v1.5.9
v1.5.9
Removed source block creation for custom water types (hardcore water is hard coded for only water, unable to set custom water types to notplace source blocks so I'm just entirely removing this from custom water)
Custom well water blocks added, currently no way to create these in survival, preliminary work for wells.
More crash prevention for aquifer system.
Water blocks now support a health attribute for blocks that should cause damage when drank.
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210 |
2 days ago |
Show |
hydrateordiedrate_1.5.9.zip |
Install now |
v1.5.8
v1.5.8
Hotfix for another aquifer crash, hopefully this is the last
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183 |
4 days ago |
Show |
hydrateordiedrate_1.5.8.zip |
Install now |
v1.5.7
v1.5.7
Hotfix for aquifer data crashing on creative mode world
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70 |
4 days ago |
Show |
hydrateordiedrate_1.5.7.zip |
Install now |
v1.5.6
v1.5.6
Initial aquifer data layer, prospecting picks will output aquifer information on density search mod. Currently no way to directly interact with aquifer layer. Server owners, you may notice a slight hitch on initial startup as the data layer is generated, that should only last a minute tops and only on first time load.
Server side thread safety fix for rain collection. (should fix server failure when rain collection triggers)
Added patch to allow butchering blood drinking
Added support for xlib patched.
Various bug fixes.
Entirely removed rain collection particle ticking for now, I may add it back in the future but particle velocity issues keep cropping up and its more trouble than I have patience for at the moment.
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72 |
4 days ago |
Show |
hydrateordiedrate_1.5.6.zip |
Install now |
v1.5.5
v1.5.5
Added new block:
Tun: A very large barrel (2x2x2) block that can store up to 950 liters of liquid (configurable). Does not get any benefit to spoil rate like the keg but can be used to store long lasting drinks or non spoiling liquids in bulk. By default has roughly the same spoil rate as a vanilla barrel (configurable). See handbook for crafting recipe.
Note: Due to a vanilla quirk, I've discoverd that Tuns and Kegs do not get their proper room spoil rate modifier if you place them and then build the room around it (vanilla barrels also function this way). If you do this, make sure to pick up and place back down your keg and/or Tun so it properly gets its room modifier.
Several bug fixes around keg logic.
Handbook Entry for config explanations.
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202 |
6 days ago |
Show |
hydrateordiedrate_1.5.5.zip |
Install now |
v1.5.4-pre.13
v1.5.4-pre.13
Fixed Keg spoil time persistance Fixed nutrition deficit and thirst bar line interval when max value changed Added out of box support for Apes grape mod.
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549 |
Dec 1st at 8:33 PM |
Show |
hydrateordiedrate_1.5.4-pre.13.zip |
Install now |
v1.5.3-pre.11
v1.5.3-pre.11
Potential fix for particle velocity crash for those experiencing a crash
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431 |
Nov 9th at 12:21 AM |
Show |
hydrateordiedrate_1.5.3-pre.11.zip |
Install now |
v1.5.2-pre.11
v1.5.2-pre.11
Fixed dual thirst behavior
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62 |
Nov 8th at 6:33 AM |
Show |
hydrateordiedrate_1.5.2-pre.11.zip |
Install now |
v1.5.1-pre.9
v1.5.1-pre.9
Fixed config sync crash
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80 |
Nov 7th at 1:41 AM |
Show |
hydrateordiedrate_1.5.1-pre.9.zip |
Install now |
v1.5.0-pre.9
v1.5.0-pre.9
Fixed source block hydration registration Configs now generate in relative path according to vintage story specified location (no longer in Hydrate or Diedrate Folder)
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121 |
Nov 3rd at 9:41 PM |
Show |
hydrateordiedrate_1.5.0-pre.9.zip |
Install now |
v1.4.9-pre.7
v1.4.9-pre.7
A huge chunk of the code had to be refactored in this version to support the config sync, there is a high chance I missed or overlooked something.
Full config refactor to support server side sync, all config options should now sync to server without user needing configs sent to them.
Keg spoilage refactored to allow dynamic spoil rate so they work in cellars now.
Rain harvest behavior now entirely ignores sealed barrels, make sure you empty rain water out to seal properly if they are left outside in the rain unsealed.
Carryon missing behavior errors no longer outputted to users that don't have carryon installed.
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58 |
Nov 3rd at 7:37 AM |
Show |
hydrateordiedrate_1.4.9-pre.7.zip |
Install now |
v1.4.8-pre.7
v1.4.8-pre.7
Fixed keg interactions, kegs are also now Carry On compatible. Adjusted default keg storage efficiency to reflect how much resources it takes to use them (previously untapped kegs reduced rotting time .5, now they default to .15) Liquid encumbrance properly detects stacks of liquid containers. Added satiety config option for rain water and distilled water.
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203 |
Oct 29th at 2:20 AM |
Show |
hydrateordiedrate_1.4.8-pre.7.zip |
Install now |
v1.4.7-pre.7
v1.4.7-pre.7
Fixed saturation gain when you have nutrition deficit Corrected particle generation bug (only relevant for 1.20pre7)
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117 |
Oct 27th at 3:22 AM |
Show |
hydrateordiedrate_1.4.7-pre.7.zip |
Install now |
v1.4.6-pre.7
v1.4.6-pre.7
Actually fixed nutrition deficit.
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126 |
Oct 24th at 7:49 AM |
Show |
hydrateordiedrate_1.4.6-pre.7.zip |
Install now |
v1.4.5-pre.6
v1.4.5-pre.6
Fixed handbook hrefs, thanks again DejFidOFF!!!!
Actually deleted test file from the 1.19.8 version
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67 |
Oct 23rd at 3:49 PM |
Show |
hydrateordiedrate_1.4.5-pre.6.zip |
Install now |
v1.4.4-pre.6
v1.4.4-pre.6
Removed accidentally included test file I was testing for someone elses mod that broke stick recipes. Corrected cz to cs for lang file. Added more fallbacks to ensure circle HUD element doesn't stick on screen.
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65 |
Oct 23rd at 6:17 AM |
Show |
hydrateordiedrate_1.4.4-pre.6.zip |
Install now |
v1.4.3-pre.6
v1.4.3-pre.6
Reworked the look of circle hud element and squashed bugs Fixed nutrition deficit bug (wasn't triggering in certain instances) Added cz translation (Thanks DejFidOFF!)
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134 |
Oct 21st at 8:22 AM |
Show |
hydrateordiedrate_1.4.3-pre.6.zip |
Install now |
v1.4.2-pre.6
v1.4.2-pre.6
Various bug fixes and lang fixes Fix to null referance crash on join server Particle generation on rain harvest set back to on by default, and ticking reduced. Can still be toggled off if performance impact is noticeable.
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153 |
Oct 18th at 10:35 PM |
Show |
hydrateordiedrate_1.4.2-pre.6.zip |
Install now |
v1.4.1-pre.6
v1.4.1-pre.6
Hud Element for drinking from source blocks, turns red if drinking from a dangerous block like salt water or boiling water!
Splash Particles (for rain harvesting) are now able to be toggled on and off (off by default as it is causing mod conflicts with random mod added mobs and entities, still investigating a fix for this, if you are experiencing issues with mobs or entities with HoD installed, please ensure this option is off)
Config folder location no longer appends extra data/modconfig folders to config location when not using local client for server.
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127 |
Oct 17th at 3:54 AM |
Show |
hydrateordiedrate_1.4.1-pre.6.zip |
Install now |
v1.4.0-pre.5
v1.4.0-pre.5
Raw or unfired clay objects no longer interact with rain harvesting Fixed crash when world edit importing objects that contain containers that can harvest rain Fixed particle spawn location bug
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236 |
Oct 11th at 4:31 AM |
Show |
hydrateordiedrate_1.4.0-pre.5.zip |
Install now |
v1.3.9-pre.5
v1.3.9-pre.5
Further optimized rain harvesting logic (cpu overhead might have been causing the entity bouncing issues so I wanted to squeeze more performance out) Added es-419 localization (Thanks to Glitchero626 for translating!)
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165 |
Oct 8th at 5:11 AM |
Show |
hydrateordiedrate_1.3.9-pre.5.zip |
Install now |
v1.3.8
v1.3.8
Null hand bug actually fixed.
Barrels no longer get interrupted when sealed under rain.
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239 |
Oct 1st at 12:25 AM |
Show |
hydrateordiedrate_1.3.8.zip |
Install now |
v1.3.6
v1.3.6
New Feature: Kegs for Liquid Storage and Preservation
-
Craftable Kegs: Kegs can be crafted using wood, sticks, and iron hoops (see handbook for recipe). Initially, kegs are untapped, allowing you to fill them with liquids, but preventing liquid extraction until tapped.
-
Long-Term Preservation: Untapped kegs significantly slow down the spoilage of stored liquids, making them ideal for preserving your precious resources.
-
Keg Tapping: To access the stored liquids, you’ll need to craft a Keg Tap using brass at the anvil. Once you have the tap, use a hammer in your off-hand and the tap in your main hand and hold right-click on the keg to tap it, permanently enabling liquid extraction and refilling, but significantly reducing its preservation ability.
-
Recycling Kegs: If needed, tapped kegs can be recycled. Use an axe to break down the keg and recover some of the metal materials. (hold right click with axe) However, be aware that there's a chance some materials will be lost during the process.
Added Water Hunger Settings to Config Added Handbook Entry
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107 |
Sep 29th at 6:04 PM |
Show |
hydrateordiedrate_1.3.6.zip |
Install now |
v1.3.4
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137 |
Sep 26th at 8:31 PM |
Show |
hydrateordiedrate_1.3.4.zip |
Install now |
v1.3.2
v1.3.2
Fixed meal bug, source drinking now required to be held down to drink.
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70 |
Sep 26th at 10:38 AM |
Show |
hydrateordiedrate_1.3.2.zip |
Install now |
v1.2.9
v1.2.9
Updated to 1.20.0-pre
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143 |
Sep 19th at 4:51 PM |
Show |
hydrateordiedrate_1.2.9.zip |
Install now |
v1.5.4
v1.5.4
Fixed Keg spoil time persistance Fixed nutrition deficit and thirst bar line interval when max value changed Added out of box support for Apes grape mod.
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462 |
Dec 1st at 8:32 PM |
Show |
hydrateordiedrate_1.5.4.zip |
Install now |
v1.5.2
v1.5.2
Fixed dual thirst behavior
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359 |
Nov 8th at 6:33 AM |
Show |
hydrateordiedrate_1.5.2.zip |
Install now |
v1.5.1
v1.5.1
Fixed config sync crash
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68 |
Nov 7th at 1:40 AM |
Show |
hydrateordiedrate_1.5.1.zip |
Install now |
v1.5.0
v1.5.0
Fixed source block hydration registration Configs now generate in relative path according to vintage story specified location (no longer in Hydrate or Diedrate Folder)
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106 |
Nov 3rd at 9:40 PM |
Show |
hydrateordiedrate_1.5.0.zip |
Install now |
v1.4.9
v1.4.9
A huge chunk of the code had to be refactored in this version to support the config sync, there is a high chance I missed or overlooked something.
Full config refactor to support server side sync, all config options should now sync to server without user needing configs sent to them.
Keg spoilage refactored to allow dynamic spoil rate so they work in cellars now.
Rain harvest behavior now entirely ignores sealed barrels, make sure you empty rain water out to seal properly if they are left outside in the rain unsealed.
Carryon missing behavior errors no longer outputted to users that don't have carryon installed.
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65 |
Nov 3rd at 7:37 AM |
Show |
hydrateordiedrate_1.4.9.zip |
Install now |
v1.4.8
v1.4.8
Fixed keg interactions, kegs are also now Carry On compatible. Adjusted default keg storage efficiency to reflect how much resources it takes to use them (previously untapped kegs reduced rotting time .5, now they default to .15) Liquid encumbrance properly detects stacks of liquid containers. Added satiety config option for rain water and distilled water.
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169 |
Oct 29th at 2:20 AM |
Show |
hydrateordiedrate_1.4.8.zip |
Install now |
v1.4.7
v1.4.7
Fixed saturation gain when you have nutrition deficit Corrected particle generation bug (only relevant for 1.20pre7)
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102 |
Oct 27th at 3:21 AM |
Show |
hydrateordiedrate_1.4.7.zip |
Install now |
v1.4.6
v1.4.6
Actually fixed nutrition deficit.
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134 |
Oct 24th at 7:49 AM |
Show |
hydrateordiedrate_1.4.6.zip |
Install now |
v1.4.5
v1.4.5
Fixed handbook hrefs, thanks again DejFidOFF!!!!
Actually deleted test file from the 1.19.8 version
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78 |
Oct 23rd at 3:49 PM |
Show |
hydrateordiedrate_1.4.5.zip |
Install now |
v1.4.4
v1.4.4
Removed accidentally included test file I was testing for someone elses mod that broke stick recipes. Corrected cz to cs for lang file. Added more fallbacks to ensure circle HUD element doesn't stick on screen.
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63 |
Oct 23rd at 6:17 AM |
Show |
hydrateordiedrate_1.4.4.zip |
Install now |
v1.4.3
v1.4.3
Reworked the look of circle hud element and squashed bugs Fixed nutrition deficit bug (wasn't triggering in certain instances) Added cz translation (Thanks DejFidOFF!)
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121 |
Oct 21st at 8:22 AM |
Show |
hydrateordiedrate_1.4.3.zip |
Install now |
v1.4.2
v1.4.2
Various bug fixes and lang fixes Fix to null referance crash on join server Particle generation on rain harvest set back to on by default, and ticking reduced. Can still be toggled off if performance impact is noticeable.
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115 |
Oct 18th at 10:34 PM |
Show |
hydrateordiedrate_1.4.2.zip |
Install now |
v1.4.1
v1.4.1
Hud Element for drinking from source blocks, turns red if drinking from a dangerous block like salt water or boiling water!
Splash Particles are now able to be toggled on and off (off by default as it is causing mod conflicts with random mod added mobs and entities, still investigating a fix for this, if you are experiencing issues with mobs or entities with HoD installed, please ensure this option is off)
Config folder location no longer appends extra data/modconfig folders to config location when not using local client for server.
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95 |
Oct 17th at 3:33 AM |
Show |
hydrateordiedrate_1.4.1.zip |
Install now |
v1.4.0
v1.4.0
Raw or unfired clay objects no longer interact with rain harvesting Fixed crash when world edit importing objects that contain containers that can harvest rain Fixed particle spawn location bug
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185 |
Oct 11th at 4:35 AM |
Show |
hydrateordiedrate_1.4.0.zip |
Install now |
v1.3.9
v1.3.9
Further optimized rain harvesting logic (cpu overhead might have been causing the entity bouncing issues so I wanted to squeeze more performance out) Added es-419 localization (Thanks to Glitchero626 for translating!)
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128 |
Oct 8th at 5:08 AM |
Show |
hydrateordiedrate_1.3.9.zip |
Install now |
v1.3.7
v1.3.7
Null Hand bug actually fixed.
Barrels no longer get interrupted when sealed under rain.
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188 |
Oct 1st at 12:24 AM |
Show |
hydrateordiedrate_1.3.7.zip |
Install now |
v1.3.5
v1.3.5
New Feature: Kegs for Liquid Storage and Preservation
-
Craftable Kegs: Kegs can be crafted using wood, sticks, and iron hoops (see handbook for recipe). Initially, kegs are untapped, allowing you to fill them with liquids, but preventing liquid extraction until tapped.
-
Long-Term Preservation: Untapped kegs significantly slow down the spoilage of stored liquids, making them ideal for preserving your precious resources.
-
Keg Tapping: To access the stored liquids, you’ll need to craft a Keg Tap using brass at the anvil. Once you have the tap, use a hammer in your off-hand and the tap in your main hand and hold right-click on the keg to tap it, permanently enabling liquid extraction and refilling, but significantly reducing its preservation ability.
-
Recycling Kegs: If needed, tapped kegs can be recycled. Use an axe to break down the keg and recover some of the metal materials. (hold right click with axe) However, be aware that there's a chance some materials will be lost during the process.
Added Water Hunger Settings to Config Added Handbook Entry
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89 |
Sep 29th at 6:04 PM |
Show |
hydrateordiedrate_1.3.5.zip |
Install now |
v1.3.3
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98 |
Sep 26th at 8:31 PM |
Show |
hydrateordiedrate_1.3.3.zip |
Install now |
v1.3.1
v1.3.1
Fixed meal bug, source drinking now required to be held down for a short time to drink.
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65 |
Sep 26th at 10:38 AM |
Show |
hydrateordiedrate_1.3.1.zip |
Install now |
v1.3.0
v1.3.0
Fix ACA bottle compatibility.
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107 |
Sep 24th at 2:12 AM |
Show |
hydrateordiedrate_1.3.0.zip |
Install now |
v1.2.8
v1.2.8
Fix nutrition deficit from liquids. Added command
/setnutridef PLAYERNAME #
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395 |
Sep 12th at 1:25 AM |
Show |
hydrateordiedrate_1.2.8.zip |
Install now |
v1.2.7
v1.2.7
Hotfix: Unregister wasn't firing correctly.
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336 |
Sep 5th at 9:20 AM |
Show |
hydrateordiedrate_1.2.7.zip |
Install now |
v1.2.6
v1.2.6
Ultra Performance Edition:
Rain harvesting has been moved to a centrally managed method. Tested with 500+ containers all collecting at once and noticed no noticeable difference in performance between vanilla. Should in theory support multiple thousand instances before impact is seen.
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65 |
Sep 5th at 8:43 AM |
Show |
hydrateordiedrate_1.2.6.zip |
Install now |
v1.2.5
v1.2.5
Performance enhancements:
Ticking has been significantly reduced which should free up server resources. Rain accumulation during sleep is a little off now and will need to be adjusted in a later patch.
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110 |
Sep 3rd at 11:18 PM |
Show |
hydrateordiedrate_1.2.5.zip |
Install now |
v1.2.4
v1.2.4
Bugfixes:
Unified listeners (two behavior listeners in one call was not deregistering properly) Blocks properly block rain for containers below Config for fill rate actually does something now
Balance:
Changed hydration properties of rain water and distilled water to be higher. Regular water now distill at half the rate. Rain water distills at the previous rate of .9. Rain water takes longer to spoil into standard water.
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84 |
Sep 3rd at 7:44 PM |
Show |
hydrateordiedrate_1.2.4.zip |
Install now |
v1.2.3
v1.2.3
Rain Harvesting using containers. Fill speed is dependent on severity of storm. Rain water is an intermediate easy to gather water source. It gives half the hunger reduction of raw water. Configuration options to toggle it on and off as well as harvesting rate. (Rate is balanced to default values, no support will be given if you wildly increase it)
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94 |
Sep 3rd at 8:15 AM |
Show |
hydrateordiedrate_1.2.3.zip |
Install now |
v1.2.2
v1.2.2
Added bricklayers compatibility. Added rain water item for use with Dana Tweaks rain collection barrel. Set rain water barrel output to hydrateordiedrate:rainwaterportion (delete and regenerate configs to ensure it gives hydration properly)
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175 |
Sep 1st at 3:25 AM |
Show |
hydrateordiedrate_1.2.2.zip |
Install now |
v1.2.1
v1.2.1
Nutrition Deficit UI Element
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378 |
Aug 23rd at 8:55 PM |
Show |
hydrateordiedrate_1.2.1.zip |
Install now |
v1.2.0
v1.2.0
Disallow drinking from sources when hydration is full
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248 |
Aug 20th at 5:43 PM |
Show |
hydrateordiedrate_1.2.0.zip |
Install now |
v1.1.9
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113 |
Aug 20th at 1:00 AM |
Show |
hydrateordiedrate_1.1.9.zip |
Install now |
Moltenhead
No prob with me, go for it! Hit me up on the hydrate or diedrate thread in the Vintage Story discord if you need help, I don't have time to give a full crash course, but I can definitely give pointers and/or point you in the right direction. You'll need to know C# for both of those ideas just as a forewarning.
Kwehlani
Theres not a way to configure that currently unfortunately without directly editing the lang file in the mod, but you make a good point so I'll make sure to give it a much more descriptive and flavorful description in the next update.
Chronolegionaire Was thinking about making 2 additions to your mod. I never modded VS but did some stuff for Wayward, Valheim and Skyrim.
Would that matter for you if I create a mod to implement 2 new ways for early water cleaning with your mod as a dependency :
If it's fine for you : very optionnal but if you have some references / documentation for modding, that would help (especially 3D models process).
Great mod and have a nice day. 👋😁
Hi again!
Is there a way to edit the config or the skills themselves to represent the current stats for the skill level selected? ie. Equatidian's description states "Provides a cooling multiplier" but does not indicate what that multiplier is, where as the built in skills all have listed stats for the skill level, such as Huge Stomach showing how much it adds to your total saturation. I feel like that would be helpful information to have if it's not too much trouble!! :)
DejFidOFF Thanks! 🙏
Chronolegionaire
Moltenhead
Recipe for hot water reapaired in All clasess 1.03 sorry for that.
It works in pre versions. devs change something..
v1.5.9
Removed source block creation for custom water types (hardcore water is hard coded for only water, unable to set custom water types to notplace source blocks so I'm just entirely removing this from custom water)
Custom well water blocks added, currently no way to create these in survival, preliminary work for wells.
More crash prevention for aquifer system.
Water blocks now support a health attribute for blocks that should cause damage when drank.
Laytard
No prob! Glad you like it!
Moltenhead
That crash has nothing to do with Hydrate or Diedrate, I can reproduce it with HoD not installed. It is caused by the All Classes mod, and I am able to reproduce it with only that mod installed. Please report that to that mods author/thread instead.
I'm going to ping him just so he is aware.
DejFidOFF
thank you. I thought I looked in there but I must've glanced over it. Appreciate the mod. Feels like a missing piece of the puzzle for this game. Chronolegionaire
Laytard
You likely have dana tweaks installed and have rain collecting from that mod on which only collects plain water (by default). Hydrate or Diedrates rain collecting is hard coded to collect rain water.
the only container that would collect rainwater was the bucket. The clay containers and the barrel were all collecting just plain water. What gives?
So i just noticed that if i dump a bucket of rain water, it turns into a source block and i have water source blocks turned off. I can then scoop it and the new bucket with regular water does not make a source block like intrended, only when i dump rain water. Posiibly some other variations idk, i have not tried.
Hi there! Crashes every time while checking on Hot Water recipe.
Running on 64 bit Windows 10.0.22631.0 with 48431 MB RAM
Game Version: v1.20.0-rc.5 (Unstable)
12/18/2024 12:05:12 AM: Critical error occurred
Loaded Mods: Allclasses@1.0.1, brickmold@1.2.0, combatoverhaul@0.0.95, elkcrocks@1.0.1, cutthefat@1.0.1, DrystoneParity@1.0.0, hangingoillamps@1.0.2, JacksFirewood@1.1.0, primitivesurvival@3.7.4, terraprety@5.0.6, game@1.20.0-rc.5, butchering@1.7.3, carryon@1.8.0-pre.1, charcoalpitdoor@1.0.0, commonlib@2.6.1, firewoodtosticks@1.0.0, hardcorewater@1.3.1, hydrateordiedrate@1.5.8, maltiezfirearms@0.9.5, claywheel@1.1.2, tieredsuperiority@1.1.2, traitacquirer@0.9.6, creative@1.20.0-rc.5, survival@1.20.0-rc.5, wildfarmingrevival@1.3.1, helvehammerext@1.7.0, stonequarry@3.4.2
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.<>c__DisplayClass18_4.<addCreatedByInfo>b__17(CookingRecipeStack vs) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 1123
at System.Linq.Enumerable.SelectArrayIterator`2.ToArray()
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, Boolean haveText) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 1243
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 58
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 117
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 111
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 99
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258
at Vintagestory.GameContent.GuiDialogHandbook.onLeftClickListElement(Int32 index) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 349
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 117
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 172
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 451
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 588
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 412
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1930
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 208
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
v1.5.8
Hotfix for another aquifer crash, hopefully this is the last
TotRosenRot
Is it still crashing on the latest version for you?
Not only for creative, it cashing on survival as well.
v1.5.7
Hotfix for aquifer data crashing on creative mode world
v1.5.6
Initial aquifer data layer, prospecting picks will output aquifer information on density search mod. Currently no way to directly interact with aquifer layer. Server owners, you may notice a slight hitch on initial startup as the data layer is generated, that should only last a minute tops and only on first time load.
Server side thread safety fix for rain collection. (should fix server failure when rain collection triggers)
Added patch to allow butchering blood drinking
Added support for xlib patched.
Various bug fixes.
Entirely removed rain collection particle ticking for now, I may add it back in the future but particle velocity issues keep cropping up and its more trouble than I have patience for at the moment.
DejFidOFF
Ah okay, that's good to know. Just a heads up though the default spoil rate is supposed to be 1.0. I had it set to 0.5 for testing and accidentally left it in. Should properly default to 1 in next version.
Chronolegionaire
also can´t put any fluid there to the tun
edit: it´s because old HydrateOrDiedrateConfig.json need to add this lines:
DejFidOFF
The idea is that its supposed to be a cheap storage solution but thats it, you can't use it for barrel recipes and the spoil rate on it is not amplified at all. Though I do admit I may have went a little to cheap, I'm open to any ideas you or anyone else may have for a recipe for it though! (Though I do want to avoid metal in the recipe so its in line with vanilla barrels, maybe resin?)
Kwehlani
Ah yeah I see the problem, its because I specificially look for xskills to be installed for my code to kick in. I can really easily include a check for that version as well. If the official version hasn't updated by the time my next version comes out I'll throw in a check for that version
Chronolegionaire
Hello. Tun is a great thing, but, it have very cheap and easy recipe for what it is..
Hi! Sorry to bother you, but I was wondering if it'd be possible to update the mod to be functional with the XSkills and XLib patched mods, as they have a different naming convention and don't register as being installed as the regular XSkills for the 2 new skills! I'm unsure of how to do this myself as well. 😅
Psyborg
Looks like the butchering mod removed satiation from their blood item which vintage story requires to make liquids drinkable. You can add it back with a quick json edit of the bloodportion.json file. just add
nutritionPropsPerLitre: {
satiety: 0
}
to the watertightcontainerprops attribute. I'll include a patch in the future to do this with the next update of HoD.
v1.5.5
Added new block:
Tun: A very large barrel (2x2x2) block that can store up to 950 liters of liquid (configurable). Does not get any benefit to spoil rate like the keg but can be used to store long lasting drinks or non spoiling liquids in bulk. By default has roughly the same spoil rate as a vanilla barrel (configurable). See handbook for crafting recipe.
Note: Due to a vanilla quirk, I've discoverd that Tuns and Kegs do not get their proper room spoil rate modifier if you place them and then build the room around it (vanilla barrels also function this way). If you do this, make sure to pick up and place back down your keg and/or Tun so it properly gets its room modifier.
Several bug fixes around keg logic.
Handbook Entry for config explanations
Can't drink blood from the Butchering mod anymore (*sad vampire face*)...
v1.5.4-pre.13 (1.5.4 for 1.19.8)
Fixed Keg spoil time persistance
Fixed nutrition deficit and thirst bar line interval when max value changed
Added out of box support for Apes grape mod.
Oh I never noticed the config file for the items there, thanks.
Venusgate
Drinks will do that for hydration but the mod doesn't touch any code related to satiety, if its happening for satiety its either a vanilla related thing or another mod.
Am I crazy, or does finishing your saity bar with fruit juice trigger the warm meal buff? AKA: your saity doesn't drop for a few hours?
Auro
You can set it to whatever you want in the add item hydration config
Could you make Alcoholic drinks hydrate more? It is a waste to let juice ferment otherwise, maybe a modifier in the config so players who want it can just slap a 2.0 to make wine hydrate as much as juice?
Distilled drinks should also have a modifier so you can 3x their hydration, I know it makes no real life sense, but for gameplay balancing reasons it does, otherwise you lose too much value by going through distillation.
Screwy
The config setting your looking for is in the block hydration config. You can change how much hunger reduction and hydration each source block gives.
MikeSyrup
There are two versions, one for 1.19 and one for 1.20 1.5.3 and 1.5.3-pre
Auro
I'll look into that for the next version, thanks!
Darcy
I'll look into making a handbook entry for the config options and include that on the page here.
Chronolegionaire thanks for this awesome mod! I love the degree of complexity, while not overthinking the topic.
I'm currently testing it to hopefully integrate it on my server soon.
While looking at the config, I was wondering if there is any way to adjust the hydration value of the right-click interaction on a water block.
If there is none, can you please make a config setting for this value? I would like to make it just a tiny little sip each time, but with the same negatives.
As it is, in my humble opinion, the "drinking from blocks" mechanic makes carrying a jar around almost obsolete.
Is the most recent version compatible with 1.19 or only 1.20? I have 1.2.8 so not sure if I should update
I am having a problem with the Kegs failing to apply the spoilage modifier, both tapped and untapped have the problem, after loading a save or when I leave the area and return the spoilage modifier no longer applies until I pick up the Keg and place it back into the ground, I am playing on 1.19, I did update this mod to v1.5.2 (was v1.5.0 when I first noticed the bug), but still happens (yes, I did get the 1.19 version of 1.5.2 and I did delete the cache and config before updating)
Is there a guide for the config settings? Some additions to the master post for that would be great - for instance, I don't know what direction "ThirstDecayRate" moves in, ie. if a higher number means faster decay or slower decay. I can play around with it on my own, of course, but a guide would make the process way smoother.
Also, this is an awesome mod! I really enjoy additions like this that keep me immersed and on my toes at all times.
@Grugzilla
Yep, you can turn off thirst in the included config! You'll just need to start a world once with it installed for the config to generate and then switch it off and reload.
Is there a way to turn off thirst entirely and just get the kegs? I don't like the idea of having thirst but I like the kegs.
The thing is, is that I'm not going for realism with this mod, most of the decisions with the mods progression was made to align with the vanilla game progression. With things like pots being available so early on in the game I didn't want the early game loop to be taken over with hydration related problem solving and wanted to relegate it to using the built in distillation stuff in the game. I do think there needs to be some sort of middle step between source water and a full distillery but I haven't been able to think of something that makes sense while also being a fun mechanic to engage with. I'd love for yall to join discussions on the HoD discord page if yall want, that way the more people can come together to come up with a cool idea/solution. As far as balanced thirst compatibility goes, I can't guarantee compatibility but if you use both and turn off HoD thirst mechanics they should more or less work together.
Chronolegionaire
Source water should be the priority sure (I drank source water from streams I knew safe and it was amazing, I were on hills) but in other climates or in plains, being able to boil is very important (for early game expecially) imo.
The first method I've posted in that youtube shorts show the simpliest method to be safe;
carve a pieace of wood (you could with stone tools as well), put some rocks in campfire, insert the scorching hot rocks into the carved wood where the water is put.
Easy as that, no clay needed, great for early game !
Another topic should be water filtration (sand + carchoal etz), even for rainwater probably
p.s. the baboon stuff would be cool but was more a meme than an actual suggestion (still, Hadza tribe uses it fr)
I see. There are more ways to purify water than boil it. You can put a plant stem like a grapevine from one container to another, you can a bottle with layers of sand silt and charcoal that water drips through. You can put chemicals like bleach in the water. If you want water, these are the things you must do. Its like cooked meat you cannot get cooked meat any other way than heating it which is most often over a fire. So now I want to know about the compatibility between your mod and the other thirst mod. Balanced thirst said it is compatible but you choose which drinking system you want with the configs. If I were to disable theirs could I use their water purifying system or vice versa?
LumpyAcidFish
Alternatives to source water are making soup using the vanilla soup recipe, collecting rain water, or using a distillery to make distilled water. I deliberately left out boiling water cause I didn't want the entire gameplay loop of thirst centered around waiting around for water to boil. Source water while taxing on satiety is going to be your main go to in a pinch prior to copper tools.
yeah how does water purifying work in this mod
Chronolegionaire
I would suggest a couple of method to find/or/purify water;
https://www.youtube.com/shorts/Cv16Fiosgl4?feature=share
https://www.youtube.com/shorts/If63Afny-TQ?feature=share
v1.5.2
Fixed double thirst behavior leading to two hud values that switched back and forth
I just started a new world and my thirst bar switches between full and what appears to be the correct value about every 30 seconds. 1.19.8 with v1.5.1
v1.5.1
Fixed config sync crash
v1.5.0
Fixed source block hydration registration
Configs now generate in relative path according to vintage story specified location (no longer in Hydrate or Diedrate Folder)
Accidentally broke the config reading for source block hydration will be fixed in a new version tonight
After update from 1.4.7 to 1.4.9 i can't drink from water source (Vintage Story 1.19.8)
v1.4.9
A huge chunk of the code had to be refactored in this version to support the config sync, there is a high chance I missed or overlooked something.
Full config refactor to support server side sync, all config options should now sync to server without user needing configs sent to them.
Keg spoilage refactored to allow dynamic spoil rate so they work in cellars now.
Rain harvest behavior now entirely ignores sealed barrels, make sure you empty rain water out to seal properly if they are left outside in the rain unsealed.
Carryon missing behavior errors no longer outputted to users that don't have carryon installed.
Just a status update. I am currently looking into a way to get configs to sync to clients on server side but it's proving a challenging problem to solve. Should hopefully have it figured out by the end of the week. For now you'll have to share HoD configs if you run a server that doesn't use default configs.
Serverside config not working so much.. Like
You are a saint and put other authors on here to shame with these very frequent updates & compatibility support. Thanks 🙇
sgtmcdude
If you are running the dedicated server on the same computer you are playing on then yes! ( your players may need to get a copy of the config for liquid satiety amounts to match up as I don't think that config option will work server side. But its not fully tested so I'm not 100% sure)
1.4.8 Released:
Fixed keg interactions, kegs are also now Carry On compatible.
Adjusted default keg storage efficiency to reflect how much resources it takes to use them (previously untapped kegs reduced rotting time to .5, now they default to .15)
Liquid encumbrance properly detects stacks of liquid containers.
Added satiety config option for rain water and distilled water.
Config Options have changed, please regenerate your configs if you are updating from a previous version.
I have this mod on my dedicated server, but we want to tweak some of the settings to make it a little less harsh. If I change the json in my mods folder, will that change it in the server?
Chronolegionaire
1.19.8, also replicating what DejFidOFF reports.
We put blueberry juice in one, tapped it, i was curious how it would work when we finish a keg, do we break it, what happens if juice is in it etc.
so i tried breaking it, the whole thing came apart intact with the juice in it, so i put it back down, now i cannot put more juice in, and cannot take juice out.
Server logs don't show anything happening on break/placement. Here are client logs showing me placing it twice.
client-main
27.10.2024 02:00:22 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:bonemass not found, will not load it.
27.10.2024 02:00:22 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:bonemass not found, will not load it.
27.10.2024 02:00:24 [Warning] Audio File not found: feverstonewilds:sounds/creature/-/yip.ogg
27.10.2024 02:00:35 [Notification] [BetterFPCamera] Placed block!
27.10.2024 02:00:35 [Notification] [BetterFPCamera] Placed block!
27.10.2024 02:00:35 [Notification] [BetterFPCamera] Placed block!
27.10.2024 02:00:55 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:bonemass not found, will not load it.
27.10.2024 02:00:55 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:bonemass not found, will not load it.
27.10.2024 02:01:08 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail1 cannot be found.
27.10.2024 02:01:08 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail 2 cannot be found.
27.10.2024 02:01:08 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail1 cannot be found.
27.10.2024 02:01:08 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail 2 cannot be found.
27.10.2024 02:01:52 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail1 cannot be found.
27.10.2024 02:01:52 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail 2 cannot be found.
27.10.2024 02:01:52 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail1 cannot be found.
27.10.2024 02:01:52 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail 2 cannot be found.
27.10.2024 02:02:17 [Warning] Audio File not found: feverstonewilds:sounds/creature/-/yip.ogg
27.10.2024 02:03:33 [Warning] Audio File not found: feverstonewilds:sounds/creature/-/yip.ogg
27.10.2024 02:04:54 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail1 cannot be found.
27.10.2024 02:04:54 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail 2 cannot be found.
27.10.2024 02:04:54 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail1 cannot be found.
27.10.2024 02:04:54 [Error] Shape game:entity/humanoid/seraph-faceless has a key frame elmenent for which the referencing shape element Ponytail 2 cannot be found.
27.10.2024 02:04:59 [Notification] [BetterFPCamera] Placed block!
27.10.2024 02:04:59 [Notification] [BetterFPCamera] Placed block!
27.10.2024 02:04:59 [Notification] [BetterFPCamera] Placed block!
client-debug
27.10.2024 02:04:54 [Debug] Rift weather value: medium
27.10.2024 02:04:54.224 [VerboseDebug] Received player data for playeruid kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:04:54.224 [VerboseDebug] Received inventory contents hotbar-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:04:54.224 [VerboseDebug] Received inventory contents backpack-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:04:54.224 [VerboseDebug] Received inventory contents character-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:04:54.224 [VerboseDebug] Done handling playerdata packet
27.10.2024 02:04:55.154 [VerboseDebug] Received player data for playeruid kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:04:55.154 [VerboseDebug] Received inventory contents hotbar-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:04:55.154 [VerboseDebug] Received inventory contents backpack-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:04:55.154 [VerboseDebug] Received inventory contents character-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:04:55.154 [VerboseDebug] Done handling playerdata packet
27.10.2024 02:04:56 [Debug] Rift weather value: medium
27.10.2024 02:04:59 [Debug] Rift weather value: medium
27.10.2024 02:05:00.163 [VerboseDebug] Received player data for playeruid kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:05:00.163 [VerboseDebug] Received inventory contents hotbar-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:05:00.163 [VerboseDebug] Received inventory contents backpack-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:05:00.163 [VerboseDebug] Received inventory contents character-kX39PFDHA4pT97qaOV4QmKRV
27.10.2024 02:05:00.163 [VerboseDebug] Done handling playerdata packet
mod list
degrees1499, aculinaryartillery, offhandpenalty, bettertraders, chiseltools, DiamondTools, icyexc, millwright, leadroof, primitivesurvival, rustandrot, swordz, temporal_gears_stack, translocatorengineeringredux, vintageengineering, game, vtr, wallpaperblocks, wallpaper, alchemy, animalcages, apegrapes, apewindows, bedspawnv2, beehivekiln, berrybushfixes, betterfirepit, betterjonasdevices, betterruins, blacksmithenhancements, carryon, chickenfeed, commonlib, mishdoublestack, kdynamicjump, electricity, expandedfoods, extrainfo, fancyclouds2d, farmlanddropssoil, fieldsofsalt, foodshelves, hit, hudclock, hydrateordiedrate, kcmcoaltodiamond, kcmftospatch, kilntimeviewer, krpgenchantment, kscartographytable, lavoisier, levelup, medievalexpansion, meteoricexpansion, nohands, onebedsleeping, pelaguswinds, petai, claywheel, prospecttogether, rivers, roadworks, rustboundmagic, sailboat, simpletailoring, th3dungeon, traitacquirer, undergroundmines, creative, vsimgui, survival, webcartographer, wgmt, cats, chemistrylib, configlib, em, feverstonewilds, sandwich, shellpan, stonequarry, th3dungeontopentrance, thriftysmithing, wolftaming, kosfire, moreroads
I'm going to pass on joining another discord for now, the foodshelves mod adds barrel racks that preserve about 3x more efficiently and will use those instead.
DejFidOFF
I am unnable to reproduce any issues with breaking kegs, to troubleshoot more I'll need your server and client logs and a mod list sent in the HoD discord thread. (Preferably with a mod pack generated with my modpacker tool)
Chronolegionaire
hey o/ 1.20pre7 when break and place big tapped keg (or take one from creative) again it not working as intended.
1.4.6 Released:
Actually fixed nutrition deficit.
(PLEASE ENSURE YOU INSTALL THE CORRECT VERSION FOR THE VERSION OF VINTAGE STORY YOU ARE RUNNING OR YOU WILL BREAK YOUR GAME)
Versions 1.4.5 released:
Fixed handbook hrefs, thanks again DejFidOFF
Actually deleted test file from the 1.19.8 version
Chronolegionaire
hrefs in translations did not working. I repair (cs) translation a english and other needs to be repaired too - like this:
1.4.4 Released
Removed accidentally included test file I was testing for someone elses mod that broke stick recipes.
Corrected cz to cs for lang file.
Added more fallbacks to ensure circle HUD element doesn't stick on screen.
hey there, the hud element is still a little buggy. if you're drinking with your hands out of water on the ground, and you stop midway through before the hud circle fully completes, that hud circle will remain rendered and follow your mouse around if you open the menu up and start to move around.
is it possible to boil (make safe to drink) water early game? Before getting planks.
Chronolegionaire
thank you, but the country code is wrong.. need too be cs not cz
1.4.3 Released:
Reworked the look of circle hud element and squashed bugs
Fixed nutrition deficit bug (wasn't triggering in certain instances)
Added cz translation (Thanks DejFidOFF!)
we have one player who's progress bar for drinking water got stuck and gets really big when he opens inventory. This is on the latest update, i deleted the modconfig and cache folders like instructed.
Thanks DejFidOFF!
I'll get this added into the next release.
hi Chronolegionaire
can you add Czech (cs) translation please?
cs
1.4.2 Released:
Various bug fixes and lang fixes
Fix to null referance crash on join server
Particle generation on rain harvest set back to on by default, and ticking reduced. Can still be toggled off if performance impact is noticeable.
PSA: Rain Harvesting is still bugged with certain mob added mods. If you experience frozen mobs or dropped entities glitching out, please disable rain harvesting for now.
1.4.1 (1.4.1-pre.6 for 1.20) Released:
Hud Element for drinking from source blocks, turns red if drinking from a dangerous block like salt water or boiling water!
Splash Particles (for rain harvesting) are now able to be toggled on and off (off by default as it is causing mod conflicts with random mod added mobs and entities, still investigating a fix for this, if you are experiencing issues with mobs or entities with HoD installed, please ensure this option is off)
Config folder location no longer appends extra data/modconfig folders to config location when not using local client for server
Going forward:
I will NOT provide support and assistance with bugs in the comments section of this download page
To get assistance, please go to the Hydrate or Diedrate thread on the Vintage Story Discord and provide:
1: Description of issue, and steps to reproduce
2: Your server-main and client-main logs found in vintagestorydata/logs
3: A mod pack zip generated from my mod packer tool
Found a consistent workaround for not being able to dring from open water: Hold RMB while looking at some water at 3-ish block distance, hold RMB, jump, press crouch while in the air. Hope that helps producing the fix. Probably something about interacting with water block.
As mentioned in the VS discord too, turning off rain harvesting does indeed fix the modded mobs/npcs not moving!
Also if error logs can be shared to the mod discord thread that would be great, its extremely difficult to fix bugs without the logs.
Does turning off rain harvest in the config fix these issues? (both not being able to drink, and the npcs not simulating)
For some reason mobs from mods (aggressive ones only it seems?) like Oregolems and feverstone wilds, and traders and villagers (from the VS village mod) simply run in place and cannot actually move around.
I confirmed that its this mod since I added it as a new one to my existing list and made a new game with it, and removing it allows those mobs/npcs to move freely.
My server and its player have the same issue as Blackmare, Skalmorin and Plumeria. Exactly the same.
Just looked up your error and other people are reporting the exact same error even when not using Hydrate or Diedrate. It appears to be a vanilla bug present in 1.19.8 that was supposedly fixed in 1.20.
Can you post the full error log in the discord thread for the mod. Also if you could send me a modpack of your current installed mods using my mod Packer tool on the mod database that would be awesome.
Yo
Enities and lootdrops stay vibrating on the ground even though it's in your inventory.
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Running mods
Also a copy of the world save would be awesome as well
Can you provide a mod list for the server and put it in the hydrate or diedrate mod thread in discord?
Hey there Chronolegionaire both Skalmorin and Plumeria currently play on my server. Unsure if just the mods we're using, but the issue is that while sneaking and right clicking the drinking doesnt alway trigger. Often times it feels like it only works if youre looking at your feet, other times its like you need to be moving around or looking far away from yourself. Its wonderful when it works but because of the issue mentioned we've had to provide jugs for players at start so they have a consistent method of drinking. Let me know if theres anything I can provide to help look into the issue.
Are you holding down right clicking while sneaking? You have to hold it down for like a second or two. You also need to have your hands free. I unfortunately have no issues triggering the drinking on my end during testing.
Its a real struggle to get it to trigger when drinking from an open source block. Its replenishes your thirst when it does work but its very inconsistent on whether or not it will trigger at all.
Thanks! New additions will probably start slowing as ive started work on a couple other projects but i do have a thing or two in still in the pipline for this mod. Can you elaborate more on the drinking issue? Is it not triggering or triggering but not quenching thirst?
Recently started playing with this mod! I gotta say I don't think I could go back. You've done some very good work and I can't wait to see your future progress with it as well!
Sometimes I am having issues drinking from open water though
Released v1.3.9 for 1.19.8 (1.3.9-pre.5 for 1.20pre)
Further optimized rain harvesting logic (cpu overhead might have been causing the entity bouncing issues so I wanted to squeeze more performance out)
Added es-419 localization (Thanks to Glitchero626 for translating!)
Known bug:
Rain harvest particles are spawning in the wrong position at very specific placement directions (placing in top left position while facing east) when placing small ground storable containers (bowls).
Don't have time to troubleshoot this currently but I am aware of it.
Those are the xskill skills multipliers. Dromedary is a name for the Arabian camel. Equatidian is a word I made up using root words but it would roughly translate to "person who lives on/near the equator:
Hi, I'm trying to translate the mod to send you the es-419 file
but I find some texts that I don't understand, could you give me a brief explanation of them please?
"hydrateordiedrate:Config.Setting.DromedaryMultiplierPerLevel": "Dromedary Multiplier Per Level",
"hydrateordiedrate:Config.Setting.EquatidianCoolingMultipliers": "Equatidian Cooling Multipliers",
Released 1.3.7 for 1.19.8 and 1.3.8 for 1.20pre
Null hand bug actually fixed.
Barrels no longer get interrupted when sealed under rain.
glitchero626
Fixed that, will be in next release
There is a problem with the barrels when it rains, if you have sealed barrels with rot after a short while they open by themselves and are interrupted
I love your work! It's an amazing in depth mod and I'm excited for future updates.
I'm currently having an issue getting hydration, I am shift clicking when drinking from a pond but nothing is currently happening. Any support would be appreciated! EDIT: Nevermind, just realized it was because I rebinded my shift key.
New Feature: Kegs for Liquid Storage and Preservation
Craftable Kegs: Kegs can be crafted using wood, sticks, and iron hoops (see handbook for recipe). Initially, kegs are untapped, allowing you to fill them with liquids, but preventing liquid extraction until tapped.
Long-Term Preservation: Untapped kegs significantly slow down the spoilage of stored liquids, making them ideal for preserving your precious resources.
Keg Tapping: To access the stored liquids, you’ll need to craft a Keg Tap using brass at the anvil. Once you have the tap, use a hammer in your off-hand and the tap in your main hand and hold right-click on the keg to tap it, permanently enabling liquid extraction and refilling, but significantly reducing its preservation ability.
Recycling Kegs: If needed, tapped kegs can be recycled. Use an axe to break down the keg and recover some of the metal materials. (hold right click with axe) However, be aware that there's a chance some materials will be lost during the process.
Added Water Hunger Settings to Config
Added Handbook Entry
The mod doesnt touch anything related to dropped entities or item temperature.
Something curious happens to me with this mod that when I drop an object the entity stays on the ground,
the entities don't bother me but when I want to lower the temperature of an object when I pick it up from the water it still has the same temperature.
Has anyone else had that problem?
Released 1.3.3 for 1.19.8 and 1.3.4 for 1.20pre
Null Hand Hotfix
Released version 1.3.1 for 1.19.8 and 1.3.2 for version 1.20pre.
Fixed meal hydration bug
Drinking now needs to be held down to drink from sources, drinking now handled in a stepped process similar to vanilla eating, and has the frame work for animations to be played
Released 1.3.0 (for 1.19.8) and 1.3.1 (for 1.20pre)
Fixed ACA bottle compatibility.
The only issue with the running water thing is that you can literally just drop water wherever you want to create flowing water which would trivialize the mod. To be honest I wasn't going for a realistic take on thirst with this mod, and from a game perspective I feel like the progression feels pretty good (if a little difficult pre copper). I may add some more methods in the future (time permitted) but theres other mods/more features for this mod that I think would be better served right now.
Hey, been playing this a while, have some notes:
-Running water should be similar to rain water, as running water in the form of waterfalls is mostly safe to drink IRL barring runoff or human contamination, same as rainwater. This is probably hard to implement but it made me feel weird to see a waterfall and have it not be potable.
-Understandable that boiling isn't included, but you should definitely add cyote wells. Depending on rain for water is limiting and pretty unrealistic, and while it makes sense to graduate to wine/juice in the medieval era, for most of the stone age natural water sources and rudimentary filtering was most common.
Otherwise sick mod, looked at Balanced but frankly I'm not in the right community to enjoy a piss mechanic
Updated to 1.20.0-pre
Last version for 1.19.8 is 1.2.8 future releases will only be for 1.20+
Version 1.2.8 released:
Fixed nutrition deficit bug. If any players need to have nutrition deficit fixed use new command:
/setnutridef PLAYERNAME #
I see that's fine, btw we also encountered the same problem/bug that Mohaim had. Someone made a juice drank it and their nutrition deficit went up, for some of them by a lot.
Boiling in a pot is not within the gameplay scope I had in mind for this mod. If you want that feature I recommend checking out the excellent Balanced Thirst mod by Jayugg.
Hi is there a way to add purifying water just by cooking it in the pot?
@mohaim
I'll add a toggle next update. However every liquid increasing it is not intended behavior. Can you give me some more info or post on the HoD thread in the vintage story discord? I'm curious how much other liquids are making it go up and if foods and stuff are doing it as well.
Is there a config setting to completely disable the nutrition deficit feature? Maybe I've borked my save because I forgot to clear the cache or something, but everything (edit) every liquid that isn't water makes it go up, including juice and alcohol but the mod works fine otherwise. Is that how it's supposed to work? My nutrition deficit is currently 4373. I can keep myself honest around what it's trying to dissuade, and as it is, I have to disable the mod completely.
Mohandar
You can actually tweak it to whatever you want in the included hydration config! Im hesitant to make things more difficult without some more playtesting as I already have several people telling me the hunger reduction alone is too difficult. Sprinting and jumping and stuff actually makes you lose hydration quicker to simulate sweating from activity. I don't do it for smithing but that is something to consider...
Chronolegionaire
Epic mod.
Two things tho;
-Some food like bread should deplete thirst even more, countrary to some fruit and vegetable. (salt/added salt in food should make a difference as well).
-A mechanic that include sweating would add some accuracy, because even in -not so hot climate- if you do some muscular effort (smithing, climbing, running) you start sweating and should lose hydration.
(I personally sweat alot when climbing mountains)
😄
v1.2.7
Hotfix: Unregister wasn't firing correctly.
v1.2.6
Ultra Performance Edition:
Rain harvesting has been moved to a centrally managed method. Tested with 500+ containers all collecting at once and noticed no noticeable difference in performance between vanilla. Should in theory support multiple thousand instances before impact is seen.
Pretty good so far! Unfortunately I've been encountering an issue - the game lags out in certain circumstances (when it's raining). The log gets spammed with the below:
[Error] Exception: Index was outside the bounds of the array.
at HydrateOrDiedrate.EntityBehavior.RainHarvester.GetItemPositionInStorage(BlockEntityGroundStorage groundStorage, Int32 slotIndex) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\RainHarvesting.cs:line 381
at HydrateOrDiedrate.EntityBehavior.RainHarvester.GetGroundStoragePositions(BlockEntityGroundStorage groundStorage) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\RainHarvesting.cs:line 376
at HydrateOrDiedrate.EntityBehavior.RainHarvester.OnParticleTickUpdate(Single deltaTime) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\RainHarvesting.cs:line 219
at HydrateOrDiedrate.EntityBehavior.RainHarvester.CombinedTickUpdate(Single deltaTime) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\RainHarvesting.cs:line 156
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Server\ServerEventManager.cs:line 123
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
Maybe RainHarvester is trying to fill an already full container?
Version 1.2.4 Released:
Bugfixes:
Unified listeners (two behavior listeners in one call was not deregistering properly)
Blocks properly block rain for containers below
Config for fill rate actually does something now
Balance:
Changed hydration properties of rain water and distilled water to be higher.
Regular water now distill at half the rate.
Rain water distills at the previous rate of .9.
Rain water takes longer to spoil into standard water.
If you drink anything that lowers your hunger nutrition deficit builds up. If you have any (orange bar) when you eat, you no longer gain nutrition stats until you eat enough satiation to counter act it. Essentially its to prevent people from deliberately lowering their hunger so they can gain nutrition.
what does nutrition deficet exactly do?
Version 1.2.3 released:
Rain Harvesting using containers. Fill speed is dependent on severity of storm.
Rain water is a intermediate easy to gather water source. It gives half the hunger reduction of raw water.
Configuration options to toggle it on and off as well as harvesting rate.
Please regenerate configs if updating from a previous version.
Balanced thirst is an entirely different thirst mod.
You need to thirst balance mod with this or only this mod on ?
Version 1.2.2 released:
Added bricklayers compatibility.
Added rain water item for use with Dana Tweaks rain collection barrel. Set rain water barrel output to hydrateordiedrate:rainwaterportion (delete and regenerate configs to ensure it gives hydration properly)
Verison 1.2.1 Released:
Nutrition Deficit UI Element. Nutrition Deficit will color your saturation bar orange as it builds up.
Marik Delete your config file.
Chronolegionaire Hey, is Distilled water supposed to do nothing currently? It doesn't provide hydration or anything.
V 1.2.0 released:
Disallow drinking from sources when hydration is full.
The old versions all had a pretty bad typo oversight in one of its main functions, not sure why they still worked but just to make sure they don't cause unforseen issues in the future, I got rid of them.
What happened with older versions?
Hotfix 2: Reset nutrition Deficit on death
1.1.8 Released
Hotfix for ACA glass bottles to support nutrition deficit. New config not needed
MAN OH MAN, THIS IS GONNA BE INTERESTING
Nedrakus This has to be a must. Otherwise one can trick the game to fill up satiety extremely fast, which shouldn't be the case at all. I hope OP is considering this.
1.1.7
Implemented Nutrition Deficit. Nutrition will no longer accrue if you accumilate hunger via thirst.
New distilled water item, obtain by distilling water in a still.
anyway to remove the saturation malus for drinking water its extremly tedius and makes me eat twice as much
maybe an option rather to be hunger debuff , add a health debuff or stop healh regen since your immune system is ocupied with whatever you drank that was in the water.
Also, I don't know if it's like that already, but it should be a percentage chance that the water is contaminated.
Excellent mod thank you.
I've tried promoting your mod around on the suggestion forum but someone correctly pointed out it's possible to drink water in order to deliberately lower sasiety, hence to increase nutrition levels.
In the default game there is no way to increase nutrition when sasiety is full to prevent from unnaturally gaining hit points. With the hydrate or diedrate mod, currently, you can.
To avoid this, it would be useful to make drinking anything not lower sasiety when (and only when) hydration is full. What do you think?
ForeverGood023
Awesome! I'll include it in the next release.
hi! Chronolegionaire, i have made a translation for Brazilian Portuguese:
Google Drive
Guimoute
Thanks!
Version 1.1.6 Released
Fixed Compatibility with Night Vision Goggles when Warm Armor is installed.
The underlying issue is not fixed but it is handled more gracefully in the background now. The underlying issue is an inherent incompatibility with something both of our mods are doing.
I like how you made soup relevant!
Version 1.1.5 Released
XSkill Integration.
Skills:
Dromedary
Increases Max Hydration bar by 1.3x per level additive(configurable)
Equatidian
Gives you a 1.2, 1.5, and 2.0 multiplier to cooling at each respective level (configurable)
1.1.4 released
Fixed Warm Armor compatibility
Fixed Idle Cooling Temps
Fixed Default config values
@Indi3vidual
You seem to be the only person having this issue and I am unable to reproduce. It's most likely an incompatibility. Troubleshooting here isn't going to get us anywhere especially if there is a day or two between messages. Can you join the vintage story discord and find the HoD modding post and post your mod list and logs?
@Bughaw
This mod doesn't add any new items or blocks to the game, nothing like that is planned at the moment. I do believe the accessibility features mod can turn off the shaky camera thing though.
@Chronolegionaire I do not have Balance Thirst installed. I did not install it as it has no mention of compatibility with this mod, which is why I chosen yours..
I setup my distiller to make distilled water... Is that not a thing, lol? I don't wanna get drunk all the time to stay hydrated.
Korpeolfus
Water source saturation drain is configurable in the block config.
Not allowing water source drinking while starving is specifically intended behaviour to prevent exploits of drinking to max thirst and then quickly eating right after. Water source and regular water are not meant to be used as your main source of hydration. Soups, and other hydrating foods like cooked cattail are meant for early game.
I love this mod! However ... ! There are two issues I've run into.
-Drinking from a water source consumes too much saturation.
-You cannot drink from a water source while starving to death.
As a result, death became too frequent during the early game.
I would like to decide for myself how much saturation is consumed in the process, as well as being able to drink while starving if possible.
Thank you for creating a delightful new system 👍
Sidfu
Early game you can make soup with water and vegetables or cook cattail roots which provide a decent amount of hydration.
Indi3vidual
That issue has been reported as an issue with the Balanced Thirst mod. So I can't help you with this. I will not be providing support for compatibility issues between HoD and Balanced Thirst (see the note on balanced thirst's page on why) I am unable to reproduce it with just my mod and culinary artillery.
Question are you gonna dd some early game ways to boil the water or is just having any container filled with water count as clean water?
I am using clay bottles and saucepan, I assume those are from Culinary Expansion mod?
Verison 1.1.3 released
Max decay in hot weather fix.
Support for Medieval Expansion Cellar Ice Cooling. (Cellar ice has a hard time being detected in rooms smaller than about 1x3 or 2x2. Bigger rooms work fine)
Indi3vidual
I'm not able to reproduce that, is it a vanilla jug? Are you drinking normal water from a source block?
Not sure if this is a bug, but drinking from clay bottle does not take away any hunger
Marik
Took a peek and it was relatively easy to add compatibility, next version will include a configurable multiplier to cooling for medieval expansion ice cooling.
Chronolegionaire
I can't thank you enough for this mod. I've wanted a legit thirst mod for years with this game. Not only to add uses for the various juices and milk, but because with vintage story's focus on a more bare knuckes semi realistic approach to a survival game, the absence of thirst always felt off in the first place.
PS. Have you thought about including Medieval Expansion compatibility with Cellar Ice for room cooling in hot environments?
Version 1.1.1 Released
Items with no warmth value now correctly recieve a cooling value
Config Overhaul. Config Lib Support Added
Cooked rhizome roots (cattail etc) now give 100 hydration
Peeled Cassava now gives 250 hydration
Water hydration reduced to 250
Hydration Values Are experimental and still subject to change
Reverted Accidental Lowering of Thirst Exponential Gain
Version 1.1.0 released
Added diurnal and light level cooling.
Night time will generally be cooler and caves will also be cooler.
Most cooling time of day is right before dawn, and hottest time of day will be a few hours after noon.
Vanilla behavior makes temp go up the deeper you are, I am still weighing on whether I want to ride with that gameplay or introduce a cooling effect to offset that so deeper caves don't cause thirst to raise incredibly fast.
To contend with this I introduced a configurable cap to the thirst decay increase set to 500% by default.
Version 1.0.9 released
Reduced hunger loss from water portion drinking from -600 per litre to -100.
Introduced a config toggle that turns off thirst mechanics entirely for compatiblity with Balanced Thirst.
Tobymaxgames
Liquid containers are fully compatible, the -1200 sat and 1200 hydration is the total amount of liquid in the container (vanilla displays it that way for whatever reason) actually drinking it will only drink one "serving" (one litre). That amount is 600 hyd and -600 hunger. So there are two servings per container. Raw Water is not meant to be the solution for solving thirst, this is a deliberate decision. For early game pre fruit press, you will want to make soup using vegetables and water (There will be other early game drinks in the near future). Soup no longer reduces your hunger and is safe to drink. Alternatively you can eat berries and other hydrating foods to recover thirst.
Can you improve compatibity with the Liquid Containers mod? the canteens and waterskins have hydration, but the values are insane. -1200 saturation and 1200 hydration for just the small canteens is crazy. i don't know how to fix it myself
If using an older version, please update 1.0.8 to avoid server log overload.
Awutak
Tailors delight doesn't add any new clothes so doen't need any compatibility adjustements, I did just add compatibility for the main clothing mods I could find on here though.
Hi is it possible to integrate the clothing of tailor's delight?
Version 1.0.5
Fixed character dialog close button
Version 1.0.4 Released
A culinary artillery bottles now fully compatible
Fully implemented liquid encumbrance
Added more null fallbacks to further prevent potential crashes
Chronolegionaire
Thank you! A Cullinary Artillery is pretty much paired right up with Expanded Foods, so it might be a relatively easy addition. Though, I know absolutey nothing about coding, so I'm saying that purely from an outside perspective, hah! I'll be sure to update as I play! Thus far, I am really enjoying this mod giving more practical use to the alcohol brewing mechanics in-game! I also feel like it pairs beautifully with the naturism perk from XSkills, since I usually take up residence in warmer climates in my worlds. Makes survival just that extra bit more challenging, and adds more to do, which in this sort of game I am a MASSIVE fan of! I always felt a thirst mechanic to pair with the hunger system was something needed in the game. Loving it so far!
Cojo
Cool, I can take a peek at a culinary artillerys flasks and see if that is something I can fix on my end, but I definitely can't make any promises! Let me know if you have any other issues. Also this goes for everyone but I would love to hear more feedback on the actual experience while playing with the mod, pain points, balance issues, that kind of thing so I can make tweaks to improve the experience.
Chronolegionaire
It's from A Cullinary Artillery - I realized that and was about to come back and edit just now, hah. The flasks and waterskins from Liquid Containers work just fine, at the very least! So problem has been averted for now! Also, thank you for the quick replies!
Dexapnow
Vanilla doesn't display satiety in the handbook. So its not necessarily my mod as its default behavior just that my mod DOES display hydration. I may make it not display hydration at all in the handbok to bring it in line with vanilla, but that is fairly low priority at the moment.
Cojo
What mod is the glass bottle from? I don't think thats a vanilla item.
So an additional update, when I drank a bottle of water my thirst multiplier jumped up to over 1500%
Edit: Deleted the config folder and the 1500% issue stopped with fresh configs. However, I narrowed down the problem with thirst repenishing being linked to drinking from glass bottles. For some reason, when you drink anything from a bottle, it doesn't replenish your thirst.
Unfortunately I didn't get a crash log, all that happened was I got the popup saying "Vintage Story has stopped responding" and there was no log created when I stopped it after waiting a bit. I'm no longer having a crash issue, so I do believe that was unrelated. However, I still am unable to actually fill my thirst bar by any means - is there something I should tweak in the config to fix this, or should I try re-installing the mod for now?
@cojo
Can you give me the stack trace in your crash log?
@Dexapnow
I'll take a look at the handbook display and see if I can iron that out.
I'm experiencing a weird issue where drinking things doesn't replenish my thirst, and when I tried drinking some spelt ale it made my game freeze and crash. Not sure if this is an issue on my end, since I only just installed the mod, but I'll update after I do some fiddling to see if it's my end or the mod having an isssue.
I was confused because in handbook nutrition isn't displayed, only hydration is, but when it's in container it displays both stats
Version 1.0.2 released:
Please delete your HoD config folder if you update.
Water block drinking is now config based to allow compatibility with other mods' liquid blocks.
Cooling config now supports wild card statements.
Added out of the box compatibility for:
Acorns
Alchemy
AncientTools
Butchering
ExpandedFoods
FloralZones
New World Crops
Primitive Survival
Warrior Drink
Wildcraft
Very likely unbalanced, could use someone to give it a solid test and balance pass if anyone is interested.
Will continue to add compatibility options for compatibility with Balanced Thirst as time permits.
Should have compatibility for a lot of the bigger food and drink mods out there by the end of tonight.
Maamessu
Thanks! I put in a lot of work on the config side to make sure it was as easy as possible, I'm hoping someone out there will release a config that adds a bunch of the common mods before I get antsy and do it myself ha ha. Just fixed the max thirst config, redownloading should fix it!
Threw this onto my server last night to give it a try.
I love how easy it is to configure, real talk. Took me 30 minutes to add compatibility for Wildcraft and Floral Zones the lazy way (giving everything the same hydration value via wildcards). But damn, you really do let us get in deep and if someone had the time and energy, they could add custom hydration values to... well, everything (including cooling values to modded items).
I'm playing in the equator right now, and finally there is a consquence for it.
I did notice that the config for max thrist didn't want to behave. I tried setting it to 2,000 (500 extra), but when I loaded into the game it was still at 1,500. That may be a compat issue, though not sure what would do it.
Dexapnow
I didn't touch nutrition values on anything besides making water and saltwater give negative nutrition. May be an incompatibility. I only added my hydration stat, everything else is untouched.
Stejer
I haven't fully worked out what I want it to be yet, but there will be some sort of well mechanic or similar method for mid game hydration solutions. No eta though.
Antonio90
You can make soups the vanilla way which will quench thirst without lowering hunger. Ingrediants are vegetables and water in a pot.
How do you heat water?
Excuse me but I have a few questions.
I was hoping to use this mod instead of balanced thirst since its harder however as far as I understood this mod still doesnt have a well mechanic wich is something I really REALLY like about balanced thirst. So I hoped to know if this mechanic will be added fast
if the two mods are compatible with each other so I can have a bit of both features without having different thirst bars it would also be fine
or if there is some other alternative
Id also like to know if there is or if you will make a similar mod for hunger making so you NEED to have a diverse diet and a minimum amount of calories etc (btw I know there is a mod that makes so instead of a hunger bar you get an calory measure but it doesnt really give the realism I am hoping for)
thnx
I think it might have been a good idea to leave nutrition on juice, wine and aqua vitae because even in vanilla, juice making isn't worth the effort.
Alcohol is calorie dense drink anyway.
I may do compatibility with the main food mods if no one else does it, but it is extremely easy to do right now for any mods you want to add on your own. The idea was that if another mod author wanted compatibility they could add it without any code changes on their part.
I have waited so long for this, thank you! Are you going to add compatibility with a culinary artillery? Because the alcohol seem to do nothing right now.
I've been looking forward to the release of something like this for a while! I can't wait to see how it integrates more realistic stuff like flowing/still water once a worldgen mod for rivers really gets swinging!
I have been dreaming of a mod like this!
I hope hygene and bladder are next on your mod list!