1, prospecttogether@1.3.0, rivers@3.1.0, rockstratavariety@0.0.1, sailboat@1.3.1, scatastrophe@1.1.1, simplecloth@1.0.2, stillnecessaries@1.1.2, stonebakeoven@1.1.3, usefulstuff17@1.3.2, vhfp@1.1.0, creative@1.19.8, vsimgui@1.1.5, survival@1.19.8, vsvillage@1.0.5, wildfarmingrevival@1.2.1, xlib@0.8.5-pre.1, alchemistry@1.0.2, bullseye-continued@2.5.8, cats@2.0.3, chemistrylib@1.1.5, configlib@1.3.13, em@2.6.3, fsmlib@0.4.5, glassmaking@1.4.0, helvehammerext@1.6.0, stonequarry@3.3.1, vanity@2.2.0, wildcraftfruit@1.2.1, wildcraftherb@0.0.1, wildcrafttree@1.1.0, wolftaming@2.1.3, xskills@0.8.7, bricklayers@2.5.5, kosfire@1.1.3, kos-goldamalgam@1.0.0, kosphotography@1.4.3, maltiezcrossbows@0.3.11, tailorsdelight@1.5.4, ashes@1.0.0, coloredjugs@1.0.1, dressmakers@1.2.1
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Client.RenderAPIBase.RenderMultiTextureMesh(MultiTextureMeshRef mmr) in VintagestoryLib\Client\API\RenderAPIBase.cs:line 117
at BalancedThirst.Blocks.KettleInFirepitRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in /Users/jacopouggeri/workspace/VintageModding/BalancedThirst/BalancedThirst/Blocks/KettleInFirepitRenderer.cs:line 113
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
v0.0.25 Changelog: Kettles!
Added better kettle and reworked water boiling (you can now only boil water in a kettle or ACA saucepan)
Added chamberpot (stop using a bucket!)
Fixed bug that didn't sync configs properly in servers
Added fallback for mod detection with a null api for better compatibility with other mods
RomixERR there does seem to be a problem with how hydration is processed, might be due to the recent rework. Guess I know what I'll fix next. In the meantime you can change thirst rate or hydration values to compensate.
ReGiiT fix up in 5 minutes
Очень странно, но кувшин, берестяная бутылка должны давать 200 и 300 гидратации, но они всегда дают только 100. Возможно, проблема во мне, у меня много модов, но очевидно, что они не должны создавать проблем. Моды, которые могут вызывать проблемы alchemy_1.6.25, lavoisier-1.3.0, ACulinaryArtillery 1.1.3, chemistrylib-1.1.5.
Hey i love the mod. but i can't synchronize the config file. it keeps resetting to default values. i also tried changing the configlib with the synced option, but it doesn't update for anyone on the server, but me. Any ideas what can cause this?
CassMerry fortunately, a kettle rework is coming very soon which will work much more smoothly
IAMspEeDex Is this a bug report / suggestion or approval ahah, you can edit the thirst rate and max hydration in the configuration if you find the values not to your taste.
Later edit: apparently there was a sneaky bug that reduced water in a container by more than the hydration given when drinking, it has now been fixed. Drinking speed has been reduced to half a liter per sip, might adjust in the future.
Astella try deleting your VintageStoryData folder Cache contents
Sidfu right now you can disable certain parts of this mod or of HoD, what you would probably want to do is disable the thirst from one of the two. then, there is enough compatibility that you get bladder working with hoD even if you disable BT's thirst, or that you get the clothing cooling effect working if you disable HoD's thirst
I just drank 8 liters of water in 5 seconds, and im still thirsty. 10/10
Hello! I downloaded the update and I can no longer right click to drink from my well, also after boiling water in a kettle I cant drink the water I can only drink juice from buckets currently!
could you go more into detail on how to use HOD and BT together. i get a feeling im missing a setting to make them work together.
@jayu I've done some more testing and reset things and I realized I;d just defaulted to testing with saltwater, but at some point an update fixed the issue with still water, so boiling a kettle or boiler of saltwater still seems to do nothing but other water appears to work fine now! (And for me I think that's enough to make this properly playable :) )
v0.0.24 Changelog
Vargur Boiling water takes a little to cool, but it should be less than 1 in game hour. It will turn into boiled water.
Rain collection is already available in DanaTweaks with barrels, I'm not sure if it's really needed here at this stage. Perhaps if/when I add more water management systems in the future.
v0.0.23 Changelog
How long does it take boiled water to cool? Or is it not meant to be drinkable straight from the kettle?
Suggestion for the roadmap: Some kind of rain-water collection options. It could be balanced maybe by being a slow process requiring a filter?
CassMerry maybe try resetting the configs since that only works for containers in the HeatableLiquidContainers list. If it still doesn't work, you can edit some purity levels in the config while I figure out an alternative method to boiling water, since I do plan on reworking that. Next update will also add water distillation with a boiler, although distilled water will not give any Euhydration.
Not sure if I'm just missing something but I don't seem to be able to boil water, when putting water (I've tested with several different kinds including still and salt) in a kettle or bowl and putting it into a fire it progresses the arrow but then does nothing when complete. I've tried with every other mod disabled, with all superfluous mods deleted, with just library mods enabled, from the earliest version to the most recent, for some reason the issue persists and I don;t know if I'm just misunderstanding how the system works. Any help very much appreciated!
v0.0.21 Changelog (probably last version before stable release)
Westernby I will check if it's something with my HoD compatibility but it might be something directly from HoD, or your config files (even if you delete the mods, the configs stay). The only way to get negative saturation is if that item has some negative nutrition properties assigned, but I never mess with saturation in my mod.
Hi jayu
I've completely kicked both HoD and Balancewd thirst, redownloaded them and started a new world.
Still when I boil a kettle of Water I get this tooltop:
https://ibb.co/SQYQm7F
It shows the kettle with 8 Liters of Boiled water giving me 800 Hydration and -5600 Saturation.
Best Wishes
Westernby
Aparlin301 I can see why it might happen, a rework I was planning should fix that.
hey jayu I solved the urine issue by downloading Configlib. While I was playing with the mod I may have found a bug when it comes to adding honey into the buckets, the game says your adding honey to the buckets but it doen't show it and you can't pick up the buckets and the empty blocks you get your squeezed honeycomb back.
Westernby Hmm the only way to get negative saturation is from grain, can you check your config? It works fine for me so maybe there is some issue there. Perhaps take a note of what you changed in the config then reset it.
Hi jayu
I think I've found a bug. When drinking pure or boiled water even from a jug, it gives me a massive negative saturation. Is this supposed to be the case?
Best Wishes
Westernby
Sammy_SMD WickedSchnitzel
Next version will have a notification for the player to set the urination mode if not set.
Best fix I found for the soup is that you can use boiling water for it... is that good enough? The game hates what I did to make water boilable so I have to use this workaround. Unless I make a completely different firepit to boil water or rework the kettle code to be a pseudo-pot for water only... The game really doesn't like liquid only soups cooking recipes is a shame, otherwise all of this could be avoided by making a cooking recipe in the pot.
Actually the boiler is so cool, I'll try to make a similar but simpler block with different tiers that allows you to simply boil water. For now, the temporary fix will be soup from boiling water (which is invisible for some reason).
WickedSchnitzel I had the same problem and I fix it changing ingame "stand" in "Sitting or Standing" parameter in "Balanced Thirst (client)" (using config lib) hope it helps
Taking a dump seemed to work this time while sitting. Peeing still does not work for me with the latest version. Maybe there should be a pee bar on top of the thirst bar to avoid confusion. A small one like the poop bar. I have also noticed that eating a lot does not fill up the poop bar faster.
jayu Ok thank you 🙂
Sammy_SMD that is known, will fix in the next version, as for the soup, you will have to wait because I found out another issue with boiling water that might be related
@jayu I have found another bug, cannot disable bladder feature, if I set it false in the config file when I launch the game it come back to true
Sammy_SMD works fine for me, are you sure it's not another mod? I did mess with recipes in a previous version to try to boil water, but none of that code should be in the newer ones. Or do you mean you can't make soup with my own custom water (pure, stagnant, boiled) ? If so, thanks for reminding me, I still have to add that manually in the jsons.
Edit: Nevermind I realise the problem, vanilla is stupid for some reason so water can go beyond 100 degress, and this is needed for the food to finish cooking, instead I made it so water can't go beyond 100 degrees for realism. Will have to remove that.
Will upload fix soon
I'm unable to make soups (for example turnip soup) is it a bug or I'm doing something wrong?
Thank you for this amazing mod
v0.0.20 Changelog
Absolutely can't wait for the server fix. I definitely want to give this mod a try for my server (maybe with the bladder dissabled)
I'll be keeping tabs on this for when the multiplayer fix drops :D
WickedSchnitzel that error is because the item is disabled if you have liquidcontainers, will disable the recipes too to avoid the error but it is innocuous
Aparlin301 bladder bar is disabled by default, you should check the client config to enable it. I am reworking the whole system anyway so next update it may work.
the drop item key isnt working for me as well, i tried doing it with empty hands, i don't even have a bladder bar
I tried the drop item key. did not work for me as well. no clue why. also disabled all other mods. also tried in a fresh world.
There are also some console warnings not related to that problem:
29.6.2024 10:51:06 [Warning] Failed resolving crafting recipe ingredient with code balancedthirst:waterskin-pelt in Grid recipe
29.6.2024 10:51:06 [Error] Grid Recipe 'balancedthirst:recipes/grid/waterskin.json': Output Block code balancedthirst:waterskin-pelt cannot be resolved
29.6.2024 10:51:06 [Warning] Failed resolving crafting recipe ingredient with code balancedthirst:waterskin-leather in Grid recipe
29.6.2024 10:51:06 [Error] Grid Recipe 'balancedthirst:recipes/grid/waterskin.json': Output Block code balancedthirst:waterskin-leather cannot be resolved
Gonna add the changelogs here since people often don't read them:
v0.0.19
Will probably make it a configurable hotkey in the future.
Deleting the configs did not do anything for me. sprint is working in a new world though.peeing was not possible, but maybe the bladder was just not filled yet (i believe there is a second smaller bar on top of the thirst bar which has to be filled first?). Thirst bar was full though and blinking.
Honestly I thought it was kinda funny that the first thing you had to do after spawning into existance was urinate. XD
WickedSchnitzel is the walk speed at 50%? Or is the issue just that you can't sprint? I will upload a version with a small fix that should start you with 0 bladder in a new world. Just tested it.
Also I know you tried before, but another person that had an issue with peeing and drinking fixed it by deleting all the configs.
yes. also in new worlds. thirst bar is full right at the beginning and sprinting is not possible. peeing as well.
WickedSchnitzel does this happen in a new world too? I will ask if there's a way to reset all stat modifers, then if it doesn't happen on a new world, you should be fine in the new version.
Won't work for me. Deleted the configs and i am still not able to empty the bladder. Is this supposed to work only when the thirst bar is full or also when like at 80%? Sprinting still not fully available though (it's only slightly faster than walking atm).
WickedSchnitzel is your walk speed 50%? Apparently some people couldn't use right click functions (drinking or bladder) before deleting their configs, so try if that works, then to remove the speed debuff you should disable bladder while keeping the mod and in a few seconds it should disappear. Then you can delete it if you want.
well, i am not able to empty the bladder. neither while standing nor sitting. i do not see any effect and the walkspeed debuff is still there, no matter what i am pressing.
plus i am still not getting back the normal sprint after removing your mod. latest version 0.0.15
WickedSchnitzel I think you have a full bladder, I will upload a new version where you should be able to disable the bladder feature in the config, then reloading the world shold remove the walk speed debuff.
Should be easy to check, the thirst bar will flash like when at low thirst when you bladder is full. You can also try /setBladder <player> 0 to reset its capacity.
So after installing this mod, my character is not able to sprint anymore (thirst bar is full) and it will remain like that, even after removing your mod.
jayu Dunno if it helps but i was hosting a LAN server. I could create a singleplayer game easily, my friend could create a singleplayer game easily (We are running the same mods). When she tried to connect it said she joined and then that the client crashed. Soo yeah 99% sure it was the client crashing and not the server.
WickedSchnitzel PsychomorJulek New version is up and will adjust the thirst bar positioning automatically. If you had some offset in your client config, I suggest you reset it to 0 as it should work fine now.
AntisocialCat That's the next bug fix on the list. I have an idea of why it happens, could you confirm that only the client crashed, not the server? If so I'm pretty sure I know the cause.
Hello, is this mod compatible with multiplayer ? (Sorry if It was mentioned somewhere), my friend tried to join but it crashed his game, otherwise the game works just fine singleplayer. Tried multiple times and no progress.
Thirst bar is not properly alligned on my screen. I have sent a screenshot on github.
The_Teller A similar system is my dream for the future. I have no idea how to implement it yet though. Right now, I'd like to focus on polishing up what's already here and fixing a few bugs.
I had an idea for the fresh underwater sources. (if it's not already thought up yet) would it be possible to make an automated pulley system with ropes n buckets ,connected to a windmill, in order to bring water into a makeshift aquaduct for easy transport of water to towns n such?
PsychomorJulek Are you saving and reloading the config? Plus it needs you to exit and come back into the world for it to work. I will change it to place itself next to the hunger bar automatically when I have time.
Hello. Cant move this thirst meter on screen , simple config client dont work for me , Parametr x-y in config, this + and - do nothing for me and cant place bar were i want. I have StatusHud mod too. Someone have same issue ? I playing on 2k monitor.
Moby_ Btw you seem like the right person to ask, I plan on adding some thirst mineral nutrition system to rework the current health boost and to give endgame players a reason to set up some more complex water processing or looking for right mineral values in water. Salt could be one, since it's already in game. Maybe choose a limited selection of these: calcium, magnesium, sodium (salt), fluoride, potassium, iron, and zinc. (From a quick google search on water). Perhaps you have some idea of how I could set up such a system? Could be well integrated with Lavoisier.
Random idea: maybe I could just use the crop minerals and integrate them in watering, although I'm not sure those are the minerals humans need from water other than Potassium
ManaWei In the Config for DanaTweaks you can set the liquid code for what the barrels collect, just set it to "balancedthirst:waterportion-pure"
You should check out DanaTweaks. Dana did a good job with the rainwater collection maybe you could add that as a "pure" water source somehow..
Stejer Your dream arrived faster than you could have imagined, now you have some compatibility options on my side. Other side should arrive soon too.
Moby_ that'd be pretty cool! Could work on some integration with Lavoisier. There's so much to do 😅.
Do you want recipes for activated charcoal using ChemistryLib for water filtering?
I think there's everything needed to make it :D
(also I'm planning to add a funnel thing to Lavoisier so that might help)
Stejer Unfortunately they are not compatible at the moment, we were discussing this on the discord but the author of Diedrate believes the two mod's philosopies are different so it wouldn't make much sense. I partially agree, but I also think there are some strengths of Diedrate that Balanced Thirst is lacking in and there could be players that want to enjoy the best of both worlds. I could try to add some compatibility options on my side (which would basically disable a lot of my thirst system while giving my items the properties to hydrate in Diedrate), but for now you if you want difficulty you could tweak the configs of Balanced Thirst to make thirst kill you and to have a steeper hunger debuff. I will add some tutorials when I'm done, but the curve that determines the hunger buff/debuff is very configurable right now so you could set it to only debuff you if you don't have full thirst, or debuff you if you have less than half thirst, or to use a very steep curve like InvertedQuintic (or ArcSin, or Inverted Cubic), you can check the options in the graph here: www.desmos.com/calculator/uclqn0wc5l
Excuse me but I have a few questions.
I was hoping to use the mod hydrate or diedrate since its harder however as far as I understood that mod still doesnt have a well mechanic wich is something I really REALLY like about balanced thirst.
are the two mods are compatible with each other so I can have a bit of both features without having different thirst bars 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
Thranos definitely! Will be one of the first thing I add compatibility for! Doesn't need much, just setting the mod to recognise the containers as water containers so the water lasts longer.
I love your idea. Thanks a lot!!
Can't wait to use this on my server once there's Expanded Foods/Wildcraft compat.
Oh! I forgot to mention before, but this seems like it would pair very well with https://mods.vintagestory.at/liquidcontainers canteens/waterskins.
Heck, they're practically made for each other.
Placing a raw kettle crashes the game. Details are on the github.
LarekFlynn UA_Shaman
Now added client config so you can place it wherever you want
Seconding that on wider aspect ratio monitor the thirst bar is off to the side.
jayu
RogueRaiden yes the drinking value are attributes (like the waterTightContainerProps) you can patch them like this:
"hydrationProps": { "Hydration": 100, "HydrationLossDelay": 10, "Purity": "0", "Salty": false, "Scalding" false }
Purity goes from 0 (pure) to 5 (rot)
The config I intend to add will expose how I attach these internally to anyone who wants to change them without the need of patching every single block or item, making it also easier to share so people can share compatibility configs for the mods they play without me manually adding each one.
EDIT: I have now added the config! It was easier than I thought. Simple numerical values can be edited with configlib, while for more advanced settings like which containers can be used to boil water or which item or blocks give hydration, those can be found in the balancedthirst.json config file. Look at the default to learn how to edit it.
i mean are the values something that is placed into the attributes section of an items json? so for example, a mod could have compatibility for this on its own by just patching in the thirst value for their items or a patch mod could adjust values for specific server use (so that its easy for something like Expanded Foods to do its own compat)
RogueRaiden not yet, but it is my next plan. I intend to add handbook explanations first, then add a config where one can set a lot of parameters and items.
how configurable/mod friendly is it? are all values easily editable in json?
Thranos
silentium_noxe
Fruit, juice and milk do restore thirst. Alcohol does not right now as alcohol does not really sate your thirst, and actually makes you more thirsty. It's true that it does contain water though... I might change it to give you a thirst over time effect like salt water does. Other foods restore a portion of thirst based on their nutrition type. Grain will actually make you more thirsty.
RiRin Thanks, will fix.
Hydromancerx Bladder sounds like a silly add-on I could make! Hygene is interesting but I'm afraid you'll have to wait since it would need a fully fledged mod, and I have a lot of ideas right now.
What about alcohol?
BEHOLD; THIRST!! Finally!! :)
I love your philosophy of trying to make it a full-fletched mechanic, and not just a mechanically copied hunger bar.
Finally the day comes when someone adds thirst to VS. I've waited for too long. Thank you for making this mod.
Questions:
-Does fruit juice/milk restore thirst at all?
-Do you plan to add compat with Expanded Foods and drinks therein?
I have been dreaming of a mod like this!
I hope hygene and bladder are next on your mod list!