Mods / Hydrate or Diedrate

Tags: #Clothing #Food #Other
Authors: Chronolegionaire, TheInsanityGod, Nightingale33
Side: Both
Created: Jun 23rd 2024 at 8:45 PM
Last modified: 3 days ago
Downloads: 112556
Follow Unfollow 1425

Recommended download (for Vintage Story 1.21.0, 1.21.1 and 1.21.2 - 1.21.5):
hydrateordiedrate_2.3.1.zip  1-click install


Hydrate Or Diedrate

Overview

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

Key Features

Thirst Mechanic

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

Hydration from Food and Drinks

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

Kegs:

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

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

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

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

Tuns:

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

Wells:

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

Customization and Compatibility

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

 

 Current Out-of-Box Mod Support (VALUES MAY BE UNBALANCED)
  • Acorns
  • Alchemy
  • AncientTools
  • Butchering
  • ExpandedFoods
  • FloralZones
  • New World Crops
  • Primitive Survival
  • Warrior Drink
  • Wildcraft
  • Eldritch Cute Clothing
  • Simple Cloth
  • Hide and Fabric
  • Dressed to Kill
  • Make Tea
  • Medieval Expansion (Cellar Ice will make rooms cool more)
  • Bricklayers
  • Lavoisier
  • Hardcore Water: You can drink directly from aquifers, and aquifers support HoD custom water.
  • XSkills:
    • Dromedary Increases Max Hydration bar by 1.3x per level additive(configurable)
    • Equatidian Gives you a 1.2, 1.5, and 2.0 multiplier to cooling at each respective level (configurable)
 Config Info

Thirst Settings

  • MaxThirst (float)
    The upper bound of the player’s thirst gauge (default: 1500).

  • ThirstDamage (float)
    Damage dealt to the player each interval once fully dehydrated (default: 1).

  • ThirstDecayRate (float)
    Base rate (units/tick) at which thirst increases under normal conditions (default: 10).

  • ThirstDecayRateMax (float)
    Maximum multiplier applied to ThirstDecayRate under extreme conditions (default: 5).

  • HydrationLossDelayMultiplierNormalized (float)
    Scales the thirst reduction delay you get from drinking drinks. (default: 1).

  • EnableThirstMechanics (bool)
    Master switch for the entire thirst/dehydration system (default: true).

  • WaterSatiety (float)
    Thirst reduction when drinking fresh water (default: –100).

  • SaltWaterSatiety (float)
    Thirst reduction when drinking salt water (default: –100).

  • BoilingWaterSatiety (float)
    Thirst reduction when drinking boiling water (default: 0).

  • RainWaterSatiety (float)
    Thirst reduction when drinking collected rainwater (default: –50).

  • DistilledWaterSatiety (float)
    Thirst reduction when drinking distilled water (default: 0).

  • BoiledWaterSatiety (float)
    Thirst reduction when drinking boiled (but not rain) water (default: 0).

  • BoiledRainWaterSatiety (float)
    Thirst reduction when drinking rainwater that’s been boiled (default: 0).

  • SprintThirstMultiplier (float)
    Multiplier to thirst‑decay rate while sprinting (default: 1.5).

  • EnableBoilingWaterDamage (bool)
    Whether drinking boiling‑hot water inflicts damage (default: true).

  • BoilingWaterDamage (float)
    Damage dealt when consuming boiling water (default: 5).


Movement Speed Penalty

  • MaxMovementSpeedPenalty (float)
    The cap on speed reduction (as a fraction) from dehydration or liquid weight (default: 0.3 = 30%).

  • MovementSpeedPenaltyThreshold (float)
    Thirst level at which movement penalties begin (default: 600).


Liquid Encumbrance

  • EnableLiquidEncumbrance (bool)
    Toggles speed penalties for carrying heavy liquid loads (default: true).

  • EncumbranceLimit (float)
    Litres of liquid you can carry in a single slotbefore incurring penalties (default: 4 L).

  • LiquidEncumbranceMovementSpeedDebuff (float)
    Additional speed reduction when encumbered by liquid (default: 0.4).


Temperature & Heat

  • HarshHeat (bool)
    Enables accelerated dehydration in high‑temperature locations (default: true).

  • TemperatureThreshold (float)
    Ambient °C above which thirst decay starts ramping up (default: 27 °C).

  • ThirstIncreasePerDegreeMultiplier (float)
    Additional thirst units per °C above the threshold each second (default: 5).

  • HarshHeatExponentialGainMultiplier (float)
    Exponential scaling factor for thirst gain in extreme heat (default: 0.2).


Cooling Factors

  • UnequippedSlotCooling (float)
    Cooling bonus for each empty armor/clothing slot (default: 1).

  • WetnessCoolingFactor (float)
    Cooling effect of being wet (default: 1.5).

  • ShelterCoolingFactor (float)
    Cooling bonus when in a room (default: 1.5).

  • SunlightCoolingFactor (float)
    Cooling effect in shade (default: 1).

  • DiurnalVariationAmplitude (float)
    Temperature swing between day and night in °C (default: 18).

  • RefrigerationCooling (float)
    °C reduction provided by refrigeration blocks (if supported mod is installed) (default: 20).


XSkills

  • DromedaryMultiplierPerLevel (float)
    Thirst‑decay reduction per level in the “dromedary” trait (default: 0.3).

  • EquatidianCoolingMultipliers (float[])
    Array of cooling bonuses per level in the “equestrian” trait (default: [1.25, 1.5, 2.0]).


Rain Gathering

  • EnableRainGathering (bool)
    Allows containers to collect rainwater automatically (default: true).

  • RainMultiplier (float)
    Scales how much water is gathered per tick of rain (default: 1).

  • EnableParticleTicking (bool)
    Toggles per‑tick updates for rain particles (performance trade‑off) (default: false).


Keg & Tun

  • KegCapacityLitres (float)
    Storage capacity of a keg in litres (default: 100 L).

  • SpoilRateUntapped (float)
    Hourly spoilage rate when a keg is sealed (default: 0.15).

  • SpoilRateTapped (float)
    Hourly spoilage rate when a keg is open/tapped (default: 0.65).

  • KegIronHoopDropChance (float)
    Chance (0–1) of recovering the iron hoop when dismantling a keg (default: 0.8).

  • KegTapDropChance (float)
    Chance of recovering the tap when dismantling (default: 0.9).

  • TunCapacityLitres (float)
    Capacity of a tun barrel in litres (default: 950 L).

  • TunSpoilRateMultiplier (float)
    Global spoilage multiplier for tuns (default: 1).


Miscellaneous

  • DisableDrunkSway (bool)
    Turns off the sway/distortion effect when the player is drunk (default: true).

  • KegDropWithLiquid (bool)
    If true, kegs drop with contents instead of spilling (default: true).

  • TunDropWithLiquid (bool)
    If true, tuns drop with contents instead of spilling (default: false).

  • SprintToDrink (bool)
    Allows using the sprint key to initiate drinking instead of sneaking (default: false).


Well & Aquifer

  • WellSpringOutputMultiplier (float)
    Scales the flow rate of natural springs in wells (default: 1).

  • WellwaterDepthMaxBase/Clay/Stone (int)
    Max water retention depth (in blocks) for wells with normal, clay, or stone shafts (defaults: 5/7/10).

  • AquiferRandomMultiplierChance (double)
    Chance for a random output multiplier when generating an aquifer (default: 0.02).

  • AquiferStep (int)
    Number of chunks to check around an aquifer chunk to smooth rating. Higher will result in aquifers that span more chunks. May have preformance rpercussions (default: 4).

  • AquiferWaterBlockMultiplier (double)
    Water‑block multiplier for determining aquifer rating. Larger numbers will make aquifers stronger near regular water(default: 4).

  • AquiferSaltWaterMultiplier (double)
    Salt‑water multiplier for determining aquifer rating. Larger numbers will make aquifers stronger near salt-water. Will also make aquifers that are further from oceans saltier (default: 4).

  • AquiferBoilingWaterMultiplier (int)
    Boiling water multiplier for determining aquifer rating. Larger numbers will make aquifers stronger near boiling water (default: 100).

  • AquiferRatingCeilingAboveSeaLevel (int)
    Maximum aquifer quality rating above sea level (default: 30).

  • AquiferDepthMultiplierScale (float)
    Scale factor for depth’s effect on aquifer rating (default: 1).

  • AquiferDataOnProspectingNodeMode (bool)
    SHow aquifer prospecting on Node mode rather than density search (default: false).

  • ShowAquiferProspectingDataOnMap (bool)
    Toggle display of aquifer icons/overlays on the world map after prospecting (default: true).

  • WinchOutputInfo (bool)
    Displays well output info in tooltips for winches (default: true).

  • ProspectingRadius (int)
    Block radius when prospecting within which aquifers are detected (default: 3).


Water Perish & Spoilage Timers

For each water type, you have two timers:

  1. …FreshHours (float)
    How many in‑game hours the water stays “fresh.”

  2. …TransitionHours (float)
    How many hours it remains in a “stale/transitional” state before fully spoiling.

Water Type FreshHours TransitionHours
Rainwater 150 36
Boiled water 75 18
Boiled rainwater 75 18
Distilled water 150 36
Well‑fresh water 150 36
Well‑salt water 150 36
Well‑muddy water 150 36
Well‑tainted water 150 36
Well‑poisoned water 150 36
Well‑muddy salted water 150 36
Well‑tainted salted water 150 36
Well‑poisoned salted water 150 36

Winch Speed

  • WinchLowerSpeed (float)
    Multiplier for how fast the bucket lowers in a well (default: 0.8).

  • WinchRaiseSpeed (float)
    Multiplier for how fast it’s raised back up (default: 0.8).

Disclaimer

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

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

Known Issues

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

Stay hydrated!

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

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

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

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

BUG REPORT NOTICE:

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

To get assistance, please go to the Hydrate or Diedrate thread in the Official Vintage Story Discord or github and provide:
1: Description of issue, and steps to reproduce
2: Your server-main and client-main logs found in vintagestorydata/logs

(Sometimes I wonder if people just don't read this or if they ignore it)

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
2.3.1
1.21.2 - 1.21.5
1292 3 days ago hydrateordiedrate_2.3.1.zip 1-click install

Hotfix for wellspring digging crash.

2.3.0
1.21.2 - 1.21.5
122 3 days ago hydrateordiedrate_2.3.0.zip 1-click install

New Blocks:

Pipes: Pipes for moving water from one point to another made with solder and soldering iron and smithed pipe sections. Pipes can be right clicked with a wrench to disguise them as another block. (Currently pipes only work with HoD well springs, currently in progress are a few additional blocks to allow them to be used with other liquid containers and water source blocks)

Pipe Shutoff Valve: Right click a shut off valve to cutoff flow in a pipe network. Sprint-Right Click with a wrench to reorient a valve.

Hand Pump: Hand pump to pump liquids from a pipe connected to a well spring.

(Credit to TheClag for model work!)

(Many more blocks to accompany and work with pipe networks are in progress such as mechanically driven pumps, fluid intakes, sink basins, fluid outputs, and sprinklers)

 

New Features:

Visual adjustments to well winch such as swaying rope/container and shadows.

New config option to adjust world generation small pond frequency (defaulted to 1 which is the same as vanilla, will not affect already generated chunks)

A few new config options related to hand pumps

 

Fixes: 

Slight rework of well spring functionality to work with new pipe system.

Several Bug fixes for orphaned well water entities that were causing wells to not fill properly

Fix for well water throwing errors when it tried to freeze (freezing is just disabled for now, may do more with this in the future to allow it to freeze to a custom block)

Fix for movement penalty persisting when it shouldn't

Fix for well winch getting stuck spinning infinitely in certain situations

Likely several more bugfixes that I can't remember

(This update will break existing HoD blocks, including contents of kegs. Please plan accordingly. (Move liquids to vanilla barrels and break and replace the broken blocks after updating) Unfortunately a remap can't fix this as the block id's themselves have not changed.

2.2.26
1.21.2 - 1.21.5
5902 Oct 28th at 7:31 PM hydrateordiedrate_2.2.26.zip 1-click install

Fix Hydration Loss Delay not decaying when calendar speed is set slower than default

2.2.25
1.21.2 - 1.21.5
66 Oct 28th at 6:27 PM hydrateordiedrate_2.2.25.zip 1-click install

Aqueducts from hardcorewater: transport edition are now fully compatible with custom HoD well waters.

Fix muddy water spawn bug

Fix winch wood crafting bug in certain instances

ACA compatibility for water boiling

 

2.2.24
1.21.2-rc.3 - 1.21.5
6277 Oct 10th at 3:50 AM hydrateordiedrate_2.2.24.zip 1-click install

Fix wellspring water creation not respecting retaining wall limitations.

Fix muddy water generation in wellsprings going over intended limit and making muddy water pillars into the sky.

2.2.23 1543 Oct 5th at 8:52 PM hydrateordiedrate_2.2.23.zip 1-click install

Hotfix: Fix being able to drink water through blocks

2.2.22 705 Oct 5th at 5:21 PM hydrateordiedrate_2.2.22.zip 1-click install

Hotfix for problem where existing well water did not migrate properly (which was causing the winch to not work on well water from before update)

2.2.21
1.21.1 - 1.21.2-rc.3
1116 Oct 3rd at 11:46 PM hydrateordiedrate_2.2.21.zip 1-click install

Fixed /setaquifer command so it persists across reloading worlds

Well Springs are now the sole source of truth for well volume, in preparation for piping system.

Fixed well spring crashing in certain instances

Tapped Kegs and Untapped kegs are now variants instead of two separate blocks (please run remapper and reload save/server so any existing kegs can remap, this one will remap a lot quicker than the water remaps!)

Fixed xskill pickaxe tool mode compatibility

Potentially some other fixes I've forgotten about

New Config Options:

ThirstRateAtStoryLocations: Default 1.0 (normal thirst in story locations). Set to a value between 0-1 to set a lower thirst percentage in story locations. Or higher than 1 if you're a sadist!

 

2.2.20
1.21.1 - 1.21.2-rc.2
1887 Sep 28th at 9:57 PM hydrateordiedrate_2.2.20.zip 1-click install

Fix scooping water from winches with a stack of containers, filling the entire stack.

Fix Invalid Config Crash

2.2.19
1.21.1 - 1.21.2-rc.2
1064 Sep 26th at 4:43 PM hydrateordiedrate_2.2.19.zip 1-click install
  • Wellspring now inherits sound, drops and breaking particles from origin block. 
  • fixed well shaft material check
2.2.18
1.21.1 - 1.21.2-rc.2
282 Sep 26th at 4:55 AM hydrateordiedrate_2.2.18.zip 1-click install

Fixed: Winch was taking too much water, or rather the volume was not getting corrected after new water block for specific height was placed.

Updated es-es translation (Thank you C4BR3R4!)

2.2.17 1272 Sep 23rd at 10:45 PM hydrateordiedrate_2.2.17.zip 1-click install

Guard clause to stop issues caused by invalid itemstacks

2.2.16 686 Sep 22nd at 11:13 PM hydrateordiedrate_2.2.16.zip 1-click install

tweaked recipe generator so it:

  1. doesn't crash on recipes without name
  2. gets clone method through reflection so it can deal with bad extensions of RecipeBas

 

2.2.15 218 Sep 22nd at 9:36 PM hydrateordiedrate_2.2.15.zip 1-click install

hotfix: fixed issue when water perish is disabled

2.2.14 194 Sep 22nd at 7:18 PM hydrateordiedrate_2.2.14.zip 1-click install

(If using brain freeze, make sure you update that mod first!)

  • refactored both liquid items and blocks to properly make use of variants, be sure to run remapper if updating on an existing server/save
  • winch no longer stores data from wellspring but instead just references it
  • winch can now fill buckets further if they still have space left
  • you can now grab liquid from the winch without taking the bucket off
  • wellspring is now made of the block that used to be there (well technically what's around it right now) and texture matches this
  • wellspring is now shallow based on if it is made from soil
  • refactored config to be simpler and more versatile
  • block hydration now uses the WhenFilled attributes so it no longer needs to be specified separately (this effectively makes the block patches for source block drinking obsolete)
  • fixed meals giving more nutrient as the serving count went down
  • fixed meals having negative hydration due to water
  • Rebalanced several mod added item hydration values (please delete and regenerate all your hydration patches for blocks and items to see the new values)
  • Sound effect added to winch when it scoops up water
  • probably some other stuff 
2.2.13 2372 Sep 15th at 11:54 PM hydrateordiedrate_2.2.13.zip 1-click install

Wells and wellsprings can now operate with ladders or other "non solid" solid blocks in the way. So now you can put lights in and/or make a safe way to climb in and out of your well shafts to clean out critter corpses and what not without blocking your winch!

2.2.12 1990 Sep 10th at 7:20 PM hydrateordiedrate_2.2.12.zip 1-click install

Fix For invalid patch configs that crops up sometimes

Wells no longer use a gui and well inventory is now directly driven by in world actions

Boiling water is no longer a recursive recipe

Aquifer prospecting has been fully refactored for easier maintainability (and better compatibility!)

2.2.11 691 Sep 8th at 11:48 PM hydrateordiedrate_2.2.11.zip 1-click install

Hotfix for Gourmand Compatibility, due to having to load HoD recipe generation earlier to work with Gourmand, its possible that a custom recipe might get missed by HoD, let me know in discord if a recipe that uses water doesn't work with HoD water.

Boiling water recipes added back in because I accidentally drone striked them. 

HoD doesn't try to generate variants of it's own recipes.

2.2.10
1.21.0 - 1.21.1-rc.2
864 Sep 8th at 8:54 AM hydrateordiedrate_2.2.10.zip 1-click install

Recipe Generator:

HoD will now automatically generate HoD water variant recipes at runtime for all recipes (including mod added ones) that include vanilla vintage story water portion items in their recipe. Goodbye to hundreds of included json patches! 

2.2.9
1.21.0 - 1.21.1-rc.1
2003 Sep 3rd at 3:38 AM hydrateordiedrate_2.2.9.zip 1-click install

Fix clay pot texture mapping to match 1.21.

Ancient Technology bread recipe compatibility with HoD waters.

Fix better prospecting pick patch to be null safe which will prevent crashing when your propick breaks when HoD is installed alongside and you use density search.

Some Null safety in the regular prospecting pick patch just in case.

Replace harmony patch signature with patched versions of CoA, should work with the unnofficial versions, will need to be reverted back when mod officially updates.

2.2.8 1952 Aug 29th at 6:17 AM hydrateordiedrate_2.2.8.zip 1-click install

Correcting typo usage in xskills patch as new version fixed the typo on their end, well tool mode should work with xskills rabite and official xskills again when it officially updates.

 

Hydration support for salt and sands bivavle meat.

2.2.7 1506 Aug 25th at 8:26 PM hydrateordiedrate_2.2.7.zip 1-click install

Fix crash on character window if you have harsh heat turned off.

2.2.6 1228 Aug 23rd at 10:02 PM hydrateordiedrate_2.2.6.zip 1-click install

1.20.12 version I cobbled together very quickly of the new version. Things might be broken in this backport but quick playtest and everything seems to be okay for the most part.

2.2.6-rc.7 162 Aug 23rd at 9:17 PM hydrateordiedrate_2.2.6-rc.7.zip 1-click install

The Insansity God's complete aquifer refactor - Distribution makes more sense, and is smoother. Much more performance friendly.

 

New advanced config option to tweak the in game mark dirty threshold for those experiencing rubber banding when pairing HoD with other mods. Only turn this on if you know what you are doing! 

2.2.5 295 Aug 11th at 12:57 AM hydrateordiedrate_2.2.5.zip 1-click install

Fixed double thirst issue

2.2.3 93 Aug 9th at 11:33 PM hydrateordiedrate_2.2.3.zip 1-click install

Major refactor of thirst and hot temperature behavior, thank you TheInsanityGod.for your hard work and dedication!

 

Thirst related attributes are now handled in their own tree so as not to clog up vanilla attribute updates.

 

Body heat attributes are similarly separated.

 

Rubber band bug officially squashed.

 

 

2.2.2 331 Aug 1st at 12:48 AM hydrateordiedrate_2.2.2.zip 1-click install

Fixed AquiferChunkData deserialize error on existing saves.

2.2.1 147 Jul 29th at 6:46 PM hydrateordiedrate_2.2.1.zip 1-click install

Aquifer performance overhaul (On newly generated chunks, existing chunks will still need to have aquifers generated the old slow way, if updating an existing save it will be a bit choppy as the data is generated but will pick up over time)

Rubber banding fix (maybe, currently untested as users having issue have not responded)

Several Aquifer related bug fixes

Aquifers are now deterministic based on world seed, meaning same seed (and config settings) will always generate the same aquifers instead of being completely random each time.

Aquifer balance has been adjusted, default configuration will have low to mid rated aquifers be rarer than they currently are, and no rating aquifer areas a lot more common. High aquifer areas are slightly rarer, but can still be regularly found in very deep caves.

This however means all aquifer data will be regenerated, existing wells may no longer have the same aquifer rating if you are updating an existing save. Because of this I recommend starting a new save if you don't want to lose your current wells output rate.

 

Huge thanks to The Insanity God for:

Config Code Overhaul

Keg and Tun Code Overhaul

Several bug fixes related to Keg and Tun

2.2.0 1429 Jul 3rd at 6:15 PM hydrateordiedrate_2.2.0.zip 1-click install

Updates Recipes which rely on bowls to account for bowls having colours. 

Made change to warmth tweak for Nadiya waist due to 1.21 change

Mild change to Recipe patch due to API change

2.1.6 2621 Aug 11th at 6:54 AM hydrateordiedrate_2.1.6.zip 1-click install

Fixed 1.21 recipe change that got accidentally ported backwards

2.1.5 192 Aug 10th at 10:29 PM hydrateordiedrate_2.1.5.zip 1-click install

Fixed duplicate entity behavior (which caused thrist to decrease at twice the speed)

2.1.4 70 Aug 10th at 8:55 PM hydrateordiedrate_2.1.4.zip 1-click install

Fixed rope texture pointing to 1.21 location instead of 1.20, my bad.
(this is what happens when you try to support multiple versions at the same time)

2.1.3 353 Aug 9th at 11:46 PM hydrateordiedrate_2.1.3.zip 1-click install

Major refactor of thirst and hot temperature behavior, thank you TheInsanityGod.for your hard work and dedication!

 

Thirst related attributes are now handled in their own tree so as not to clog up vanilla attribute updates.

 

Body heat attributes are similarly separated.

 

Rubber band bug officially squashed.

2.1.2 10376 May 30th at 8:43 PM hydrateordiedrate_2.1.2.zip 1-click install

Updated to latest version.

Small performance update to status bars to reduce impact. 

Fixed bug with disappearing well water.

 

Many thanks to TheInsanityGod for help on this one

2.1.2-rc.1 63 May 30th at 7:49 PM hydrateordiedrate_2.1.2-rc.1.zip 1-click install

Release Candidate version aiming to address performance issues encountered

2.1.1
1.20.8 - 1.20.10
2701 May 11th at 2:04 PM hydrateordiedrate_2.1.1.zip 1-click install
Update to Brazilian Portugese translations (courtesy of: dhyyyyyyy)
First release by new Owner.
2.1.0 4022 Apr 18th at 8:18 PM hydrateordiedrate_2.1.0.zip 1-click install

Drink check ray trace no longer runs on server side to avoid null issues

Well Spring now keeps track of its last state so that it knows how much water it should have made while unloaded. (likely what was causing wellsprings to not make the listed amount of water volume per day)

Well Spring info on winch now lang driven. 

Well Spring info now includes current total liters in well and max liters (replacing max blocks)

Fixed max cooling in item description not showing in the same line as max warmth.

Added missing American Frontiersman clothing compatibility

Updated French Translation (thank you! Wailwolf )


2.0.19 2873 Apr 2nd at 8:55 PM hydrateordiedrate_2.0.19.zip 1-click install

Added Cooling support for American Frontiersman clothes

Compatibility with Smooth Digestion

 

2.0.18 408 Apr 1st at 5:37 PM hydrateordiedrate_2.0.18.zip 1-click install

Added Cooling support for Dressed To Kill

Fixed Drinking from Primitive Survival Furrows

2.0.17 659 Mar 30th at 11:32 PM hydrateordiedrate_2.0.17.zip 1-click install

Compatibility with Vintage Story 1.20.7 (NOTE No longer backwards with compatible with older 1.20.x versions)

Fix entire Bucket stack filling with well water when using a stack of buckets. No properly only fills the first bucket in the stack.

Fix Muddy Well Water filling instantly to 9 liters when creating first water block if diagonally adjacent to other water blocks.

Fix well spring Water placement in edge cases

Updates ru translation

2.0.16
1.20.5 - 1.20.6
2082 Mar 25th at 10:09 PM hydrateordiedrate_2.0.16.zip 1-click install

Hotfix: muddy water generation was broken by accident and surface level well springs were creating floods of water instead single muddy water blocks.

2.0.15
1.20.5 - 1.20.6
203 Mar 25th at 4:34 PM hydrateordiedrate_2.0.15.zip 1-click install

Further performance refactors/improvements

Switched back to single threaded processing for rain collectors and aquifer generation, no noticeable gains on my machine from single to multithreaded processing, so single threaded will be better as it will work better on older cpus.

Fix conflicting water boil recipe with xskill desalinate recipe

Winches will now display well spring output rate and current max depth. (configurable)

Removed ClearAquiferData command as it was non functional and was an artifact from the original aquifer generation method.

Wellspring output rebalanced and normalized to a slightly less arbitray calculation. Now "Heavy" rated aquifer with a perfect rating will output 70 liters a day scaling down to 1 liter a day for "Very Poor" aquifer with a minimal rating.

Fixed rain collecting on ground storable items compounding their rain collection "surface areas" resulting in increased speed over a single block with a surface area of 1.

Added block links to handbook entry for well instructions to show exactly what blocks can be used for upgrading a well shaft.

Added Config Options

"ShowAquiferProspectingDataOnMap": true,

"WinchOutputInfo": true

2.0.14 1325 Mar 20th at 6:04 AM hydrateordiedrate_2.0.14.zip 1-click install

Fix winch lang usage not referencing lang file correctly

Fix prospecting map marker inconsistency due to map marker using surface level chunk position rather than position at current depth resulting in prospecting read out for aquifers not matching the map marker that got generated

Rain collecting blocks now scale their collection speed based on their sky facing collision box, i.e. blocks with smaller collision boxes will collect rain at different rates. Thank you TheInsanityGod for the idea of using collision box to calculate this!

Rain collection rate by default scales as closely to real life rain fall rates as I can possibly get with Vintage Storys rain data scaling which is 0-1 where I assumed 0.1 is a very light sprinkle and 1 was a very heavy rain. This is based on Vintage Story blocks having 1 square meter faces. 

2.0.13 701 Mar 18th at 5:04 PM hydrateordiedrate_2.0.13.zip 1-click install

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

2.0.11
1.20.4-rc.4 - 1.20.4
333 Mar 17th at 10:33 PM hydrateordiedrate_2.0.11.zip 1-click install

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

2.0.10
1.20.4-rc.4 - 1.20.4
445 Mar 17th at 12:34 AM hydrateordiedrate_2.0.10.zip 1-click install

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

2.0.9
1.20.4-rc.4 - 1.20.4
487 Mar 15th at 11:43 PM hydrateordiedrate_2.0.9.zip 1-click install

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

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

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

Russian localisation: Thank you ChimMAG!!

2.0.8
1.20.4-rc.4 - 1.20.4
364 Mar 15th at 8:27 AM hydrateordiedrate_2.0.8.zip 1-click install

Fix soup meal rendering when using HoD added water types

2.0.7
1.20.4-rc.4 - 1.20.4
259 Mar 15th at 1:11 AM hydrateordiedrate_2.0.7.zip 1-click install

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

2.0.6
1.20.4-rc.4 - 1.20.4
399 Mar 13th at 6:15 PM hydrateordiedrate_2.0.6.zip 1-click install

Hydration support for new wildcraft Fruits and Nuts Lemonade

2.0.5
1.20.4-rc.4 - 1.20.4
280 Mar 13th at 4:17 AM hydrateordiedrate_2.0.5.zip 1-click install

Performance optimizations in 3d aquifer generation

2.0.4
1.20.4-rc.4 - 1.20.4
206 Mar 12th at 9:48 PM hydrateordiedrate_2.0.4.zip 1-click install

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

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

2.0.3
1.20.4-rc.4 - 1.20.4
169 Mar 12th at 4:32 PM hydrateordiedrate_2.0.3.zip 1-click install

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


2.0.2
1.20.4-rc.4 - 1.20.4
305 Mar 12th at 4:53 AM hydrateordiedrate_2.0.2.zip 1-click install

New Config Option: AquiferDataOnProspectingNodeMode

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

2.0.1
1.20.4-rc.4 - 1.20.4
222 Mar 11th at 10:16 PM hydrateordiedrate_2.0.1.zip 1-click install

HotFix: I broke hydration

2.0.0
1.20.4-rc.4 - 1.20.4
72 Mar 11th at 9:40 PM hydrateordiedrate_2.0.0.zip 1-click install

Hotfix: Accidentally made thirst tick even in creative

1.9.9
1.20.4-rc.4 - 1.20.4
58 Mar 11th at 9:02 PM hydrateordiedrate_1.9.9.zip 1-click install

3D Aquifer Initial refactor: Aquifers generate in 3d now and at variable depths (depth scaling config option removed). 
Prospecting Hints: When prospecting you will get a directional hint to the nearest aquifer that is stronger than your current one. Distance is configurable.
Mod System Refactor: Back end refactor and reorganization. Should not make any noticeable difference to users.
Config Load Refactor: Config loading and saving has been refactored and no longer requires a network sync, making it more reliable.
More NaN safety: Added more checks to ensure NaN safety when calculating thirst rate.

1.9.8
1.20.4-rc.4 - 1.20.5-rc.1
1064 Mar 7th at 3:58 AM hydrateordiedrate_1.9.8.zip 1-click install

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

1.9.7
1.20.4-rc.4 - 1.20.4
1082 Mar 2nd at 12:07 AM hydrateordiedrate_1.9.7.zip 1-click install

NaN safety, and HUD optimization

1.9.6
1.20.4-rc.4 - 1.20.4
579 Feb 28th at 3:55 PM hydrateordiedrate_1.9.6.zip 1-click install

es-es Translation - Thank you C4BR3R4!

1.9.5
1.20.4-rc.4 - 1.20.4
64 Feb 28th at 3:20 PM hydrateordiedrate_1.9.5.zip 1-click install

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

1.9.4
1.20.4-rc.4 - 1.20.4
267 Feb 28th at 3:47 AM hydrateordiedrate_1.9.4.zip 1-click install

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

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

1.9.2
1.20.4-rc.4 - 1.20.4
2203 Feb 19th at 8:11 PM hydrateordiedrate_1.9.2.zip 1-click install

Fix rain water not collecting properly in low rain intensity

Fix pasta hot recipe for expanded foods compatibility.

1.9.1
1.20.4-rc.4 - 1.20.4
591 Feb 18th at 9:36 PM hydrateordiedrate_1.9.1.zip 1-click install

Fix blocks statically loading config options

1.9.0
1.20.4-rc.4 - 1.20.4
590 Feb 17th at 3:17 PM hydrateordiedrate_1.9.0.zip 1-click install

Well winch interactions for inventory and raising/lowering separated. You can no longer lower the winch while interacting with inventory to prevent issues with the bucket lowering too quickly before you can take the bucket out. Must interact with handle to raise/lower.

1.8.9
1.20.4-rc.4 - 1.20.4
266 Feb 17th at 3:37 AM hydrateordiedrate_1.8.9.zip 1-click install

Dough recipe now useable with HoD water

1.8.8
1.20.4-rc.4 - 1.20.4
111 Feb 17th at 1:09 AM hydrateordiedrate_1.8.8.zip 1-click install

Well winch recipes are now vanilla variants compatible

1.8.7
1.20.4-rc.4 - 1.20.4
131 Feb 16th at 11:07 PM hydrateordiedrate_1.8.7.zip 1-click install

Winch Config options.

Default raise and lower speed is now 8x faster.

1.8.6
1.20.4-rc.4 - 1.20.4
374 Feb 16th at 10:06 AM hydrateordiedrate_1.8.6.zip 1-click install

Fixed clothing that has cooling but no warmth not being repairable.

Buffed the cooling value of some clothing items (regenerate your AddCooling config if you want the new values. More balance passes to come.

Added "Current Cooling" to the character stats menu so you can see the total amount of cooling you are getting from the clothing you are wearing (or not wearing)

1.8.5
1.20.4-rc.4 - 1.20.4
652 Feb 14th at 11:22 PM hydrateordiedrate_1.8.5.zip 1-click install

Fix for wellspring block not being placed on server side when xskills is installed.

1.8.4 420 Feb 13th at 9:54 PM hydrateordiedrate_1.8.4.zip 1-click install

Fix bucket not being detected as empty in certain edge cases

Updated French translation, thanks Mokradin!

1.8.3 265 Feb 13th at 7:00 AM hydrateordiedrate_1.8.3.zip 1-click install

Config Options for water perish speeds

1.8.2 399 Feb 11th at 11:48 PM hydrateordiedrate_1.8.2.zip 1-click install

Another Potential fix the wellspring block place when xskills is installed.

Fix thirst rate display

Moved New Charatcer dialogue stats to a transpiler instead of postfix for better compatibility with other mods.


1.8.1 394 Feb 11th at 2:11 AM hydrateordiedrate_1.8.1.zip 1-click install

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


1.8.0 639 Feb 10th at 3:36 AM hydrateordiedrate_1.8.0.zip 1-click install

Fix well springs getting plugged and stopping generating water if water in shaft gets removed thats not the most surface level.

Fix well springs being unable to collect vanilla water

1.7.9 200 Feb 9th at 8:23 PM hydrateordiedrate_1.7.9.zip 1-click install

Potential hotfix for null liquid mesh renderer

1.7.8 265 Feb 9th at 9:51 AM hydrateordiedrate_1.7.8.zip 1-click install
v1.7.8 Well Winches Full release see handbook for crafting recipe! Well Spring output rebalanced and lower rating aquifers are now actually viable (that being said you will still want to seek out heavy aquifers to get a reliable supply) Rain collection rate lowered by a large amount for balance. (config option works if you want to multiply it up to the previous rate) HoD custom water recipe patches for vanilla and several popular mods. (Around 200 patches in total) Fix config sync error that caused all bool settings to default. Fixed a null error on thirst behavior when closing game. This is potentially the biggest update to date for HoD, so there may be errors, please let me know if any issues are encountered. Compatibility with the Make Tea mod by Urm.
1.7.7 1241 Feb 4th at 12:36 AM hydrateordiedrate_1.7.7.zip 1-click install

Fix Carryon behavior patches

1.7.6 490 Feb 3rd at 6:09 AM hydrateordiedrate_1.7.6.zip 1-click install

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

1.7.5 169 Feb 3rd at 4:45 AM hydrateordiedrate_1.7.5.zip 1-click install

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

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

XSkills Compatibility (Thank you Xandu!)

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

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

Readded rain particles on rain collection (off by default)

Added config options for well water satiation values.

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

Added well handbook entry

 

1.7.4 1784 Jan 27th at 3:50 AM hydrateordiedrate_1.7.4.zip 1-click install
Fix barrel rain collection
Fixed rain water boiling
Fix Xskill mining tool mode compatibility
Better prospecting compatibility
Added French Translation (Thank you to Mokradin!)
1.7.3 868 Jan 25th at 11:24 AM hydrateordiedrate_1.7.3.zip 1-click install

HotFix null reference during init

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

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

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

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

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

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

Beware of critters falling into and dying in your wells, or your water source will be tainted.
In multiplayer servers, you can poison the wells of your enemies by tossing a death cap into it. Make sure you check your water before drinking during times of war.

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

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

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

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

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

Special Thanks to @Lodeclaw for modeling the well spring and soon to be included winch blocks. Check out his youtube channel here!
https://www.youtube.com/@lodeclaw

1.7.2 183 Jan 25th at 10:30 AM hydrateordiedrate_1.7.2.zip 1-click install

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

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

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

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

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

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

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

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

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

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

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

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

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

Special Thanks to Lodeclaw for modeling the well spring and soon to be included winch blocks. Check out his youtube channel here!
https://www.youtube.com/@lodeclaw

1.7.1 1572 Jan 20th at 2:43 AM hydrateordiedrate_1.7.1.zip 1-click install

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

Supports new clothing added in Vintage Story 1.20

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

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

Continued general code cleanup in the backend. 

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

1.7.0 598 Jan 19th at 6:18 AM hydrateordiedrate_1.7.0.zip 1-click install

Fix for thirst behavior not attaching correctly.

1.6.9 236 Jan 19th at 3:11 AM hydrateordiedrate_1.6.9.zip 1-click install

Hotfix for source block drinking

1.6.8 259 Jan 18th at 11:48 PM hydrateordiedrate_1.6.8.zip 1-click install

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

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

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

1.6.7 892 Jan 16th at 3:36 AM hydrateordiedrate_1.6.7.zip 1-click install

Fix for xkill cooking patch compatibility

Added German Localization, thanks Drakrochma!
1.6.6 397 Jan 14th at 12:19 AM hydrateordiedrate_1.6.6.zip 1-click install

Source Block drinking hunger loss hotfix

1.6.5 394 Jan 12th at 1:12 PM hydrateordiedrate_1.6.5.zip 1-click install

Fixed accidental SKiaSharp dependency.

1.6.4 239 Jan 12th at 1:44 AM hydrateordiedrate_1.6.4.zip 1-click install

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

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

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

1.6.3 793 Jan 2nd at 6:33 PM hydrateordiedrate_1.6.3.zip 1-click install

Fixed Keg and Tun configuration not applying

1.6.2 287 Jan 2nd at 2:46 AM hydrateordiedrate_1.6.2.zip 1-click install

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

Final revision of aquifer generation. 

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

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

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

1.6.1 809 Dec 24th 2024 at 7:58 AM hydrateordiedrate_1.6.1.zip 1-click install

Even more null checks for aquifer generation. Really hope this is the last time I have to adjust this...

1.6.0 180 Dec 24th 2024 at 5:34 AM hydrateordiedrate_1.6.0.zip 1-click install

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

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

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

Well water block flow logic finalized.


1.5.9 528 Dec 19th 2024 at 6:05 AM hydrateordiedrate_1.5.9.zip 1-click install

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.


1.5.8 343 Dec 17th 2024 at 5:23 AM hydrateordiedrate_1.5.8.zip 1-click install

Hotfix for another aquifer crash, hopefully this is the last

1.5.7 226 Dec 16th 2024 at 10:15 PM hydrateordiedrate_1.5.7.zip 1-click install

Hotfix for aquifer data crashing on creative mode world

1.5.6 228 Dec 16th 2024 at 5:37 PM hydrateordiedrate_1.5.6.zip 1-click install

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.
1.5.5 346 Dec 15th 2024 at 2:03 AM hydrateordiedrate_1.5.5.zip 1-click install

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.


1.5.4 1274 Dec 1st 2024 at 8:32 PM hydrateordiedrate_1.5.4.zip 1-click install

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.

1.5.4-pre.13 712 Dec 1st 2024 at 8:33 PM hydrateordiedrate_1.5.4-pre.13.zip 1-click install

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.

1.5.3-pre.11 590 Nov 9th 2024 at 12:21 AM hydrateordiedrate_1.5.3-pre.11.zip 1-click install

Potential fix for particle velocity crash for those experiencing a crash

1.5.2 525 Nov 8th 2024 at 6:33 AM hydrateordiedrate_1.5.2.zip 1-click install

Fixed dual thirst behavior

1.5.2-pre.11 208 Nov 8th 2024 at 6:33 AM hydrateordiedrate_1.5.2-pre.11.zip 1-click install

Fixed dual thirst behavior

1.5.1 210 Nov 7th 2024 at 1:40 AM hydrateordiedrate_1.5.1.zip 1-click install

Fixed config sync crash

1.5.1-pre.9 217 Nov 7th 2024 at 1:41 AM hydrateordiedrate_1.5.1-pre.9.zip 1-click install

Fixed config sync crash

1.5.0 251 Nov 3rd 2024 at 9:40 PM hydrateordiedrate_1.5.0.zip 1-click install

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

1.5.0-pre.9 265 Nov 3rd 2024 at 9:41 PM hydrateordiedrate_1.5.0-pre.9.zip 1-click install

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

1.4.9 214 Nov 3rd 2024 at 7:37 AM hydrateordiedrate_1.4.9.zip 1-click install

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.

1.4.9-pre.7 216 Nov 3rd 2024 at 7:37 AM hydrateordiedrate_1.4.9-pre.7.zip 1-click install

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.

1.4.8 328 Oct 29th 2024 at 2:20 AM hydrateordiedrate_1.4.8.zip 1-click install

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. 

1.4.8-pre.7 346 Oct 29th 2024 at 2:20 AM hydrateordiedrate_1.4.8-pre.7.zip 1-click install

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. 

1.4.7 262 Oct 27th 2024 at 3:21 AM hydrateordiedrate_1.4.7.zip 1-click install

Fixed saturation gain when you have nutrition deficit
Corrected particle generation bug (only relevant for 1.20pre7)

1.4.7-pre.7 281 Oct 27th 2024 at 3:22 AM hydrateordiedrate_1.4.7-pre.7.zip 1-click install

Fixed saturation gain when you have nutrition deficit
Corrected particle generation bug (only relevant for 1.20pre7)

1.4.6 285 Oct 24th 2024 at 7:49 AM hydrateordiedrate_1.4.6.zip 1-click install

Actually fixed nutrition deficit.

1.4.6-pre.7 273 Oct 24th 2024 at 7:49 AM hydrateordiedrate_1.4.6-pre.7.zip 1-click install

Actually fixed nutrition deficit.

1.4.5 220 Oct 23rd 2024 at 3:49 PM hydrateordiedrate_1.4.5.zip 1-click install

Fixed handbook hrefs, thanks again DejFidOFF!!!!

Actually deleted test file from the 1.19.8 version

1.4.5-pre.6 199 Oct 23rd 2024 at 3:49 PM hydrateordiedrate_1.4.5-pre.6.zip 1-click install

Fixed handbook hrefs, thanks again DejFidOFF!!!!

Actually deleted test file from the 1.19.8 version

1.4.4 213 Oct 23rd 2024 at 6:17 AM hydrateordiedrate_1.4.4.zip 1-click install

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.

1.4.4-pre.6 205 Oct 23rd 2024 at 6:17 AM hydrateordiedrate_1.4.4-pre.6.zip 1-click install

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.

1.4.3 266 Oct 21st 2024 at 8:22 AM hydrateordiedrate_1.4.3.zip 1-click install

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!)

1.4.3-pre.6 272 Oct 21st 2024 at 8:22 AM hydrateordiedrate_1.4.3-pre.6.zip 1-click install

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!)

1.4.2 282 Oct 18th 2024 at 10:34 PM hydrateordiedrate_1.4.2.zip 1-click install

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.

1.4.2-pre.6 322 Oct 18th 2024 at 10:35 PM hydrateordiedrate_1.4.2-pre.6.zip 1-click install

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.

1.4.1 247 Oct 17th 2024 at 3:33 AM hydrateordiedrate_1.4.1.zip 1-click install

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.

1.4.1-pre.6 267 Oct 17th 2024 at 3:54 AM hydrateordiedrate_1.4.1-pre.6.zip 1-click install

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.

1.4.0 346 Oct 11th 2024 at 4:35 AM hydrateordiedrate_1.4.0.zip 1-click install

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

1.4.0-pre.5 394 Oct 11th 2024 at 4:31 AM hydrateordiedrate_1.4.0-pre.5.zip 1-click install

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

1.3.9 283 Oct 8th 2024 at 5:08 AM hydrateordiedrate_1.3.9.zip 1-click install

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!)

1.3.9-pre.5 310 Oct 8th 2024 at 5:11 AM hydrateordiedrate_1.3.9-pre.5.zip 1-click install

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!)

1.3.8 404 Oct 1st 2024 at 12:25 AM hydrateordiedrate_1.3.8.zip 1-click install

Null hand bug actually fixed.

Barrels no longer get interrupted when sealed under rain.

1.3.7 334 Oct 1st 2024 at 12:24 AM hydrateordiedrate_1.3.7.zip 1-click install

Null Hand bug actually fixed.

Barrels no longer get interrupted when sealed under rain.


1.3.6 261 Sep 29th 2024 at 6:04 PM hydrateordiedrate_1.3.6.zip 1-click install

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

1.3.5 235 Sep 29th 2024 at 6:04 PM hydrateordiedrate_1.3.5.zip 1-click install

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

1.3.4 285 Sep 26th 2024 at 8:31 PM hydrateordiedrate_1.3.4.zip 1-click install

Null Hand Hotfix

1.3.3 236 Sep 26th 2024 at 8:31 PM hydrateordiedrate_1.3.3.zip 1-click install

Null Hand Hotfix

1.3.2 211 Sep 26th 2024 at 10:38 AM hydrateordiedrate_1.3.2.zip 1-click install

Fixed meal bug, source drinking now required to be held down to drink.

1.3.1 210 Sep 26th 2024 at 10:38 AM hydrateordiedrate_1.3.1.zip 1-click install

Fixed meal bug, source drinking now required to be held down for a short time to drink.

1.3.0 259 Sep 24th 2024 at 2:12 AM hydrateordiedrate_1.3.0.zip 1-click install

Fix ACA bottle compatibility.

1.2.9 293 Sep 19th 2024 at 4:51 PM hydrateordiedrate_1.2.9.zip 1-click install

Updated to 1.20.0-pre

1.2.8 554 Sep 12th 2024 at 1:25 AM hydrateordiedrate_1.2.8.zip 1-click install

Fix nutrition deficit from liquids. Added command

/setnutridef PLAYERNAME #

 

1.2.7 481 Sep 5th 2024 at 9:20 AM hydrateordiedrate_1.2.7.zip 1-click install

Hotfix: Unregister wasn't firing correctly.

1.2.6 197 Sep 5th 2024 at 8:43 AM hydrateordiedrate_1.2.6.zip 1-click install

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.

1.2.5 257 Sep 3rd 2024 at 11:18 PM hydrateordiedrate_1.2.5.zip 1-click install

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. 

1.2.4 240 Sep 3rd 2024 at 7:44 PM hydrateordiedrate_1.2.4.zip 1-click install

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.

1.2.3 239 Sep 3rd 2024 at 8:15 AM hydrateordiedrate_1.2.3.zip 1-click install

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)

1.2.2 319 Sep 1st 2024 at 3:25 AM hydrateordiedrate_1.2.2.zip 1-click install

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)

1.2.1 544 Aug 23rd 2024 at 8:55 PM hydrateordiedrate_1.2.1.zip 1-click install

Nutrition Deficit UI Element

1.2.0 413 Aug 20th 2024 at 5:43 PM hydrateordiedrate_1.2.0.zip 1-click install

Disallow drinking from sources when hydration is full

1.1.9 295 Aug 20th 2024 at 1:00 AM hydrateordiedrate_1.1.9.zip 1-click install

Fix typo


629 Comments (oldest first | newest first)

💬 Marshy, 19 minutes ago

Read the patch notes! Don't be like me and update to 2.3.0 not realizing it will break your kegs and tuns! :b

💬 Kubix127, 2 days ago

When using Vanilla Variants mod, well winches cannot be crafted using default oak axles. However, axles from other wood types work without issue and can be used for any winch including oak.

💬 Tacet, 2 days ago

Commenting in case anyone else trips up over the obvious like I did:

  • F to switch tool mode on the pickaxe or shovel.
  • The winch only raises/lowers via its handle. When you place the winch, if you're standing within 90 degrees of the block you place it against, the handle will be inside the block.
💬 SiiMeR, 3 days ago

Is it possible to have items that make you more thirsty when worn? 

 

I'm thinking about balancing armor wearing on my server by introducing a harsh thirst penalty when its worn, so that it would stay off more. 

💬 Potato_Spud, 3 days ago

Water wheel when? Also I love the idea of mods like this adding crazy side items that are better than independant items from specialized mods.

💬 Chronolegionaire , 3 days ago

Just came to my notice but:

This update will break existing HoD blocks when updating from an older version, including contents of kegs. Please plan accordingly. (Move liquids to vanilla barrels and break and replace the broken blocks after updating) Unfortunately a remap can't fix this as the block id's themselves have not changed.

Thank you FatherSarge for reporting this.

💬 TheRealFlynn, 3 days ago

SWEEEEEEET!

fricken love this mod.

💬 MaskedRabbit, 3 days ago

Aw buck yea

💬 MegaBroBuster, 3 days ago

I had wanted hand pumps for this mod for like the last week. LO AND BEHOLD! (get out of my head, and great work)

💬 Chronolegionaire , 3 days ago

Version 2.3.0 Released

 

Spoiler

New Blocks:

Pipes: Copper and lead pipes for moving water from one point to another made with solder and soldering iron and smithed pipe sections. Pipes can be right clicked with a wrench to disguise them as another block. (Currently pipes only work with HoD well springs, currently in progress are a few additional blocks to allow them to be used with other liquid containers and water source blocks)

Pipe Shutoff Valve: Right click a shut off valve to cutoff flow in a pipe network. Sprint-Right Click with a wrench to reorient a valve.

Hand Pump: Hand pump to pump liquids from a pipe connected to a well spring. (Future fluid intake block will allow hand pumps to work with other sources of liquid)

(Credit to TheClag for model work!)

(Many more blocks to accompany and work with pipe networks are in progress such as mechanically driven pumps, fluid intakes, sink basins, fluid outputs, and sprinklers)

 

New Features:

Visual adjustments to well winch to make rope/container sway and now with proper shadows.

New config option to adjust world generation small pond frequency (defaulted to 1 which is the same as vanilla, will not affect already generated chunks)

A few new config options related to hand pumps

 

Fixes: 

Slight rework of well spring functionality to work with new pipe system.

Several Bug fixes for orphaned well water entities that were causing wells to not fill properly

Fix for well water throwing errors when it tried to freeze (freezing is just disabled for now, may do more with this in the future to allow it to freeze to a custom block)

Fix for movement penalty persisting when it shouldn't

Fix for well winch getting stuck spinning infinitely in certain situations

Likely several more bugfixes that I can't remember

💬 TheInsanityGod, Nov 22nd at 9:02 PM

Norbix no planned date, I generally wait for Chrono to review the changes. Shouldn't be that far away, worst case I'll end up doing a release myself in about a week.

💬 Norbix, Nov 22nd at 8:06 PM
 
Hey, great, thanks for such a quick response. Is there a date when you plan the next release?
💬 TheInsanityGod, Nov 22nd at 6:42 PM (modified Nov 22nd at 6:58 PM)

Norbix, seems like wellwater is trying to freeze under the perfect conditions (freezing temperature, still, height 7 and with nothing above it that stops rain) Don't think we ever noticed this because of well winches. I'll look into fixing it.


Edit: that seems to indeed be the case... shouldn't be fatal, expect it fixed in next release.

💬 Norbix, Nov 22nd at 5:45 PM

Hey got this error on server (not first time)

Crash Report
22.11.2025 16:21:50 [Error] Exception thrown in block.OnServerGameTick() for block code 'hydrateordiedrate:wellwater-fresh-clean-natural-still-7':
22.11.2025 16:21:50 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockWater.OnServerGameTick(IWorldAccessor world, BlockPos pos, Object extra) in VSSurvivalMod\Block\BlockWater.cs:line 94
at Vintagestory.Server.ServerSystemBlockSimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 973

It's something that i should worried about?

💬 TheInsanityGod, Nov 22nd at 3:31 PM

ProphetOfMercy, It's not a static speed. it depends on wether it's a shallow well or a deep well and in the later case it depends on the aquifer rating.

💬 TheInsanityGod, Nov 22nd at 3:29 PM

A_Kooll_alice, short answer: bad base game code.... essentially it starts boiling at 100 degrees and then you have to wait for the "craft timer" during which it will continue to heat up to the "max temperature" (see long answer if you want to know why this is 200)

long answer: the "max temperature" of what you are cooking on a firepit is defined on the item in the input slot, which in this case is the cooking pot that which has a max temperature of 200 defined, since we can't just change this as it would affect everything cooked in a cooking pot we would have to make a Harmony transpiler patch to conditionally redirect the code to custom logic associated with the liquid in about 6 different locations and we'd also have the fix the way heating is handled because heating up to 100 degrees happens way too fast compared to after 100 degrees.

💬 ProphetOfMercy, Nov 22nd at 1:06 AM

How long does it take for a well to add one extra water block to itself?

💬 A_Kooll_alice, Nov 21st at 7:35 AM (modified Nov 21st at 7:35 AM)

why is the temp for boiling water set to 200? distilled is 100 sholdnt the normal boiled water also just be 100 since thats litarlty when water boils?

💬 Krieger01, Nov 16th at 8:41 AM

Not a bug report just a psa.

I found a crash between "Crawl and dive" and "Hydrate or dydrate."

The fix was Easy. Go into hydrate or dydrate config lower or remove the penalty for carrying liquids.

"LiquidEncumbrance" to false from true. Line 24.


In short both crawling and having enough liquid weight on you would cause your speed to go below zero and crash.

The issue is not this mod but a combination of the two slow down effects.

Both mods work flawlessly on thier own and together minus this one issue.

 

Beyond that one issue ive had this mod running on my server for over a month with no issues and absolutely love the immersion it adds.

 

System.ArithmeticException: Function does not accept floating point Not-a-Number values.
at System.Math.Sign(Double value)

💬 TheInsanityGod, Nov 8th at 5:38 PM

ArmoredStone, that is a vanilla issue entirely unrelated to this mod.

💬 ArmoredStone, Nov 8th at 2:55 PM

This is a pretty minor bug, but I can't easily put 6 liters of water in a cooking pot to boil. if I hold a stack of two jugs with 3 liters of water, trying to put both in at once results in 5.98 liters, and it won't let me put the other .02 in. I have to pick up one jug at a time to dump into it.
image

💬 TheInsanityGod, Nov 7th at 5:53 PM

Sengo, the stacktrace indicates that the client didn't receive a config, meaning you likely have an early error/warning server side (and yes server side still runs even in single player), or the mod is not being loaded on the server (can happen if you incorrectly change the modpath vintage story uses)

Please provide the 'server-main' and 'client-main' log file located  at '%appdata%\VintagestoryData\Logs', preferably on discord or github as mentioned right above the comment section.

💬 Sengo, Nov 7th at 2:11 PM

Hi, i have a bug with HoD on vanilla game 1.21.1
I cleared old configs and etc. , reinstalled the game but nothing helps.
Also i tried older versions of mod like 2.2.26 (the newest), 2.2.25 but also have this troubles.
Log there:

Crash Report
7.11.2025 17:03:06 [Error] [hydrateordiedrate] An exception was thrown when trying to start the mod:
7.11.2025 17:03:06 [Error] [hydrateordiedrate] Exception: Value cannot be null. (Parameter 's')
at System.Convert.FromBase64String(String s)
at HydrateOrDiedrate.Config.ConfigManager.LoadModConfigFromWorldConfig(ICoreAPI api) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Config\ConfigManager.cs:line 55
at HydrateOrDiedrate.Config.ConfigManager.EnsureModConfigLoaded(ICoreAPI api) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Config\ConfigManager.cs:line 22
at HydrateOrDiedrate.HydrateOrDiedrateModSystem.StartPre(ICoreAPI api) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\HydrateOrDiedrateModSystem.cs:line 52
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 661
7.11.2025 17:03:06 [Error] Failed to run mod phase Pre for mod HydrateOrDiedrate.HydrateOrDiedrateModSystem
7.11.2025 17:03:06 [Error] [hydrateordiedrate] An exception was thrown when trying to start the mod:
7.11.2025 17:03:06 [Error] [hydrateordiedrate] Exception: Object reference not set to an instance of an object.
at HydrateOrDiedrate.HydrateOrDiedrateModSystem.Start(ICoreAPI api) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\HydrateOrDiedrateModSystem.cs:line 166
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 664
7.11.2025 17:03:06 [Error] Failed to run mod phase Start for mod HydrateOrDiedrate.HydrateOrDiedrateModSystem
7.11.2025 17:03:06 [Error] [hydrateordiedrate] An exception was thrown when trying to start the mod:
7.11.2025 17:03:06 [Error] [hydrateordiedrate] Exception: Object reference not set to an instance of an object.
at HydrateOrDiedrate.HydrateOrDiedrateModSystem.StartClientSide(ICoreClientAPI api) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\HydrateOrDiedrateModSystem.cs:line 219
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 675
7.11.2025 17:03:06 [Error] Failed to start system HydrateOrDiedrate.HydrateOrDiedrateModSystem
 
💬 TheInsanityGod, Nov 6th at 9:53 PM (modified Nov 6th at 9:53 PM)

IgnisPolonia, HoD does not touch wine recipes/crafting.

Did a quick test to confirm and it worked just fine for me with the following mods:

  • Wildcraft: Fruits and Nuts (the mod that adds this pulp mechanic you speak of)
  • Expanded Foods (would be my number 1 suspect in this case, especially considering past issues/incompatibilities Wildcraft: Fruits and Nuts)
  • Hydrate Or Diedrate
  • Required dependencies of the above mods.
💬 IgnisPolonia, Nov 6th at 2:08 PM

There's some kind of conflict. I used to make wine by adding two liters of pulp to ten liters of juice. Now it doesn't work at all, and I can't close the barrel. What's more, regular juice doesn't close the barrel either. I have expaded foods, but I doubt that's it. Basically, the pulp-adding mechanism is broken.

💬 TheInsanityGod, Nov 4th at 10:42 AM (modified Nov 4th at 10:43 AM)

Aicien

I don't know what your buddy's configuration file looks like but it sure doesn't sound like default configuration... with default config:
1. you won't surpass 150% thirst rate even when sprinting, unless the outside temperature is more then 27.0 C
2. you'd lose 1 bar of health per damage tick not 4 (unless you have some kind of massive lag/delay or bug, edit: or some mod tweaking health bar)

Btw armor/clothing does affect it but only indirectly through the temprature calculations, if your clothes got sufficient "cooling" stat or the outside temperature isn't that high you won't have any increased thirstrate at all.

💬 Chronolegionaire , Nov 4th at 3:33 AM (modified Nov 4th at 3:34 AM)

Aicien

Everything you are complaining about is tunable in the config, take it up with your friend and have them change the config if you think its too hard, should be able to get to something yall are happy with

💬 Aicien, Nov 3rd at 10:06 PM

I think this mod is okay. I play on a friend's server that runs this mod and honestly the thirst feels too punishing. The values feel like too much when just trying to go exploring or do anything out in the world. Definitely needs to be a tune down because I feel like I shouldn't be having over 200% thirst just for going out and exploring the world or being outside running around in my base. I know armor increases the values but I specifically wear light armor or no armor which makes 200% thirst feel ridiculous to deal with at times alongside the fact that 4 bars of health being taken for being dehydrated is severely punishing in my opinion. honestly, thirst shouldn't feel as punishing as it is. Mod needs some rebalancing to make it feel better to play with. Either way I'm not gonna use it in any of my singleplayer worlds until it's better balanced. I'm still gonna play on my buddy's server but this mod is punishing nonetheless and feels like a slap in the face to be punished for eating as well. A large amount of food items make you lose hydration and some of them feel like you lose too much as well. In the end I'm hoping the mod dev balances thirst better so that it doesn't feel as punishing as it is now.

💬 Beedy, Nov 2nd at 3:38 PM

Are mods that alter stats of vanilla armor and clothes compatible with the cooling aspect of this mod? for example the mod (Warm Gambeson)

💬 Beedy, Nov 2nd at 2:50 PM

How do I tweak the stats of Make Tea teas. I want to increase the hydration of the teas to make it more rewarding.

💬 TheInsanityGod, Oct 29th at 3:56 PM

Azraile, pumps are actually already in the making (Chrono has shown some neat previews on discord already)

💬 TatteredRibbon, Oct 29th at 4:17 AM

I can finally boil massive amounts of water! Thank you for the ACA patch~

💬 Azraile, Oct 29th at 2:50 AM

also was wondering if there any plans to add a pump so you don't have to lower and raise a bucket?

or chances that stuff can get into your well and contaminate it (other than animals)  if you don't have a cover on it 

💬 Azraile, Oct 29th at 2:47 AM

it says you can upgrade how much the well can hold by the walls

💬 TheClag, Oct 29th at 2:43 AM (modified Oct 29th at 2:44 AM)

Azraile you dont. You have to prospect to find a better quality aquifer. They generate in 32x32 chunks. So digging down or moving it somewhere else could have a better aquifer, but you cant upgrade a natural aquifer by building a fancier well.

 

💬 Azraile, Oct 29th at 1:19 AM

yes but how do you upgrade the well to hold/produice more water?

💬 Garthon, Oct 28th at 2:27 AM (modified Oct 29th at 7:17 AM)

I'm getting

 

28.10.2025 02:22:38 [Error] [hydrateordiedrate] An exception was thrown when trying to start the mod:
28.10.2025 02:22:38 [Error] [hydrateordiedrate] Exception: Could not load file or assembly 'HardcoreWater, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. The system cannot find the file specified.
at System.Reflection.RuntimeAssembly.g____PInvoke|49_0(NativeAssemblyNameParts* __pAssemblyNameParts_native, ObjectHandleOnStack __requestingAssembly_native, StackCrawlMarkHandle __stackMark_native, Int32 __throwOnFileNotFound_native, ObjectHandleOnStack __assemblyLoadContext_native, ObjectHandleOnStack __retAssembly_native)
at System.Reflection.RuntimeAssembly.InternalLoad(AssemblyName assemblyName, StackCrawlMark& stackMark, AssemblyLoadContext assemblyLoadContext, RuntimeAssembly requestingAssembly, Boolean throwOnFileNotFound)
at System.Reflection.TypeNameParser.GetType(String typeName, ReadOnlySpan`1 nestedTypeNames, String assemblyNameIfAny)
at System.Reflection.TypeNameParser.GetTypeHelper(Char* pTypeName, RuntimeAssembly requestingAssembly, Boolean throwOnError, Boolean requireAssemblyQualifiedName)
at System.Reflection.CustomAttribute._CreateCaObject(RuntimeModule pModule, RuntimeType type, IRuntimeMethodInfo pCtor, Byte** ppBlob, Byte* pEndBlob, Int32* pcNamedArgs)
at System.Reflection.CustomAttribute.CreateCaObject(RuntimeModule module, RuntimeType type, IRuntimeMethodInfo ctor, IntPtr& blob, IntPtr blobEnd, Int32& namedArgs)
at System.Reflection.CustomAttribute.AddCustomAttributes(ListBuilder`1& attributes, RuntimeModule decoratedModule, Int32 decoratedMetadataToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1 derivedAttributes)
at System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeType type, RuntimeType caType, Boolean inherit)
at HarmonyLib.HarmonyMethodExtensions.GetFromType(Type type)
at HarmonyLib.PatchClassProcessor..ctor(Harmony instance, Type type)
at HarmonyLib.Harmony.CreateClassProcessor(Type type)
at System.Linq.Enumerable.SelectArrayIterator`2.Fill(ReadOnlySpan`1 source, Span`1 destination, Func`2 func)
at System.Linq.Enumerable.SelectArrayIterator`2.ToArray()
at HarmonyLib.Harmony.PatchAllUncategorized(Assembly assembly)
at HarmonyLib.Harmony.PatchAllUncategorized()
at HydrateOrDiedrate.HydrateOrDiedrateModSystem.StartPre(ICoreAPI api) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\HydrateOrDiedrateModSystem.cs:line 58
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 661
28.10.2025 02:22:38 [Error] Failed to run mod phase Pre for mod HydrateOrDiedrate.HydrateOrDiedrateModSystem
28.10.2025 02:22:38 [Notification] Done loading and pre-starting client side mods.

 

with 2.2.25.

2.2.24 worked fine.

Edit - 2.2.26 working fine again, cheers.

 

💬 TatteredRibbon, Oct 28th at 2:14 AM (modified Oct 28th at 2:14 AM)

Can you include some compatablity with 'A Culinary Artillery'? I have a cauldron full of 50L of rain water I want to boil, but I currently have to boil it 6L's at a time and it's painful.

💬 TheInsanityGod, Oct 27th at 11:11 PM

Azraile, did you read the in game handbook page? to explain it extra simple:

Shallow well:
Just dig a piece of soil/dirt/sand near water (3 blocks distance max) using a shovel with the 'well digging' tool mode. (only creates muddy water though)

Deep Well:
Just dig straight down and mine the final block in stone using a pickaxe with the 'well digging' tool mode. Output varies based on Aquifer Rating which you can find out by prospecting.

 

Wells have to be 1x1 btw so don't make them wider.

💬 Azraile, Oct 27th at 9:02 PM

ok how do you build wells .... i tried making it wider tried replacing the walls nothing seams to be changing the stats

💬 TheInsanityGod, Oct 27th at 7:01 PM (modified Oct 27th at 7:01 PM)

MrOger, it actually always counts as an ore reading but HoD adds a custom message for this which `prospecttogether` does not use (they likely didn't extend vanilla method but created a modified copy), it's something we are aware of.

Alejo98, it needs to be 1x1 but it can be as deep as you want though it can only hold up to a certain amount of blocks depending on what the well shaft is made from, best material will increase it up to 10 blocks (with default configuration).
PS: there is an in game hand book page for this.

💬 Alejo98, Oct 27th at 12:30 PM

So i didn't read the description before building my own well, so i did a 2x2 well, creating 4 wells with the pickaxe.

From what I can gather, wells NEED to be a 1x1 hole and 5 blocks deep ?

💬 Azraile, Oct 27th at 2:29 AM

can you use the cauldrons in culinary artillery to boil/purify water in mass and if not could you patch that?

💬 MrOger, Oct 26th at 9:41 PM (modified Oct 26th at 9:45 PM)

Hey, there is a bit of weirdness with aquifer and prospecttogether mod, it counts aquifer as an ore reading, thus generating the % marker like an ore and thus influencing the coloring of the marker (high aquifer will lead to green marker which is usually meant for good ore readings). Would some sort of compatibility patch be needed from prospecting together for it, or there could be something simple done from this side?

💬 TheInsanityGod, Oct 21st at 10:36 AM

AceGoat, yes the command has been fixed

💬 AceGoat, Oct 20th at 11:40 PM

Did you end up fixing the /setaquifer command?

💬 TheInsanityGod, Oct 15th at 10:28 AM

Krazyfan1, honestly this sounds like something that would make a lot more sense to have as part of the Sekeleton Mod (or an addon) rather then doing it here.

💬 Krazyfan1, Oct 15th at 5:44 AM

Any chance for an option to allow users of the Skeleton Mod to not need to drink? so that players on a server still have the need, but not the ones that are skeletons?

💬 Chronolegionaire , Oct 13th at 12:14 AM

Psyloh

Aquifer generation is not reliant on new chunks. Existing chunks will get aquifers as well.

💬 Psyloh, Oct 12th at 11:57 PM

Hey!
If my world is already generated, do acquifers will add up to prospection tooltips?
If not, you should probably add the worldgen tag :-/

💬 Chronolegionaire , Oct 10th at 3:52 AM

Amarillo

Would love to help you troubleshoot that in the discord channel as stated in the notice at the bottom of the mod description.

💬 Chronolegionaire , Oct 10th at 3:51 AM

v2.2.24 Released!
Fix wellspring water creation not respecting retaining wall limitations.
Fix muddy water generation in wellsprings going over intended limit and making muddy water pillars into the sky.

💬 Amarillo, Oct 9th at 3:17 PM (modified Oct 9th at 3:21 PM)

Im having an issue when boiling water. I place 1L of wate.r on the pot. It starts processing but the output "boiling water" ammount is weird, and keeps boiling and ¿reducing? the ammount to mL. When trying to collect it with a jug it disapears or sometimes the waters inside the jug get bugged and multiplies

    

💬 Luka, Oct 7th at 7:21 AM
Thank you for the answers...after reinstalling I found it and was able to build my well
💬 Rymos, Oct 6th at 5:32 PM

Hello, is your mod compatible with "Make Salt"?

💬 TheInsanityGod, Oct 6th at 4:21 PM

Luka, that would make sense as HoD just appends information to base game prospecting, there is no new prospecting tool mode.
(using new tool mode would be a pain to maintain unless we create a library for adding tool modes in a compatible way as the mod API way has 0% compatibility)

 

Undea, no primitive survival does not do so (primitive survival is one of the few mods I have turned on while developing so I'd know right away), it doesn't even touch toolModes in fact and this kind of issue would be caused by other mods adding toolmodes to the same item like XSkills. (we got hacky workaround code for XSkills specifically)

💬 Undea, Oct 6th at 3:07 PM

Primitive Survival is removing the tool modes, pickaxe and shovel.

 

@Luka maybe thats your problem too

💬 Luka, Oct 6th at 8:47 AM
For me, the Geologist's Hammer only has the function of searching for ores.
Maybe I need to reinstall everything and start a new world.
Thanks for the answer.
💬 TheInsanityGod, Oct 5th at 8:58 PM

Luka honestly I don't really understand what you are stuck on, there is an in game handbook page on wells (the english one got an update recently so the other languages are probably still behind) and the prospecting is just base game stuff (except a bit easier, as it just straight up tells you the direction).

💬 Luka, Oct 5th at 7:27 PM
I can't figure out how to use the mod at all...how am I supposed to search for the water ard?
I'll have a shovel, pickaxe, or geologist's hammer, and a new search function.
Unfortunately, there's nothing online about it...some kind of tutorial.
Can anyone help me?
💬 EthelVril, Oct 5th at 6:04 PM

TheInsanityGod Thanks ^^

💬 TheInsanityGod, Oct 5th at 5:33 PM (modified Oct 5th at 5:33 PM)

OrdinalChaos, the issue was actually with the well water block entity not getting added for existing well water, just released a fix for that (and yes it will fix it even for people that already updated)

EthelVril, you can use `/setaquifer 0~100` to change the aquifer rating of a chunk
(PS: it's a value associated with the chunk not really something you can spawn so to say)

💬 EthelVril, Oct 5th at 3:30 PM

Is there a command or way to spawn an aquafier? The village I built for my server was far away from any aquafiers w-w

💬 OrdinalChaos, Oct 5th at 4:11 AM (modified Oct 5th at 4:11 AM)

New mod update seems to have broken my well, it shows well volume at both the wench and wellspring but the bucket on the winch never fills, tried replacing the wench and bucket, and redoing the wellspring itself but nothing allows it to be drawn from the winch.

💬 Chronolegionaire , Oct 3rd at 11:49 PM

v2.2.21 released!

Fixed /setaquifer command so it persists across reloading worlds

Well Springs are now the sole source of truth for well volume, in preparation for piping system.

Fixed well spring crashing in certain instances

Tapped Kegs and Untapped kegs are now variants instead of two separate blocks (please run remapper and reload save/server so any existing kegs can remap, this one will remap a lot quicker than the water remaps!)

Fixed xskill pickaxe tool mode compatibility

Potentially some other fixes I've forgotten about

New Config Options:

ThirstRateAtStoryLocations: Default 1.0 (normal thirst in story locations). Set to a value between 0-1 to set a lower thirst percentage in story locations. Or higher than 1 if you're a sadist!

 

💬 Chronolegionaire , Oct 3rd at 11:37 PM

Jaggedcan9ne

You can set water saturation loss per water type in the config.

💬 Jaggedcan9ne, Oct 3rd at 9:46 PM

Anyway to turn off the losing hunger from drinking water? Dont care about the balance issues, just a way to turn it off. Have another mod that someone is working on that deals with eating food that isnt out yet since they're still ironing out some kinks, and they want to test a few things for compatibility.

💬 AceGoat, Oct 2nd at 12:37 PM

TheInsanityGod Awesome, thank you!

💬 TheInsanityGod, Oct 1st at 9:24 PM

AceGoat, hmm actually no it seems to just not save in general. will look into this (expect it fixed in next release)

💬 AceGoat, Oct 1st at 8:01 PM

TheInsanityGod

Ah I see, thank you. So I use the command and then can just break a block or something and that will work?

💬 TheInsanityGod, Oct 1st at 7:40 PM

AceGoat, aquifers are essentially just a numerical value associated with the entire chunk they aren't blocks or the likes and thus you can't really copy an aquifer using WorldEdit.

You can use `/setaquifer 0~100` to change the aquifer rating in the chunk you are standing in. Just remember to modify something about that chunk as there is currently a bug where the command doesn't mark the chunk dirty (resulting in the effect being lost if you don't do so)

PS: you can use '.debug wireframe chunk' to see the boundries of the chunk you are in.

💬 AceGoat, Oct 1st at 7:28 PM

Hey, question regarding this. If I copy and paste using WorldEdit a natural spawning aquifer, will that actually work as an aquifer or will it not be registered by the mod? I use it on my server and would like to add aquifers to important areas.

💬 Chronolegionaire , Sep 30th at 7:47 PM

Vanra

Check out Lodeclaw, he does both no commentary and w/ commentary playthroughs using HoD.

💬 Vanra, Sep 30th at 3:30 PM

Question sort of unralated hope its not against the rules... does anyone knows anyone playing with HoD on YouTube? My autistic brain really want to play with this mod, but im so overstimulated with new resource I cant handle it and would love to see someone one playing with it 😅

💬 TheInsanityGod, Sep 29th at 6:55 PM

SecretFoxfire, `/sethydlossdelay YourPlayerName 0` (assuming you aren't running a very old version)

💬 SecretFoxfire, Sep 28th at 9:34 PM (modified Sep 28th at 9:36 PM)

The thirst mechanic seems to have broken in my world and I'm not sure why. It worked fine for the first few hours of play. I still have the blue bar but it's not going down. In the C menu, "hydration delay" says "00:00:15" and has been stuck at that value for real-life hours. I still lose hydration from foods with meat and such, and can regain it by drinking, but it won't move on its own. I do have quite a few other mods installed but I'm not sure if any of them would interfere with this. Has anyone else experienced this, is it a known issue, or should I file a bug report? I wish I knew what triggered it, but who knows how long it had been like this when I finally noticed I wasn't needing to drink. :( 

Also, is there any command or anything I can run to reset the hydration delay timer so I can resume playing normally?

💬 ash8114, Sep 27th at 5:48 AM

does anyone know if there's a way to disble well mining on the pickaxe? 

 

💬 TheInsanityGod, Sep 26th at 12:12 PM

racsumsar, actually I changed that text to be larger and red 2 days ago (probably after you made that report), in the hopes that people would notice it more.

So you noticing it now is a good sign.

💬 racsumsar, Sep 26th at 10:22 AM

I must apologize about the bug report notice, I don't know how I miss the big red lettering

💬 avianlights, Sep 26th at 9:40 AM (modified Sep 26th at 10:57 AM)

TheInsanityGod oooh thanks!

You might be right about not waiting long enough, it might have felt like a long time and thousands of messages but I might be too impatient. I'll try again and go do something else to actually give it a chance, and if that doesn't help I'll hit up the discord. The fact no one else has had this problem is really leaning toward user error haha

Edit: yeah, it was just me being mad impatient 😅 Thanks again for the help!

💬 TheInsanityGod, Sep 26th at 8:08 AM

avianlights, I don't think this is an issue on HoD's part if you need help it would probably be best/fastest to get it on discord.

Though I am wondering if it's actually stuk in a loop or if you just didn't wait long enough, would except that message to apear about 1120 times before it's finished.

(there are a lot of remap commands because unfortunately the way liquids are currently done requires a lot of variants)

💬 avianlights, Sep 26th at 7:02 AM

I've really been enjoying this mod and the extra depth it brings to the game!
Unfortunately, I've been having some issues with remapping in the server that I'm running - every time I try it ends up stuck in a loop of "[Server Debug] Block IDs have been written to savegame. Saved max BlockID was 45566" until I have to kill the server. I've been able to remap other mods, but I wouldn't be shocked if it's something that I'm doing wrong lol. I've tried searching to see if there was advice on this kind of problem but haven't been able to find anything. Do you happen to recognise the issue? I can post in the issue tracker if you'd like, I'm just not sure if this is a problem on the mods end or mine. 

💬 TheInsanityGod, Sep 24th at 7:48 AM

Newfie, we need the entire log files: sever-main and client-main.

(The provided stacktrace only tells us that 'BehaviorPickaxeWellMode' wasn't registered most likely due to an earlier error in the startup process and that earlier error is what we need to know about)

racsumsar, stacktrace suggets that the ItemSlot isn't actually empty but contains an invalid ItemStack (likely added by some other mod) new version has an extra guard clause against this so shouldn't cause issues with HoD anymore.

💬 Newfie, Sep 24th at 12:48 AM
Crash Report
System.Exception: Don't know how to instantiate collectible behavior of class 'BehaviorPickaxeWellMode' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(CollectibleObject collectible, String code) in VintagestoryLib\Common\ClassRegistry.cs:line 257
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 57
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 639
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 440
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 382
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
💬 racsumsar, Sep 23rd at 4:57 PM

got this crash when opening the trade gui on an agricultural trader, tried this on mod version 2.2.13 and .16, it corupted my save on .13 but not on .16, only detail I can add is that one item slot in the trade gui seems to be empty and that's just about what I get to see before it crashes

Crash Report
Running on 64 bit Windows 10.0.26100.0 with 32540 MB RAM
Game Version: v1.21.1 (Stable)
2025-09-23 18:47:38: Critical error occurred in the following mod: hydrateordiedrate@2.2.16
Loaded Mods: cbr@1.0.0, chiseltools@1.15.1, claycasting@1.3.4, dyedcloth@1.0.1, decor@1.2.1, dressedtokill@1.3.0, greesblastingpowder@1.0.3, harvestice@1.0.0, honeypressmittim@1.0.2, lightlevelone@2.0.0, lumberslingcontinued@1.0.5, millwright@1.2.8, MoreShingles@0.0.3, moretreesmoreseeds@1.0.0, mycodiversity@1.0.4, spyglass@0.5.2, temporalsymphony@2.2.1, game@1.21.1, aged@2.0.1, airthermomod@0.2.0, apeflowerpots@1.3.1, apewindows@1.4.0, attributerenderinglibrary@2.3.0, egocaribautomapmarkers@4.0.3, betterfirepit@1.1.6, blacksmithenhancements@1.1.4, carryon@1.10.9, cartwrightscaravan@1.7.2, commonlib@2.8.0, configurableroomsize@1.1.0, danatweaks@3.6.0, foodshelves@2.3.0, fromgoldencombs@1.9.2-rc.2, geartolife@1.0.1, glassroof@1.1.0, hydrateordiedrate@2.2.16, jopainting@1.4.1, mannequinstand@1.0.6, millwrightvawtaddon@1.0.2, petai@4.0.0, rpvoicechat@2.3.23, smithingplus@1.8.0-rc.3, statushudcont@3.3.1, stepupadvanced@1.2.1, substrate@1.1.2, tasshroombodyfat@0.0.16, toolsmith@1.2.8, unchisel@1.1.2, variantmeals@2.5.1, discordrichpresence@1.1.1, creative@1.21.1, survival@1.21.1, shearlib@1.2.0, stonequarry@3.5.1, tabletopgames@3.0.2, wolftaming@4.0.1, wool@1.7.1
Involved Harmony IDs: com.chronolegionnaire.hydrateordiedrate, spyglass
System.ArgumentNullException: Value cannot be null. (Parameter 'key')
at System.Collections.Generic.Dictionary`2.FindValue(TKey key)
at HydrateOrDiedrate.HydrationManager.GetHydration(ItemStack itemStack) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Hydration\HydrationManager.cs:line 27
at HydrateOrDiedrate.patches.CollectibleObjectGetHeldItemInfoPatch.Postfix(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Hydration\Patches\CollectibleObjectGetHeldItemInfoPatch.cs:line 22
at Vintagestory.API.Common.CollectibleObject.GetHeldItemInfo_Patch1(CollectibleObject this, ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
at Vintagestory.API.Common.Block.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 2327
at Vintagestory.API.Common.ItemStack.GetDescription(IWorldAccessor world, ItemSlot inSlot, Boolean debug) in VintagestoryApi\Common\Collectible\ItemStack.cs:line 402
at Vintagestory.API.Common.ItemSlot.GetStackDescription(IClientWorldAccessor world, Boolean extendedDebugInfo) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 478
at Vintagestory.GameContent.ItemSlotTrade.GetStackDescription(IClientWorldAccessor world, Boolean extendedDebugInfo) in VSSurvivalMod\Systems\Trading\ItemSlotTrade.cs:line 92
at Vintagestory.Client.NoObf.HudMouseTools.OnRequireInfoText(ItemSlot slot) in VintagestoryLib\Client\Systems\Gui\Huds\HudMouseTools.cs:line 169
at Vintagestory.API.Client.GuiElementItemstackInfo.AsyncRecompose() in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementItemstackInfo.cs:line 127
at Vintagestory.API.Client.GuiElementItemstackInfo.SetSourceSlot(ItemSlot nowSlot, Boolean forceRecompose) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementItemstackInfo.cs:line 254
at Vintagestory.Client.NoObf.HudMouseTools.OnMouseEnterSlot(ItemSlot slot) in VintagestoryLib\Client\Systems\Gui\Huds\HudMouseTools.cs:line 213
at Vintagestory.Client.NoObf.ClientEventManager.TriggerOnMouseEnterSlot(ClientMain game, ItemSlot slot) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 517
at Vintagestory.Client.NoObf.InputAPI.TriggerOnMouseEnterSlot(ItemSlot slot) in VintagestoryLib\Client\API\InputAPI.cs:line 50
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseMove(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 901
at Vintagestory.API.Client.GuiComposer.OnMouseMove(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 505
at Vintagestory.API.Client.GuiDialog.OnMouseMove(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 618
at Vintagestory.Client.NoObf.GuiManager.OnMouseMove(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 447
at Vintagestory.Client.NoObf.ClientMain.OnMouseMove_Patch0(ClientMain this, MouseEvent args)
at Vintagestory.Client.NoObf.ClientPlatformWindows.UpdateMousePosition() in VintagestoryLib\Client\ClientPlatform\Input.cs:line 113
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 103
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
💬 Darkminion, Sep 23rd at 3:55 PM

Ah, I have not updated yet and did not see the message. I will test it on a backup world just to be safe. Thanks for clarifying so quickly!. 

💬 Chronolegionaire , Sep 23rd at 3:33 PM

Darkminion

If updating an existing world, on first load it will prompt you to run the remap. If for whatever reason you skipped this by accident, I'm not totally sure if theres a way to run just the HoD remap but /fixmapping applyall should do a full remap of everything though doing a full remap might have some unexpected consequences so make sure to make a backup of your save if you do this. Alternatively you can run every /iir command in assets/hydrateordiedrate/patches/remaps/liquidrefactor.json but there are quite a lot of them.

💬 Darkminion, Sep 23rd at 3:17 PM

Do I need to run the /fixmapping command or are there specific blocks that need to be remapped with /iir when upgrading past v2.2.13?

💬 Chronolegionaire , Sep 23rd at 3:03 PM (modified Sep 23rd at 6:45 PM)

Redpaws

Warmth and cooling are mutually exclusive so one won't effect the other. the default of 1 for an empty slot is the same as +1C. So in essence if a clothing item is less than 1, it will be better for cooling to wear nothing in that slot.

💬 Redpaws, Sep 23rd at 8:09 AM

Are heat and cooling two separate stats, or do they 'conflict'? As in, if something gives +2C warmth and +2C cooling, does it mean it does nothing at all, or give protection against both heat and the cold?

And with default cooling bonus being "1" for each empty slot, is that the same as having +1C cooling clothing in that slot?

💬 Chronolegionaire , Sep 22nd at 7:20 PM

v2.2.14 Released!

Spoiler

(If using brain freeze, make sure you update that mod first!)

  • refactored both liquid items and blocks to properly make use of variants, be sure to run remapper if updating on an existing server/save
  • winch no longer stores data from wellspring but instead just references it
  • winch can now fill buckets further if they still have space left
  • you can now grab liquid from the winch without taking the bucket off
  • wellspring is now made of the block that used to be there (well technically what's around it right now) and texture matches this
  • wellspring is now shallow based on if it is made from soil
  • refactored config to be simpler and more versatile
  • block hydration now uses the WhenFilled attributes so it no longer needs to be specified separately (this effectively makes the block patches for source block drinking obsolete)
  • fixed meals giving more nutrient as the serving count went down
  • fixed meals having negative hydration due to water
  • Rebalanced several mod added item hydration values (please delete and regenerate all your hydration patches for blocks and items to see the new values)
  • Sound effect added to winch when it scoops up water
  • probably some other stuff 
💬 Chronolegionaire , Sep 22nd at 2:32 AM

traugdor

Awesome! Thats always good to hear.

 

Dmhir

I am working on a companion mod that adds more containers and more liquid storage and management options. Containers like canteens and stuff will likely show up there!

💬 Dmhir, Sep 19th at 12:57 AM (modified Sep 19th at 12:57 AM)

canteens; leather, metal variants?

Just an idea. I'm ex-military so having water on my person 24/7 is natural and I would being able to make a leather canteen in game or more.

💬 traugdor, Sep 18th at 4:15 PM (modified Sep 18th at 4:16 PM)

I have added a feature in my mod (https://news.kalataka.ru/expandedstomach) so that if yours is present, I will adjust the location of my HUD bar. Due to the nature of HoD, I had to test whether drinking would lower hunger in my mod properly and it does.

Our mods are fully compatible with each other.

💬 TheInsanityGod, Sep 16th at 3:19 PM

Hoffmiester, this mod doesn't touch world generation at all.

💬 Hoffmiester, Sep 16th at 2:06 PM

I feel like this mod really interferes with world gen, I have been compiling some mods and testing the word gen, so I can get vast oceans but since adding this mod it feels like it's returned the world gen to pre 1.20 where oceans are near non existing, even when changing the land mass down to the 60% I've been testing with I havent come across a single coast

💬 PureWinter, Sep 16th at 12:09 AM

Oh boy, time to suffer in a desert again. Yaay!

💬 Chronolegionaire , Sep 15th at 11:55 PM

v2.2.13 Released

Wells and wellsprings can now operate with ladders or other "non solid" solid blocks in the way. So now you can put lights in and/or make a safe way to climb in and out of your well shafts to clean out critter corpses and what not without blocking your winch!
Updated RU translation, thanks ChimMAG!

Boiled rain water once again spoils back into regular rain water instead of directly into normal water.

💬 ChimMAG, Sep 12th at 6:46 AM

Minor updates to the Russian translation that occurred in the latest version of the mod.

💬 Chronolegionaire , Sep 11th at 11:21 PM

GON

I plan on moving kegs and tuns to a companion mod that adds new ways to manage and store liquid, so when that happens they won't be included in HoD at all anymore.

💬 GON, Sep 11th at 2:26 PM

Hi there,The mod https://news.kalataka.ru/foodshelves also adds kegs and tuns. I was wondering if there would be a way to either disable one of the mod's items or make the compatible in some way so there's less redundancy ? 

💬 Chronolegionaire , Sep 10th at 7:21 PM

v2.2.12 released!

Fix For invalid patch configs that crops up sometimes

Wells no longer use a gui and well inventory is now directly driven by in world actions

Boiling water is no longer a recursive recipe

Aquifer prospecting has been fully refactored for easier maintainability (and better compatibility!)

💬 Arizel, Sep 9th at 10:40 PM

I'm glad to see the boiled water seeped up from the ashes 😁

💬 Chronolegionaire , Sep 8th at 11:48 PM

v2.2.11 Released!

Hotfix for Gourmand Compatibility, due to having to load HoD recipe generation earlier to work with Gourmand, its possible that a custom recipe might get missed by HoD, let me know in discord if a recipe that uses water doesn't work with HoD water.

Boiling water recipes added back in because I accidentally drone striked them.

HoD doesn't try to generate variants of it's own recipes.

💬 Arizel, Sep 8th at 11:20 PM

I am unable to boil water in a pot in the latest version. So I am reverting to the previous one until this issue is fixed or the new recipe is made known.

💬 DigitalHare, Sep 8th at 9:20 PM

2.2.10 ignores the perish toggle, it seems.

💬 JokoJose, Sep 8th at 12:26 PM

seems to be having conflict issues with Gourmand 


Crash Report
System.ArgumentException: gourmand: the new collectibles dictionary contains collectible hydrateordiedrate:boiledwaterportion, which is missing in the loaded collectibles dictionary. Likely a mod added assets to the client without adding them to the server. at Gourmand.Collectibles.CategoryDict.ValidateSubsetOf(CategoryDict other) at Gourmand.CategoryDict.ValidateRulesAlreadyLoaded(IWorldAccessor resolver, IEnumerable1 newCollectibleRules) at Gourmand.CategoryDict.FromBytes(IWorldAccessor resolver, Int32 quantity, Byte[] data) at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step11() in VintagestoryLib\Client\Systems\Startup.cs:line 902 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 760 at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Event Log entries for Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 9/5/2025 4:19:25 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000 Faulting module name: KERNELBASE.dll, version: 10.0.26100.4946, time stamp: 0x723bcf0f Exception code: 0xe0434352 Fault offset: 0x00000000000c7f7a Faulting process id: 0x2f68 Faulting application start time: 0x1dc1e27d6f1ff0f Faulting application path: C:\Users\rodri\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll Report Id: f8775ece-30b4-4199-b7b4-0f503f97e5bf Faulting package full name: Faulting package-relative application ID: } -------------- { TimeGenerated = 9/3/2025 12:00:41 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000 Faulting module name: coreclr.dll, version: 8.0.1425.11118, time stamp: 0x67ac24a4 Exception code: 0xc0000005 Fault offset: 0x00000000001894ff Faulting process id: 0x6208 Faulting application start time: 0x1dc1c869e83b48b Faulting application path: C:\Users\rodri\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.14\coreclr.dll Report Id: 5f13153e-2a1c-45fb-a158-d16384ce4f16 Faulting package full name: Faulting package-relative application ID: } -------------- { TimeGenerated = 8/30/2025 8:55:09 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000 Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad Exception code: 0x40000015 Fault offset: 0x00000000000df046 Faulting process id: 0xd0c Faulting application start time: 0x1dc1a0e5b7e39c7 Faulting application path: C:\Users\rodri\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: C:\Users\rodri\AppData\Roaming\Vintagestory\Lib\openal32.dll Report Id: 23c1cc49-1c91-4516-aee2-3e3b464fc2c3 Faulting package full name: Faulting package-relative application ID: }
 
 
💬 Kappir, Sep 8th at 12:11 PM (modified Sep 8th at 12:13 PM)

New version is sadly incompatible with gourmand it seems :( 

Crash Report
System.ArgumentException: gourmand: the new collectibles dictionary contains collectible hydrateordiedrate:boiledwaterportion, which is missing in the loaded collectibles dictionary. Likely a mod added assets to the client without adding them to the server.
at Gourmand.Collectibles.CategoryDict.ValidateSubsetOf(CategoryDict other)
at Gourmand.CategoryDict.ValidateRulesAlreadyLoaded(IWorldAccessor resolver, IEnumerable`1 newCollectibleRules)
at Gourmand.CategoryDict.FromBytes(IWorldAccessor resolver, Int32 quantity, Byte[] data)
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step11() in VintagestoryLib\Client\Systems\Startup.cs:line 902
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 760
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Crash written to file at "D:\Games\Vintage Story\VS Installations\Blorg\Logs\client-crash.log"
💬 MRGOOSE, Sep 8th at 11:08 AM

does the new update for runtime water recipie generation make performance worse?

💬 BIight, Sep 8th at 10:28 AM

Umm there is no longer a recipe for boiled water? (in v2.2.10)

💬 Chronolegionaire , Sep 8th at 8:55 AM

v2.2.10 Released!

Recipe Generator:

HoD will now automatically generate HoD water variant recipes at runtime for all recipes (including mod added ones) that include vanilla vintage story water portion items in their recipe. Goodbye to hundreds of included json patches! 

💬 Chronolegionaire , Sep 8th at 2:33 AM

I'm unfortunately not supporting any updates on the 1.20.12 version anymore the latest version does not have any issues that I know of.

💬 FatRefrigerator, Sep 8th at 1:01 AM (modified Sep 8th at 1:05 AM)

The 2.2.6 version that you backported to 1.20.12 has a bunch of errors with Expanded Foods compatibility patches on server launch. EDIT: These errors are also present in the 2.1.6 version.

💬 SocialBlazer, Sep 3rd at 9:20 PM

Hi, when I launched the world, I got errors in the log, but I didn't really delve into this nonsense and decided to check it out.

In general, the game freezes terribly for 5-15 seconds periodically. At some point, freezes began to happen every minute of gameplay.

After disabling the mod, everything worked perfectly. Before version 1.21, there were also related problems, but lags were quite rare there.

💬 Chronolegionaire , Sep 3rd at 3:39 AM

v2.2.9

Fix clay pot texture mapping to match 1.21.

Ancient Technology bread recipe compatibility with HoD waters.

Fix better prospecting pick patch to be null safe which will prevent crashing when your propick breaks when HoD is installed alongside and you use density search.

Some Null safety in the regular prospecting pick patch just in case.

Replace harmony patch signature with patched versions of CoA, should work with the unnofficial versions, will need to be reverted back when mod officially updates.

💬 GnashinTires, Sep 2nd at 5:29 PM

Hi there! I just had a crash in game version 1.20.12 with HoD version 2.2.6 when breaking a block with a prospecting pick, and the pick broke at that moment.
Crash report suggests a conflict with HoD and Better Prospecting, but I also suspect SmithingPlus might be involved perhaps? Because when the prospecting pick broke it would have given a tool head. Not sure if it's actually involved though.
I'm not sure if this is an issue with HoD's or Better Prospecting's side.

Crash Report

Game Version: v1.20.12 (Stable)

9/2/2025 1:13:04 PM: Critical error occurred in the following mods: hydrateordiedrate@2.2.6, BetterProspecting@1.7.0

Loaded Mods: betterforest@0.1.0, bettersticks@1.2.0, Bluesky@1.1.0, bola@1.2.2, bovinae@0.2.4, buzzwords@1.8.0, canoemod@1.0.2, capreolinae@1.2.9, casuariidae@1.1.4, catchledge@0.5.0, cavesymphony@1.1.3, chickenfeed@1.1.8, cbr@1.0.0, chiseltools@1.14.22, cutthefat@1.0.1, driftershaveloot@1.0.3, DrystoneParity@1.0.0, easiersodroofing@0.0.1, easyelk@1.0.0, elephantidae@1.0.13, forestsymphony@1.0.4, forestworld@1.0.0, caninae@1.0.32, cervinae@0.1.6, chelonioidea@1.0.2, felinae@0.2.10, iniidae@0.1.3, meiolaniidae@0.1.6, pantherinae@1.1.27, thylacinidae@0.1.3, viverridae@1.0.4, vombatidae@0.4.2, froghats@1.1.0, fseasonedfirewood@1.2.5, spawngiantwaterlilies@1.0.0, glowtorns@1.0.0, hangingoillamps@1.0.3, hotspringheal@1.0.2, jackscomposting@1.2.1, jacksgrass@1.0.0, juicyores@1.0.0, lettherebelight@0.0.2, manidae@1.0.16, manualquenching@1.0.7, manualscraping@1.2.3, mbr@1.0.0, millwright@1.2.7, MoreStoneDrops@1.0.0, natshumanskin@1.0.1, nobearjetpacks@1.0.2, OresAPlentyAddon@1.2.0, particlesplus@2.3.0, pigfeed@1.0.8, playermodellib@0.0.35, primitivesurvival@3.8.0, raredenseores@0.2.9, rhinocerotidae@1.0.20, ripened_wild_crops@1.0.0, scrollrackable@1.3.2, shelfobsessed@1.5.0, sirenia@1.0.22, snowcaps@0.0.0, stepfixelk@0.0.1, stoneharvesting@1.1.0, terraprety@6.0.2, game@1.20.12, vsimgui@1.1.8, weedgardens@1.0.1, zoombuttonreborn@2.0.0, antlershorns@1.2.2, apebeams@1.0.1, bedspawnv2@1.4.0, betterentityinteraction@1.0.4, betterfirepit@1.1.6, betterhewnfencegates@1.1.0, BetterProspecting@1.7.0, BreakOreWithRocks@1.0.0, carryon@1.9.9, colderresources@1.0.1, commonlib@2.6.1, configlib@1.5.4, darkui@1.0.2, desertificationsurfacevariation@1.0.0, farmlanddropswithnutrients@1.2.1, farseer@1.3.1, fromgoldencombs@1.8.13, genelib@1.1.9, goblinears@2.2.3, hydrateordiedrate@2.2.6, immersivewoodchopping@0.8.1, itempickuphighlighter@1.0.0, jaunt@2.0.0, kevinsfurniture@1.7.2, knapster@2.14.6, mushroommoredrops@1.0.0, norottinghides@1.0.0, oneroof@1.11.0, opdoorpack@0.0.1, oreveintracers@1.2.0, pelaguswinds@1.2.2, petai@3.4.3, pomnotes@0.7.4, projectiletracker@1.0.4, purposefulstorage@1.3.0, realsmoke@0.6.5, rivers@4.6.0, scrollcharactercreation@1.0.3, simpletailoring@1.1.6, slowtox@3.0.0, smithingplus@1.7.4-dev.120, somethinginthewater@1.2.6, steelanvil@1.0.0, stepupcontinued@0.0.1, stonebakeoven@1.1.6, tanningredux@1.0.2, tentbag@2.2.0, th3dungeon@0.4.3, trailmodcupdate@1.2.1, vanillaarmory@1.7.7, vanvar@6.0.14, creative@1.20.12, survival@1.20.12, waxpress@1.0.2, waypointtogethercontiued@3.1.0, weatherthestorm@1.1.0, whatbagwasthatagain@1.0.2, windchimes@1.1.1, zippysreseedingreeds@2.0.0, elpredeschainlinks@1.0.1, beamtools@1.0.1, cats@3.2.0, coffee@0.9.2, equus@1.1.11, extraoverlays@1.5.0, moreblueclay@1.0.1, playercorpse@1.11.1, reforgedtools@1.2.51, cookie12000stickbeam@1.2.0, wolftaming@3.0.8

Involved Harmony IDs: com.chronolegionnaire.hydrateordiedrate.betterprospecting

System.NullReferenceException: Object reference not set to an instance of an object.

   at HydrateOrDiedrate.patches.BetterProspectingAquiferPatch.OnBlockBrokenWithPostfix(Object __instance, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Boolean __result) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Aquifer\Patches\BetterProspectingPickPatch.cs:line 54

   at BetterProspecting.ItemBetterProspecting.OnBlockBrokenWith_Patch1(ItemBetterProspecting this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier)

   at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryDestroyBlock(BlockSelection blockSelection) in VintagestoryLib\Client\ClientMain.cs:line 1740

   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 760

   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 617

   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 85

   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188

   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 996

   at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242

   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695

   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670

   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 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

 

 

💬 Blaiyze, Sep 2nd at 4:56 PM

While it's listed that this mod has compatibility with Ancient Tools, sadly you can't use boiled water to make the bread doughs from Ancient Tools :(

💬 JokoJose, Sep 2nd at 4:32 PM

does anyone have problem that when changing in confinguration to use CTRL instead of shift, it doesnt take effect and it still uses shift? (need the change for carry on) :(

💬 SkidInc, Sep 2nd at 1:59 PM

Quick question, is there mean to still be a patch for game:blocktypes/clay/pot.json? Because so far as I can tell that doesn't exist in 1.21 anymore.

💬 TheInsanityGod, Sep 2nd at 1:28 PM

Dirty_Shisno, it affects the entire thing.

(Except for the IdleThirstModifier which is applied afterwards for some reason, but that's a reduction anyway)

💬 TheInsanityGod, Sep 2nd at 1:00 PM

Mawg you can do it anywhere yes, but depending on where you build it could end up producing barely anything.

Generally if you build it near a body of water (just make sure it's fresh) or just very deep then you are good to go.

💬 Dirty_Shisno, Sep 2nd at 1:00 PM

Does ThirstDecayRateMax setting affect the max thirst increase of only the temperature or does it cap the whole thing? Mainly asking if the Sprint Multiplier is affected by the DecaRateMax setting.

💬 Mawg, Sep 2nd at 11:26 AM (modified Sep 2nd at 12:54 PM)

@TheInsanityGod so i can do that anywhere? I dont have to find an actual cave with water in it? Location only matters for how "strong" the well will be?

💬 TheInsanityGod, Sep 2nd at 9:54 AM (modified Sep 2nd at 9:54 AM)

slads, I could not reproduce with that alone. Please provide more detailed information such as:

  1. Logs (server-main)
  2. Which specific meal and is it a normal pot or modded?
  3. Mod Version
  4. Game Version
💬 TheInsanityGod, Sep 2nd at 9:38 AM (modified Sep 2nd at 9:40 AM)

Mawg, you dig straight down and on the final block (where you want the bottom of the well to be) you dig with your pickaxe (or shovel if shallow) in 'well spring' mode.

Just keep in mind that the location of the well matters, you can use prospecting to find locations with better aquifer strength but as a general rule of thumb: 'deeper = better'

edit: you can put down a well winch above it to see the actual stats of the well spring (assuming you didn't disable this in config)

💬 Mawg, Sep 2nd at 7:23 AM

ive been trying to find a video tutorial or something, but i have no idea how the well digging is suppose to be done, i tried alot in creative mode but i never get it to work. can someone make a detailed description please. am i suppose to dig a hole all the way down or not?

💬 slads, Sep 1st at 2:31 PM

Hello everyone,
I've been having a problem since updating to 1.21.
When I cook in a pot, the food doesn't turn into a meal; the cooking bar just stays stuck at maximum.
When I deactivate the mod, this problem disappears.
Has anyone else had this problem?
I love this mode; I'd really have a hard time doing without it...

💬 Vegalyp, Sep 1st at 2:42 AM

Just gonna throw out the suggestion for a waterskin again. I think it'd really fit the game well. :)

💬 Tenmosu, Aug 30th at 12:37 AM (modified Aug 30th at 12:49 AM)

Thank you for the reply
I tested without any other mod but I did once install salty mod, I will look to clean my game and retry thank you so much for this info.
If I see anything else I will be sure to go on the discord server. 
Salty has updated his mod, reinstalling it corrected everything. 
I will now enjoy having hydration problem
Thanks for all the help.

💬 TheInsanityGod, Aug 29th at 10:27 PM

Tenmosu, we had other people report this error on discord and after testing we found out that it's not an issue with HoD but with a mod of SaltyWater which has an older Harmony dll embedded and somehow this one is being loaded instead of the one shipped with vintage story, SaltyWater has been informed and is working on fixing this.

💬 Tenmosu, Aug 29th at 10:18 PM (modified Aug 29th at 10:19 PM)

Chronolegionaire 

I didn't think think you would be helping here, I can tell you what problem I found. 
No info about Hydrate are found in the character tab. ( nothing is written under Ranged charge speed)
Drinking from any item( bowl, jug) doesn't hydrate but still reduce satiety.
Only drinking from a water source by hand work. 
I have retry with the updates releash yesterday ( 2.2.8) it give me the same Error message has ( 2.2.7)

Crash Report
29.8.2025 17:51:26 [Notification] Instantiated 152 mod systems from 19 enabled mods
29.8.2025 17:51:26 [Error] [hydrateordiedrate] An exception was thrown when trying to start the mod:
29.8.2025 17:51:26 [Error] [hydrateordiedrate] Exception: Patching exception in method System.Void Vintagestory.Server.ServerSystemSupplyChunks::updateNeighboursLoadedFlags(Vintagestory.Server.ServerMapChunk mapChunk, System.Int32 chunkX, System.Int32 chunkZ)
---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> System.MissingMethodException: Method not found: 'HarmonyLib.CodeMatcher HarmonyLib.CodeMatcher.InsertAfter(HarmonyLib.CodeInstruction[])'.
at HydrateOrDiedrate.src.Patches.AquiferSmoothingPatch.HookOnNeighborChunksLoaded(IEnumerable`1 instructions, ILGenerator generator)
at System.RuntimeMethodHandle.InvokeMethod(Object target, Void** arguments, Signature sig, Boolean isConstructor)
at System.Reflection.MethodBaseInvoker.InvokeDirectByRefWithFewArgs(Object obj, Span`1 copyOfArgs, BindingFlags invokeAttr)
--- End of inner exception stack trace ---
at System.Reflection.MethodBaseInvoker.InvokeDirectByRefWithFewArgs(Object obj, Span`1 copyOfArgs, BindingFlags invokeAttr)
at System.Reflection.MethodBaseInvoker.InvokeWithFewArgs(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
at HarmonyLib.CodeTranspiler.<>c__DisplayClass11_0.b__0(MethodInfo transpiler)
at System.Collections.Generic.List`1.ForEach(Action`1 action)
at HarmonyLib.CodeTranspiler.GetResult(ILGenerator generator, MethodBase method)
at HarmonyLib.MethodBodyReader.FinalizeILCodes(Emitter emitter, List`1 transpilers, List`1 endLabels, Boolean& hasReturnCode, Boolean& methodEndsInDeadCode)
at HarmonyLib.MethodCopier.Finalize(Emitter emitter, List`1 endLabels, Boolean& hasReturnCode, Boolean& methodEndsInDeadCode)
at HarmonyLib.MethodPatcher.CreateReplacement(Dictionary`2& finalInstructions)
at HarmonyLib.PatchFunctions.UpdateWrapper(MethodBase original, PatchInfo patchInfo)
at HarmonyLib.PatchClassProcessor.ProcessPatchJob(Job job)
--- End of inner exception stack trace ---
at HarmonyLib.PatchClassProcessor.ReportException(Exception exception, MethodBase original)
at HarmonyLib.PatchClassProcessor.Patch()
at HarmonyLib.Harmony.<>c.b__12_1(PatchClassProcessor patchClass)
at HarmonyLib.CollectionExtensions.Do[T](IEnumerable`1 sequence, Action`1 action)
at HarmonyLib.CollectionExtensions.DoIf[T](IEnumerable`1 sequence, Func`2 condition, Action`1 action)
at HarmonyLib.Harmony.PatchAllUncategorized(Assembly assembly)
at HarmonyLib.Harmony.PatchAllUncategorized()
at HydrateOrDiedrate.HydrateOrDiedrateModSystem.StartPre(ICoreAPI api) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\HydrateOrDiedrateModSystem.cs:line 57
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 661
29.8.2025 17:51:26 [Error] Failed to run mod phase Pre for mod HydrateOrDiedrate.HydrateOrDiedrateModSystem
29.8.2025 17:51:26 [Notification] Done loading and pre-starting client side mods.

I tried to delete everything in the config folder, still the same error.
I could be wrong but I believe the Aquifer do not generate and interfere with my other world generation mod.
I tried launching a game with only Hydrate mod if it a new game it work, if it a game that had a world generation mod it give me the same error in my crash report.

Sorry again for not giving any kind of info at my first comment, I just wanted to let you know about the incompatibility.
Hope it can help you find the issus.

 

💬 Chronolegionaire , Aug 29th at 6:09 PM

Delete all your HoD configs in your mod config folder and restart your game.

💬 AliceDrake, Aug 29th at 5:42 PM (modified Aug 29th at 7:46 PM)

First of all, love this mod. Makes deserts especially challenging!

Just updated. Can load in OK, but I'm getting this:

Crash Report
29.8.2025 10:33:06 [Notification] Instantiated 161 mod systems from 21 enabled mods
29.8.2025 10:33:07 [Error] [hydrateordiedrate] An exception was thrown when trying to start the mod:
29.8.2025 10:33:07 [Error] [hydrateordiedrate] Exception: Patching exception in method System.Void Vintagestory.Server.ServerSystemSupplyChunks::updateNeighboursLoadedFlags(Vintagestory.Server.ServerMapChunk mapChunk, System.Int32 chunkX, System.Int32 chunkZ)
---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> System.MissingMethodException: Method not found: 'HarmonyLib.CodeMatcher HarmonyLib.CodeMatcher.InsertAfter(HarmonyLib.CodeInstruction[])'.
at System.RuntimeMethodHandle.InvokeMethod(Object target, Void** arguments, Signature sig, Boolean isConstructor)
at System.Reflection.MethodBaseInvoker.InvokeDirectByRefWithFewArgs(Object obj, Span`1 copyOfArgs, BindingFlags invokeAttr)
--- End of inner exception stack trace ---
at System.Reflection.MethodBaseInvoker.InvokeDirectByRefWithFewArgs(Object obj, Span`1 copyOfArgs, BindingFlags invokeAttr)
at System.Reflection.MethodBaseInvoker.InvokeWithFewArgs(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at HarmonyLib.CodeTranspiler.<>c__DisplayClass11_0.b__0(MethodInfo transpiler)
at System.Collections.Generic.List`1.ForEach(Action`1 action)
at HarmonyLib.CodeTranspiler.GetResult(ILGenerator generator, MethodBase method)
at HarmonyLib.MethodBodyReader.FinalizeILCodes(Emitter emitter, List`1 transpilers, List`1 endLabels, Boolean& hasReturnCode, Boolean& methodEndsInDeadCode)
at HarmonyLib.MethodCopier.Finalize(Emitter emitter, List`1 endLabels, Boolean& hasReturnCode, Boolean& methodEndsInDeadCode)
at HarmonyLib.MethodPatcher.CreateReplacement(Dictionary`2& finalInstructions)
at HarmonyLib.PatchFunctions.UpdateWrapper(MethodBase original, PatchInfo patchInfo)
at HarmonyLib.PatchClassProcessor.ProcessPatchJob(Job job)
--- End of inner exception stack trace ---
at HarmonyLib.PatchClassProcessor.ReportException(Exception exception, MethodBase original)
at HarmonyLib.PatchClassProcessor.Patch()
at HarmonyLib.Harmony.<>c.b__12_1(PatchClassProcessor patchClass)
at HarmonyLib.CollectionExtensions.Do[T](IEnumerable`1 sequence, Action`1 action)
at HarmonyLib.CollectionExtensions.DoIf[T](IEnumerable`1 sequence, Func`2 condition, Action`1 action)
at HarmonyLib.Harmony.PatchAllUncategorized(Assembly assembly)
at HydrateOrDiedrate.HydrateOrDiedrateModSystem.StartPre(ICoreAPI api) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\HydrateOrDiedrateModSystem.cs:line 57
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 661
29.8.2025 10:33:07 [Error] Failed to run mod phase Pre for mod HydrateOrDiedrate.HydrateOrDiedrateModSystem

Edit: after playing for a bit, I notice my hydration bar is not going up when drinking boiled water out of a bowl, and I seem to have gained permanent orange bar from drinking still water. :(

Edit2: after deleting configs and cache, I narrowed it down to another mod (Eden Instinct) causing this error. Something to do with the aquifer data.

💬 Chronolegionaire , Aug 28th at 9:38 PM

Tenmosu

 

I am unable to reproduce any issues with Hydrate or Diedrate when I have Plains and valleys installed. Non code based world gen mods are extremely unlikely to cause any issues.

💬 netshaman, Aug 28th at 6:45 PM

Got it  !
Thank you very much !

💬 Tenmosu, Aug 28th at 4:30 PM (modified Aug 28th at 4:32 PM)

This mod isn't compatible with Plains and valleys from Tentharchitect
kind of sad I like my world and removing terrain gen mod create massive hole of missing chunk
version of Vintage sory 1.21

💬 TheRealFlynn, Aug 28th at 3:35 PM (modified Aug 28th at 3:35 PM)

@TheInsanityGod

pre-cursor: it went away after I rejoined the world.

1. no (there are logs for this mod?)

2. yes, i deleted the config when i re-created the world.

3. current

4. current

 

PS: i simply love this mod. it adds very vanilla feeling mechanics that make the game that much better for me. thanks a lot for making it!

if i can reproduce it, i'll let you know.

💬 Chronolegionaire , Aug 27th at 10:58 PM

netshaman

Delete all your HoD configs in your mod config folder and restart your game.

💬 netshaman, Aug 27th at 10:57 PM

Installed the last version ( 2.2.7 ) and get this error message at start : "

Spoiler
28.8.2025 00:48:36 [Error] Exception: Object reference not set to an instance of an object.
at HydrateOrDiedrate.Config.Patching.PatchCollection`1.<>c__DisplayClass9_0.<MergeMissing>b__1(T existingPatch) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Config\Patching\PatchCollection.cs:line 34
at System.Array.FindIndex[T](T[] array, Int32 startIndex, Int32 count, Predicate`1 match)
at System.Array.FindIndex[T](T[] array, Predicate`1 match)
at System.Array.Exists[T](T[] array, Predicate`1 match)
at HydrateOrDiedrate.Config.Patching.PatchCollection`1.<MergeMissing>b__9_0(T patch) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Config\Patching\PatchCollection.cs:line 34
at System.Linq.Enumerable.WhereArrayIterator`1.ToList()
at HydrateOrDiedrate.Config.Patching.PatchCollection`1.MergeMissing(PatchCollection`1 otherCollection) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Config\Patching\PatchCollection.cs:line 33
at HydrateOrDiedrate.Config.Patching.PatchCollection`1.GetMerged(ICoreAPI api, String path, PatchCollection`1 defaultConfig) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Config\Patching\PatchCollection.cs:line 50
💬 Chronolegionaire , Aug 27th at 9:00 PM

ChimMAG

I'll add that for next version, thank you!

 

💬 TheInsanityGod, Aug 27th at 2:04 PM

TheRealFlynn, I cannot get this reproduced.

  1. have you checked the logs?
  2. have you tried re-generating the config files?
  3. what mod version?
  4. what game version?

 

💬 TheRealFlynn, Aug 27th at 1:21 PM (modified Aug 27th at 1:21 PM)


eating mutliple stacks of food results in no reduction of nutrition deficit

have gone into creative and given myself stacks of food and fresh water, and it then back into survival, to consume it all and nothing. it will not go away.

 

also, this is in a brand new world

💬 ChimMAG, Aug 27th at 11:13 AM

And, as always, an update to the Russian translation. You added three more lines, and I translated them.

💬 TheInsanityGod, Aug 27th at 8:17 AM

Ashleyyy33, please provide the following:
1. The actual stacktrace
2. The mod version
3. The game version

('System.NullReferenceException: Object reference not set to an instance of an object.' is one of the most common types of exceptions that is useless without the actual stacktrace.)

💬 Ashleyyy33, Aug 27th at 2:11 AM (modified Aug 27th at 2:17 AM)

Im being thrown one of the same types of errors as down there, the object reference one and its not going away. Ive reinstalled the mod, played with the configs, etc and nothings getting it to go away. I deleted my whole modlist, and reinstalled this, still there.

💬 LastXsile, Aug 27th at 1:43 AM

Not sure if this is on Xskills side or this mod but with both installed you don't have the pickaxe option for digging wells just veinmine from xskills. Using 1.21 Unofficial patch xskills

💬 Chronolegionaire , Aug 26th at 1:55 AM

PSA if updating directly from 1.20 version of HoD to 1.21, please delete and regenerate your configs to avoid issues.

💬 Chronolegionaire , Aug 23rd at 10:33 PM

TheInsanityGod

Thank you!

💬 TheInsanityGod, Aug 23rd at 10:32 PM

Can confirm, turning HarshHeat Off while leaving Thirst On causes this. I'll get to working on it.

💬 TheInsanityGod, Aug 23rd at 10:12 PM

Actually, I think it might be related to disabling HarshHeat and maybe Thirst in the config, seems like there is no null check on the behavior in `UpdateDynamicTexts` Chronolegionaire

💬 Chronolegionaire , Aug 23rd at 10:05 PM

Harbardthr

 Make sure you download the correct version of the mod for your vintage story version.

💬 Harbardthr, Aug 23rd at 9:56 PM

1.20.12 

no matter what i do - every time i open my character info page CTD

System.NullReferenceException: Object reference not set to an instance of an object.
at HydrateOrDiedrate.patches.CharacterExtraDialogs_ComposeStatsGui_Transpiler.UpdateDynamicTexts(Object __instance, CachedUIElements cached) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Patches\CharacterExtraDialogsPatch.cs:line 238
at HydrateOrDiedrate.patches.CharacterExtraDialogs_ComposeStatsGui_Transpiler.InjectExtraUi(Object __instance) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Patches\CharacterExtraDialogsPatch.cs:line 210

💬 Sianks, Aug 22nd at 3:55 PM (modified Aug 22nd at 3:56 PM)

I mean we using LAN through Hamachi, its not great but its working, our internets got 100mb's so it shouldnt be problem and its not unless u add mods. When u add over 40 mods the game starts to go crazy... Do you know if hosting a server with mods fixes this issues? Or its the same

💬 TheInsanityGod, Aug 22nd at 11:11 AM

Sianks, if  with 'teleportation' you refer to the 'you constantly getting teleported back a bit while walking issue' then that is actually a base game issue that becomes more pronounced as you have more mods using the `WatchedAttributes` of the player (base game logic does a full resync if too many are marked dirty at the same time and this results in position being resynced a well)

 

HoD's impact on this issue has been minized as of 2.1.3
Vigor has done similar adjustmens to minimize impact in, though probably still has relatively more impact (since it's something that has to be synced more frequently as it is directly related to movementspeed)

btw LAN doesn't say much about the speed/quality of the connection 😅

💬 Sianks, Aug 22nd at 5:40 AM

I dont think its good mod for LAN runs with your friends, isnt it? Ive tried with and without it (among few other mods which doesnt prove this mod is causing the issue) the game runs much better without lag spikes and teleportations. Vigor has same issue, while being deleted everything works smoothly, also Gaining water or Stamina (im talking about your and other popular mods that's in same branch) is delayed for non host players, the delay is like 4s, but this might be due to lag spikes that were happening with these mods

💬 Chronolegionaire , Aug 16th at 7:35 AM (modified Aug 18th at 2:55 AM)

BloodW0lf

Compatibility only took like 15 minutes to add, i am just waiting on the aquifer refactor to finish and I can push a new version. In the mean time its extremely easy for users to patch them in yourself if you can't wait. Just add in the new entries into your add hydration config. 

💬 BloodW0lf, Aug 16th at 1:53 AM

any luck on the floral zones update?

💬 Chronolegionaire , Aug 14th at 12:09 AM

BurnBird

Any items from floral zones that aren't supported were added after I added the initial support for them about a year ago. I'll take a look and see what new items have been added and add support for them in the next update.

💬 BurnBird, Aug 13th at 7:34 PM

Despite stating comaptibility with floral zones, the mod does not seem to support Floral Zones Cosmopolitan or Mediterranean. The drinks made from Floral Zones Central Australia also are not covered.

💬 TheInsanityGod, Aug 10th at 10:33 PM

0w0, issue has been identified and fixed (at least on 1.20, not going to re-install 1.21 again today :p)

ps: probably still a bit higher when doing minor work because the idle calculation was fixed (before if you weren't moving in the exact calculation tick that happens every 10 seconds then you would be considered idle)

💬 0w0, Aug 10th at 9:37 PM (modified Aug 10th at 9:46 PM)

Oh I'm must be tired, I had no idea the fat bar could be moved, and sorry I've no idea what changed, I'll look at your change log just seemed to be running out of hydration too quickly and hadn't any clue as to what may be causing it. I would just be doing minor work around my place in game but It was like I was full sprint in a desert  while eating jerky! (or atleast its what it felt like) it just seemed an unreallistic amout of thirst rate for just minor work.

 

Edit: Yup, I'm dumb... thank you for telling me about the move option on That Mod!

💬 TheInsanityGod, Aug 10th at 8:14 PM (modified Aug 10th at 9:20 PM)

0w0

That mod specifically mentions that it has a command to move the fat bar...(also this isn't really an HoD issue but an inter mod compatibility issue)

As for the "having to drink waaay more often for no reason":
What exactly does "for no reason" mean? thirst rate is not static but is affected by stuff like movement and temperature. (edit: looking into it)


(also keep in mind that "Values are subject to change based on user feedback to achieve better balance", as mentioned in the disclaimer)

💬 0w0, Aug 10th at 5:11 PM (modified Aug 10th at 5:50 PM)

I'm having a small issue with this mod's thirst bar hiding up under the fat bar from "Body Fat" mod by Tasshroom;  I waited for an update to fix the issue but it's still pressent.

Can I have this looked at please?

 

Edit: Also noticed I'm having to drink waaay more often for no reason!

💬 Kaschperle, Aug 10th at 12:34 AM

Chronolegionaire thank you for the update on the 1.20.12 version!

*EVERYONE MAKE SURE TO DOWNLOAD ALWAYS PROPER VERSION WHICH MATCHES YOUR GAME VERSION*

💬 Chronolegionaire , Aug 9th at 11:47 PM

v2.1.3 and v2.2.3 released for both 1.20 and 1.21 rc

Major refactor of thirst and hot temperature behavior, thank you TheInsanityGod.for your hard work and dedication!

 

Thirst related attributes are now handled in their own tree so as not to clog up vanilla attribute updates.

 

Body heat attributes are similarly separated.

 

Rubber band bug officially squashed.

💬 TheInsanityGod, Aug 9th at 9:28 AM

ChimMAG, without the logs we honestly can't say much.

As I understand there are currently 2 note worthy issues:
1. People downloading the latest versions not realizing that they are for 1.21 which makes it incompatible with older game versions (because base game has upgraded to .NET8)
2. Rubberbanding (refactor/fix for this is in testing phase)

💬 ChimMAG, Aug 9th at 8:52 AM (modified Aug 9th at 9:18 AM)

Version 2.1.2 (the latest version after 1.20.12) still does not function. I deleted the configuration files, but it did not resolve the issue. If necessary, I can provide the error logs, but I understand that I am not the only one experiencing this problem.

 

P.S. Yes, I read about Discord. I want to understand - is it just me, or does it not work at all?

 

P.S.S. Surprisingly, I just tried it on another computer and on the server, and everything works. I'll figure out what's going on with my home Vintage.

💬 FatherSarge, Aug 7th at 4:05 PM (modified Aug 7th at 4:05 PM)

Got a small error with the butterfly pin, on v2.2.2 on rc3, didn't notice this in rc1 (cant remember if it was popping up in rc2)

 

Not critical, figured I'd let you all know

Error
[Error] Patch 0 (target: game:itemtypes/wearable/seraph/emblem-butterflypin.json) in hydrateordiedrate:compatibility/game/patches/clothing/survival-itemtypes-wearable-seraph-emblem-butterflypin.json failed because supplied path /attributesByType/*/warmth is invalid: The json path /attributesByType/*/warmth was not found. No such element 'attributesByType' at the root path
💬 Kaschperle, Aug 7th at 1:56 AM

Chronolegionaire would it be possible to make a fix for 1.20.12 too? As we are playing with and noticing it too.

💬 Chronolegionaire , Aug 5th at 10:15 PM

MikeSyrup

We just identified the problem for the rubber banding and a fix is hopefully incoming. It will only be for 1.21 but hopefully ya'll can give it a shot when your server updates and let me know.

💬 MikeSyrup, Aug 5th at 1:04 AM

Chronolegionaire We're on 1.20.12 actually, I think it could just be the amount of mods but not 100% sure

💬 Chronolegionaire , Aug 4th at 12:03 AM

I need someone who is experiencing the rubber banding issue who is willing to playtest several different versions of HoD to try and pinpoint where the issue might be coming from. Ping me on the vintage story discords Hydrate or Diedrate mod thread if you want to help. I am unable to ever reproduce it on my end and its near impossible to track down a fix if I can't get it to even happen on my machine.

💬 HarperJ, Aug 2nd at 6:52 PM

Chronolegionaire Hey - came to report a different bug after removing this mod (turns out not a bug, I think it was accidentally a salt water puddle I drank out of) - but also noticed the unexplained rubber banding I'd been having on this save was fixed after removing your mod - I was on the latest version available here, running 1.21.rc1, so it seems you fix attempt may not have been successful

💬 Chronolegionaire , Aug 1st at 8:25 PM

MikeSyrup

If your server is on 1.21rc (1 or 2) could you try out the latest version and let me know if the rubber banding was fixed? Its actually not a performance related issue, its a bug but I haven't gotten any response from anyone experiencing it, if it was fixed after my potential fix update.

💬 MikeSyrup, Aug 1st at 2:50 PM

Was the mod with the largest performance hit on our server. We do have a lot of mods (120 mods) but with this one specifically there was rubberbanding which was fixed after removing. I am a fan of the mod though and wish we could use it on the server.

💬 HerbDashwell, Jul 31st at 2:09 AM

Can't get it to work on 1.20.12 on any 1.20.x version of the mod. I shall patiently wait until all lines up when 1.21 is on stable :p

💬 Chronolegionaire , Jul 29th at 6:48 PM (modified Jul 29th at 6:51 PM)

v2.2.1 Released

Spoiler

Aquifer performance overhaul (On newly generated chunks, existing chunks will still need to have aquifers generated the old slow way, if updating an existing save it will be a bit choppy as the data is generated but will pick up over time)

Rubber banding fix (maybe, currently untested as users having issue have not responded)

Several Aquifer related bug fixes

Aquifers are now deterministic based on world seed, meaning same seed (and config settings) will always generate the same aquifers instead of being completely random each time.

Aquifer balance has been adjusted, default configuration will have low to mid rated aquifers be rarer than they currently are, and no rating aquifer areas a lot more common. High aquifer areas are slightly rarer, but can still be regularly found in very deep caves.

This however means all aquifer data will be regenerated, existing wells may no longer have the same aquifer rating if you are updating an existing save. Because of this I recommend starting a new save if you don't want to lose your current wells output rate.

 

Huge thanks to The Insanity God for:

Config Code Overhaul

Keg and Tun Code Overhaul

Several bug fixes related to Keg and Tun

💬 Chronolegionaire , Jul 29th at 1:09 AM

Flint_N_Steel

And milk drinkers everywhere, thank you for your mod!

💬 Flint_N_Steel, Jul 28th at 5:15 PM

Chronolegionaire, just want to say thanks for adding comparability with my mod, A Warrior's Drink!  I know you added it a while ago.  The Great Khan would be most pleased.

💬 Chronolegionaire , Jul 27th at 3:09 PM

HanleyS

Could you potentially test out the test build I posted in the mod thread on the vintage story discord and let me know if that version resolves it for you? (the test version is built for 1.21 just as a disclaimer)

💬 HanleyS, Jul 25th at 3:22 PM

traugdor I've been using that exact version on 1.20.12, and the save always starts relatively fine, but a couple of hours and playthroughs in the mod cause buffering issues from lagspikes that don't seem to go away until the mod itself is removed.

💬 traugdor, Jul 25th at 5:47 AM

HanleyS I have also noticed some issues but they went away with 2.1.2 when I played in 1.20.12.

ChimMAG Amarillo ZonkPJ Maxter1o2 Snows The 2.2.0 is for 1.21.0-pre1. It will be incompatible with 1.20.11 and 1.20.12.

 

💬 HanleyS, Jul 24th at 3:33 PM

This mod needs optimising. Lag spikes originate from this mod and disappear when it is disabled. 

💬 Tem, Jul 23rd at 11:53 PM

Same error. Doesn't work in 1.20

💬 Tya, Jul 23rd at 3:11 AM

If you are having issues on 2.2.0, it is probably because you are using the wrong game version.

 

Check your game version and the mod game version and stop clicking the first download button you see, it will save you a lot of problems

💬 Snows, Jul 21st at 9:50 PM

Maxter1o2 same error :s

💬 Maxter1o2, Jul 15th at 8:21 PM

2.2.0 Throws an error in the server log which inreturn stops the mod from working but 2.1.2 loads and works fine.

 

Crash Report
15.7.2025 16:19:43 [Error] [hydrateordiedrate] An exception was thrown when trying to load assembly:
15.7.2025 16:19:43 [Error] [hydrateordiedrate] Exception: Could not load file or assembly 'System.Runtime, Version=8.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. The system cannot find the file specified.
at System.ModuleHandle.ResolveType(QCallModule module, Int32 typeToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount, ObjectHandleOnStack type)
at System.ModuleHandle.ResolveTypeHandle(Int32 typeToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext)
at System.Reflection.RuntimeModule.ResolveType(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments)
at System.Reflection.CustomAttribute.FilterCustomAttributeRecord(MetadataToken caCtorToken, MetadataImport& scope, RuntimeModule decoratedModule, MetadataToken decoratedToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1& derivedAttributes, RuntimeType& attributeType, IRuntimeMethodInfo& ctorWithParameters, Boolean& isVarArg)
at System.Reflection.CustomAttribute.AddCustomAttributes(ListBuilder`1& attributes, RuntimeModule decoratedModule, Int32 decoratedMetadataToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1 derivedAttributes)
at System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeModule decoratedModule, Int32 decoratedMetadataToken, Int32 pcaCount, RuntimeType attributeFilterType)
at System.Attribute.GetCustomAttributes(Assembly element, Type attributeType, Boolean inherit)
at System.Attribute.GetCustomAttribute(Assembly element, Type attributeType, Boolean inherit)
at System.Reflection.CustomAttributeExtensions.GetCustomAttribute[T](Assembly element)
at Vintagestory.Common.ModContainer.<>c__DisplayClass36_0.b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 457
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 454
💬 Amarillo, Jul 14th at 8:51 AM

ChimMAG ZonkPJ

I make it work again returning to 2.1.2 too, but It required to delete the mod config file. I think when updating to 2.2.0 it creates a conflict between config files..

💬 ZonkPJ, Jul 14th at 7:35 AM

The 2.2.0 update also made the bar dissapear and the mechanic stop working, but when i got back to 2.1.2 it started working again...

💬 Amarillo, Jul 13th at 8:30 PM

I am experiencing the same than ChimMAG I updated the mod to 2.2.0 and I lost the mod stoped working, the thirst bar is gone and the blocks and mechanics too. I even returned to previous version of the mod and now it does not work anymore. Also I tested on single player and it is not working neither. Maybe there is a client side config that could be corrupted because of this??

💬 tehtelev, Jul 11th at 7:34 AM

I've been profiling the memory usage on my mod build and I've found a significant load from your mod. Please try optimizing this location. It will greatly speed up the loading of the location and reduce memory usage.

 

Spoiler!

 

💬 traugdor, Jul 8th at 3:36 AM

Shanaxyle Have considered that wine and by extension all alcohols will have less hydration because alcohol by nature is dehydrating? Ethanol is hydrophilic, meaning it bonds to water and makes it less effective. But I agree that Fine wine should have less hydration than strong wine.

💬 ChimMAG, Jul 7th at 3:06 AM

Updated the mod to the latest version (2.2.0) and I lost the hydration indicator. Then I updated the version of the game itself from 1.20.11 to 1.20.12 - nothing has changed. The /moddb list command indicates that the mod is loaded. The geological hammer also does not work, and its dehydration is not displayed in the description of the food.

💬 IgnisPolonia, Jul 6th at 5:02 PM

Please compatybility by new mod "Vigor" Hud Bar is the same pleace. Very good idea by mod Vigor is more realistic but this mod is a legend mod.

💬 OmegaHaxors, Jul 4th at 5:56 PM

Seeing as how this is taking off, i'll be adding compatibility to Immersive Phototrophy next time I start working on it.
Photosynthesis is just breaking of water into hydrocarbons: the process will consume water if this mod is installed.

💬 Shanaxyle, Jun 26th at 7:09 PM

Theres a small issue with the hydration values of wine and spirits in expanded foods, I'll use black currant wine for example

Black currant juice restores 800 hydration per litre. this seems like a very fair, almost excessive amount. i would suggest reducing this to 600, but its perfectly functional as it is
black currant wine resores 400 - this is roughhly as expected. the value is a bit low but manageable. idealy it should be closer to 600 for game balance purposes, in my opinion, particularaly because juices restore around 800. if juices restored 600, it would be far more reasonable at 400
strong black currant wine restores 150 per litere. this is a MASSIVE jump in saturation, which causes wine to only be about 1/7th as valuable as juice. balance wise, strong black currant wine should be slighthly more or less effective, not half as effective.
fine black currant wine restore 160 per litre. this makes absolutely no sense. if wine looses 50% hydration with aging, why does it suddenly gain an extra 7% effectiveness suddenly withh age?

When refined, the values only get stranger and more nonsensical
Black currant brandy has a hydration value of 210. this makes no sense, as brandy is fundementally more alcoholic than wine. this goes directly against the seeming philosophy of the mod's balance, where highher alcohol by volue = less hydrating
an aged brandy is identical in terms of hydration to a strong wine, which means the entire process of making brandy is a completely wasted effort and resource sink, assuming you drink it after it ages.
Vintage wine is slightly better than aged wine, but still falls into the same issue of being going against the idea that a stronger alohol heals less saturation.

I plan to fix this myself for my own world&server, to try and make it make a bit more sense and follow a more cohesive, mathematically balanced internal logic. if you'd like i would gladly give you my updated version of config once i finish tweaking, if you agree withh my observations and wish to change the default values packed with the mod itself

edit: I've done some work on the config, and for whatever reason it appears as though non of my changes are actually applying in game. i'm unsure if im doing something wrong or if the config isn't loading properly, however i've gotten no errors in my console so im kind of lost

💬 Kainda, Jun 22nd at 6:05 PM

Hello, 
First of all, thanks for the mod!
Secondly, how do I drink water from ponds at the start of a new game? Im dying of thirst on loop since I havent found any clay yet :(

💬 Alatyr, Jun 22nd at 10:07 AM

Well recipes not working on server

Involved Harmony IDs: com.jakecool19.efrecipes.cookingoverhaul, extrainfo
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Block vanvar:woodenaxle-* but there are no such items/blocks!
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI capi, GridRecipe[] gridrecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 111
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 1292
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch2(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 208
at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 314
at Vintagestory.API.Client.SlideshowItemstackTextComponent.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowItemstackTextComponent.cs:line 229
at Vintagestory.API.Client.GuiElementRichtext.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 525
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 459
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 559
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 390
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1978
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_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 198
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

💬 GmanAmatin, Jun 22nd at 5:32 AM

Cool mod, although the lack of options for transporting clean drinking water while traveling is fairly tedious. Jugs ain't really a good option, something like a canteen and/or waterskin is sorely needed. 

💬 Lonniee, Jun 18th at 3:32 AM

Is there a config option to modify the amount of thirst different water sources give? I want to make wells more a of a necessity as right now my group still scoops up water from the farmlands like little trogladytes, which makes them hungry and thus wastes food as they cannot walk 20 blocks to the well.

Also, is there any way/are there any mods that make crops use up water dynamically and require fresh springs/water sources? Would be nice to see civilization develop around lakes/rivers because water is only renewable there.

Thanks!

💬 Kevin_McScrooge, Jun 9th at 10:15 PM

Compatible with Alchemistry?

💬 TwoF, Jun 2nd at 3:33 PM

This mod, in my opinion, must be integrated into the game's base version. The game already provides players with plenty of content and motivation to combat the cold (root cellars, greenhouses, warm clothing, campfires, etc.). However, at the moment, the player has absolutely no content, and especially no motivation, to protect themselves from the heat. Thirst, and its increase with temperature, along with the challenges of obtaining and storing drinking water, are an excellent solution to this issue

💬 Nightingale33, May 30th at 8:44 PM

KrystianMajster Latest version should fix the issue with disappearing well water. Please ping me in the Vintage Story discord if it doesn't 

💬 AgentOfChaos, May 29th at 4:58 AM

oddly enough when using the pewter mod it counts it as a water block.

 

💬 Nightingale33, May 28th at 1:48 PM

KrystianMajster that was Chrono's private server. The Official Vintage Story Discord is now suitable until such a time as I deem it worthwhile to make a dedicated discord. 

💬 KrystianMajster, May 28th at 11:54 AM

Nightingale33 How to enter your discord? link in the mod description doesn't work

💬 Blaiyze, May 26th at 6:50 PM

@Chronolegionaire

Do we need to boil well water or is it considered safe? 

I'm assuming we don't need to, as I've not been able to get the pot to boil well water, so, assuming not necessary to boil well water?

It would also seem that the fresh well water is not compatible with In Dappled Groves/Under Tangled Boughs; you cannot use the water from HoD to create the bread doughs from that mod sadly.

My well shaft doesn't seem to fill with water either. Is it because I dug it in creative mode? Or am I just too far from an aquifer - I'm only about 50-100 ish blocks from the nearest one, which is why too far underground to create a useable well. 

💬 Nightingale33, May 26th at 9:26 AM

KrystianMajster I'll have a look and see if I can fix it. Also do feel free to ping me in Discord, I spotted this off your Reddit post

 

nomashawn ConfigLib is the best option! It has great integration with it. 

💬 KrystianMajster, May 24th at 4:07 PM

Chronolegionaire I have a problem where the water level in the well resets after loading the world. Is there any option to fix the problem with the water level resetting in the well?

💬 nomashawn, May 22nd at 11:42 PM

wow, ive been looking for smth just like this! how do I config? :D

💬 ChimMAG, May 21st at 11:57 AM

It seemed to me that when an incomplete portion remains in the bowl (for example, 10-30% of the portion), then when it is consumed, hydration decreases as from a full portion.

💬 CoffeeToffee, May 20th at 7:14 AM

Out of curiosity, does making something like soup with plain water sap nutrition from the end product, compared to cooking with something like distilled water?

💬 zmwl, May 7th at 3:20 PM

So how do I make a well, and how do I make sure that the well is working? If you just dig down seven squares and create a well, will it work?

💬 JustaKobold, May 1st at 6:34 PM

I have vanilla variants and its preq recipe patcher, and wildcraft trees, when i go to make a winch it wont let me make one out of normal wood but will out of the wildcraft trees planks. I dont see anything in the configs that would cause this and all of them are up to date. Any ideals what could cause this?

💬 Chronolegionaire , Apr 28th at 10:20 PM

Shion

Nope, it does not touch health at all

 

Esjitu

The heat mechanics only interact with thirst, as of right now there are no non-thirst related heat mechanics.

 

Seventythird

Normal water source blocks are considered natural spawning water and so are "unclean" in that they are not safe sources of drinking water. Muddy water is its own new block that will spawn when you dig a shallow surface wellspring and let it fill with water (needs to be within 5 blocks of natural water)

💬 Seventythird, Apr 28th at 8:36 PM

Just wanting to check what the difference between aquifer water and water source blocks is. Before installing this I had wells with just a single water source block in the well that I drew water from. With this mod installed is there a distinction between these water sources and just letting the well fill with water "naturally"?

 

Not sure what category source blocks (muddy water) are in for the well water/rainwater etc list:

 

Rainwater 150 36
Boiled water 75 18
Boiled rainwater 75 18
Distilled water 150 36
Well‑fresh water 150 36
Well‑salt water 150 36
Well‑muddy water 150 36
Well‑tainted water 150 36
Well‑poisoned water 150 36
Well‑muddy salted water 150 36
Well‑tainted salted water 150 36
Well‑poisoned salted water 150 36
💬 Esjitu, Apr 25th at 5:25 PM

How viable is it to play this mod with thirst disabled but keeping the heat mechanics? It bugs me that vanilla has cold weather survival but not hot but the thirst might be more hardcore than I'm looking for right now. I know it can be disabled in the config but should I disable or tweak anything else for this sort of playstyle? 

💬 Shion, Apr 25th at 2:28 AM

Does this mod do anything with max health?

💬 Lexith, Apr 22nd at 1:32 AM

Prawn Once you boil the water (mine did not work till I put 3L of water in the pot), you then get an empty jug, pick it up, hover it over the boiled water and click on the water icon. It will fill the jug up (jugs can hold 3L water).

💬 Prawn, Apr 21st at 5:22 PM

Hello, I need some help.

I can't figure out how to take out the boiled water after cooking it in a cooking pot.

I've tried using a bucket, a bowl, a jug. I've tried removing the cooking pot - this only loses the water.

Please help :(

💬 ChimMAG, Apr 21st at 2:58 AM

Oh, that's great. And I haven't tested salt water - I didn't have a game reason.
Yes, if I'm not mistaken, now in the game pies do not use the hydration parameter.
And it works really well with stews/soups - the player has to choose between more calories or less, but with good hydration. It gives more game variety.

💬 Chronolegionaire , Apr 20th at 6:44 AM

ChimMAG

Looked through your changes and they seem great, I'll get these values added into the default config generation. The only ones I don't think I'll incorporate are the water variant changes (salt water, muddy water, etc.) just because those I actually did derive from some pretty extensive play testing so I'll likely just leave that up to users to change if they don't agree with the values.

💬 Louse, Apr 20th at 6:35 AM

What is the most liquid you can carry without encumberance? is it 4 bowls and 1 jug? do different clay jugs count towards encumberance or does it just count it on a per container basis?

💬 ChimMAG, Apr 19th at 8:00 AM

At one point, I mentioned that the hydration values of food were unbalanced — most foods either add or subtract around 0.3% of the hydration bar, which in practice has almost no effect in the game. You replied that you didn’t have time to balance it, and that if I came up with a proper config, I was welcome to share it. So, I did — and I tested it too.

Right away, I’ll say that I didn’t touch any mods I don’t have installed. Maybe someone else will add to it later. But now, eating food actually has a noticeable impact — both in terms of increasing hydration (for example, from berries) and increasing thirst (for example, from meat).

That would just be some light polishing, not full rebalance of the values.

💬 Chronolegionaire , Apr 18th at 9:14 PM

Added description of config options to the mod description

💬 Chronolegionaire , Apr 18th at 8:18 PM

v2.1.0

Drink check ray trace no longer runs on server side to avoid null issues

Well Spring now keeps track of its last state so that it knows how much water it should have made while unloaded. (likely what was causing wellsprings to not make the listed amount of water volume per day)

Well Spring info on winch now lang driven. 

Well Spring info now includes current total liters in well and max liters (replacing max blocks)

Fixed max cooling in item description not showing in the same line as max warmth.

Added missing American Frontiersman clothing compatibility

Updated French Translation (thank you! Wailwolf )

💬 Wailwolf, Apr 17th at 2:15 PM

Hi Chronolegionaire, here is a french translation updated for your mod. Thanks for it ! 💧🌞

💬 Ryumachinae, Apr 15th at 5:46 PM

Just checking, does anyone know if there are compatibility issues between HoD and Decor Bazzar?

💬 HaraiseTenshi, Apr 12th at 11:44 AM

Also any chance to get the setting descriptions written here? As the config menu is to small to be able to actually read a lot of the explanations what a setting does :)

💬 HaraiseTenshi, Apr 11th at 12:34 PM

Btw do I have to build all 8 surrounding blocks of my well shaft with bricks or would it also have been enough to only do the 4 cardinal adjacent ones?

as it sais 21l/day and 10 block retention but after about 6liters taken out its dry 0.o

Is it possible the Mod does not work well when you change the amount of days in a month?

💬 HaraiseTenshi, Apr 11th at 9:11 AM

Updated to the newest version.

Problem still persists. With the Vanilla Pot just cooks it normally (residue covered or not. First boil makes it residue covered. Kinda strange that "drinking water" is not considered food but who knows what muck is in the water huh? ^^)

💬 Chronolegionaire , Apr 11th at 8:03 AM

HaraiseTenshi
As of a couple versions ago, that incompatibility was fixed. Make sure you're using the latest version of HoD

💬 HaraiseTenshi, Apr 10th at 1:31 PM

It seems you need a clean pot to boil water which is then turned into a residue covered one that no longer makes boiled water... the progessbar finishes and then starts from the beginning with the water not changed to boiled water.
also is it not possible to just boil a whole pot but only 1 slot every time?

okay seems to only happen with the "Art of Cooking" pot and not the vanilla one so maybe some kind of mod error on their end?

💬 Chronolegionaire , Apr 2nd at 9:53 PM

xCoiotex

I just realized but you said you are on 1.20.4. HoD is not compatible with any 1.20.x version except for 1.20.7 and later as of v2.0.17 as noted in the patchnotes. This is due to a change in vintage story 1.20.7 that broke HoD and I can't support previous versions without splitting the code base which I don't have time for.

💬 Chronolegionaire , Apr 2nd at 8:59 PM

xCoiotex

I appreciate you being dilligent and reporting issues you're running into but I'd really prefer bug reports in discord instead of on the mod page as noted in the mod description. That being said, I can't reproduce that with just HoD installed, you likely have another mod installed that is conflicting with the description edits from HoD.

💬 xCoiotex, Apr 2nd at 4:09 PM

Hello, i'm using 2.0.18 in 1.20.4 version and can't see the cooling text in clothings, they're hidden, but still works

💬 Ryumachinae, Apr 1st at 6:26 PM

ty for the update!

💬 Chronolegionaire , Apr 1st at 5:37 PM

v2.0.18

Added Cooling support for Dressed To Kill

Fixed Drinking from Primitive Survival Furrows

💬 Chronolegionaire , Apr 1st at 1:47 AM

LucidaRosetta

You have to turn it back on the HoD config, I patch it out of the game because it gives me and some other people motion sickness and makes drinking anything alcoholic unplayable. 

💬 LucidaRosetta, Mar 31st at 1:25 AM

 cant seem to get drunk, no matter how much wine i drink i dont get any of the drunken affects, is it just wine is too weak for seraphs now? or do i need a higher alchoholic drink to get drunk now...? 


💬 Chronolegionaire , Mar 30th at 11:32 PM

v2.0.17

Compatibility with Vintage Story 1.20.7 (NOTE No longer backwards with compatible with older 1.20.x versions)

Fix entire Bucket stack filling with well water when using a stack of buckets. No properly only fills the first bucket in the stack.

Fix Muddy Well Water filling instantly to 9 liters when creating first water block if diagonally adjacent to other water blocks.

Fix well spring Water placement in edge cases

Updates to ru translation

💬 MrTango, Mar 30th at 5:19 PM

Soup doesn't appear to be perishable now? but water is.

💬 Bamado, Mar 30th at 2:02 PM

In 1.20.7 it is CTRL+ Right Click to drink, not Shift. At least on my game. There is a small + sign with a circle that fills in while drinking. I did not change any settings, or key mapping.

💬 Damonicus1986, Mar 30th at 11:28 AM

getting lots of messages like that : 

[Warning] Error in ItemWearableGetHeldItemInfoPatch: System.Reflection.TargetParameterCountException: Parameter count mismatch.
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
at HydrateOrDiedrate.patches.ItemWearableGetHeldItemInfoPatch.Postfix(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Hot Weather\Patches\ItemWearableGetInfoPatch.cs:line 27

💬 Chronolegionaire , Mar 28th at 2:32 AM

xCoiotex

That is intentional behavior, liquid encumbrance only triggers if a single slot has more than 4 liters by default.

💬 xCoiotex, Mar 27th at 8:40 PM

(bug report) you don't get speed penalty when carrying different liquids in different containers in inventory, like 4 liters of honey in 4 bowls and 3 liters of rainwater in jug

💬 Chronolegionaire , Mar 26th at 5:13 PM

ChimMAG

You can actually change any of the hydration values to whatever you'd like by editing the add item hydration config. That being said, most of the values are mostly arbitrary and had very little thought that went into it when I first put the default values together. If you, (or anyone else really) wants to give it a good balance/logic pass to edit the values and send me the config I can take a look and see about updating the default to match so that theres some more thought behind the numbers. I just don't have the time to do balancing like that on my own.

💬 ChimMAG, Mar 26th at 8:33 AM

I see...

At this point, pies have no hydration value. Also, cider/wine seemed to me to have too low hydration values compared to juice (well, or juice has too high), although it seems logical that they shouldn't differ that much. Berries also add very little hydration (noticeably less than 1% of the maximum), although in reality fruit is almost always quite saturated with moisture. But high-fat foods (fried meat), it seems to me, could have a stronger effect on thirst.
I've updated the language file (actually I wrote a script that shows me which lines are missing in the translation and which are no longer in use for ease of finding changes).

💬 Chronolegionaire , Mar 26th at 5:28 AM

ChimMAG

This is a result of the way vanilla handles liquid only pot recipes. This is not something I'm willing to fix because of compatibility concerns with other mods that touch the cooking pot. I only allowed water in multiple slots for the recipe because people kept trying to do that and would complain they couldn't boil water.

💬 ChimMAG, Mar 26th at 4:45 AM

You can put 4x5 liters of water (two buckets) in the pot, but after boiling there will be only 5 liters of water. It seems to me that this is illogical.

 

💬 Chronolegionaire , Mar 26th at 4:07 AM

Mollycoddle

I'm not aware of any incompatibilities, the only one I've run into has been xskills, but Xandu and I got together and fixed that awhile ago. I updated the invite link to the discord btw. If you want to send me your server-main.log I can try to see if I can reproduce and resolve the conflict.

💬 Mollycoddle, Mar 26th at 2:46 AM

Hey sorry to bother here, but the invite to your mod workshop discord is expired, so I don't really have any other options. I'm having an issue where the mode for well digging doesn't show up at all on the pickaxe; I think it's been replaced in a mod incompatibility but I can't figure out which mod. Are there any that are known to do this?

💬 Chronolegionaire , Mar 25th at 10:10 PM

v2.0.16

Hotfix: muddy water generation was broken by accident and surface level well springs were creating floods of water instead single muddy water blocks.

💬 Chronolegionaire , Mar 25th at 4:51 PM

colebucket1982

Thank you! I don't remember what mod the aged variants are from, but I think they will just carry over the same hydration. Though they will give a better hydration pause boost if they are more alcoholic. 

 

GongoDada

No one has made any yet, if they do I'll feature it on this page. There is a handbook entry for well instructions though.

 

xCoiotex

I don't think that one is fixable, theres not a direct way I can iterate over the inventory of the carried blocks since the inventories technically don't exist while in the carried state. That ones unfortunately going to have to be stopped with good old fashioned self control.

💬 Chronolegionaire , Mar 25th at 4:36 PM

v2.0.15

Further performance refactors/improvements

Switched back to single threaded processing for rain collectors and aquifer generation, no noticeable gains on my machine from single to multithreaded processing, so single threaded will be better as it will work better on older cpus.

Fix conflicting water boil recipe with xskill desalinate recipe

Winches will now display well spring output rate and current max depth. (configurable)

Removed ClearAquiferData command as it was non functional and was an artifact from the original aquifer generation method.

Wellspring output rebalanced and normalized to a slightly less arbitray calculation. Now "Heavy" rated aquifer with a perfect rating will output 70 liters a day scaling down to 1 liter a day for "Very Poor" aquifer with a minimal rating.

Fixed rain collecting on ground storable items compounding their rain collection "surface areas" resulting in increased speed over a single block with a surface area of 1.

Added block links to handbook entry for well instructions to show exactly what blocks can be used for upgrading a well shaft.

Added Config Options

"ShowAquiferProspectingDataOnMap": true,

"WinchOutputInfo": true

💬 colebucket1982, Mar 25th at 12:58 AM

11/10 worth it just for the value it gives to alcohol. I was so disappointed when I tried wine for the first time, and had just made 5 barrels of it. Installed this mod, and my wine immediately becomes insanely valuable. I'm wondering/hoping if/that fine wine and the like has a worthwhile buff over wine as well :)

💬 GongoDada, Mar 23rd at 11:59 PM

hi, is there a video tutorial for searching water and build well?

💬 xCoiotex, Mar 23rd at 4:15 AM

well, you can tecnically deny the speed penalty, if you put 8 buckets with water inside a bark chest from in dappled groves mod and carry it on your back with carryon, lmao

💬 cheese_collector, Mar 22nd at 4:24 AM

THIS MOD SUCKS MAN, YOU CAN'T EVEN DRINK THE SULFURIC ACID, MAN!!. LET US DRINK THE SULFURIC ACID, MAN!. i don't care if it kills me...

💬 DarkThoughts, Mar 21st at 8:36 PM

Damn. I wanted to move my well spring from its temp location to where I wanted to build my proper well. But I just learned, after breaking the old one, that there is no aquifer anymore... :(

Edit: Moved it to a neighboring chunk that still has one where I rebuilt the shaft I wanted to use originally, but it does not seem to fill it up at all.

💬 Chronolegionaire , Mar 20th at 7:39 PM

Noop

Just pick up the container with your mouse and right click the liquid to scoop it out of the pot. This is vanilla weirdness unfortunately so its not something I can fix without causing a lot of incompatibilities with other mods. As for the shovel, it won't show the tool tip but you can just hit f to switch tool mode on it regardless. If it doesn't show up still, then a mod is incompatible and overwriting shovel behavior.

DarkThoughts

Unfortunately no, all recipes have to be manually patched and/or recreated to use the new water to work.

💬 Noop, Mar 20th at 5:24 PM

I can boil water, but I haven't been able to figure out how to get it out of the pot to drink. Neither a jug nor a bowl will do it.

 

Also the new tool mode that's supposed to also be on the shovel doesn't appear to exist.

💬 DarkThoughts, Mar 20th at 1:18 PM

Is there something akin to Minecraft's OreDictionary yet, that allows well water to be used interchangeably with regular water for things like cooking or barrel recipes?

💬 Chronolegionaire , Mar 20th at 6:05 AM

v2.0.14

Fix winch lang usage not referencing lang file correctly

Fix prospecting map marker inconsistency due to map marker using surface level chunk position rather than position at current depth resulting in prospecting read out for aquifers not matching the map marker that got generated

Rain collecting blocks now scale their collection speed based on their sky facing collision box, i.e. blocks with smaller collision boxes will collect rain at different rates. Thank you TheInsanityGod for the idea of using collision box to calculate this!

Rain collection rate by default scales as closely to real life rain fall rates as I can possibly get with Vintage Storys rain data scaling which is 0-1 where I assumed 0.1 is a very light sprinkle and 1 was a very heavy rain. This is based on Vintage Story blocks having 1 square meter faces. 

💬 xCoiotex, Mar 19th at 9:38 PM

It's not a propper bug, but you can put 4 bowls in the ground and they're 4x times faster than a barrel to catch water, should be nerfed, and a barrel should atleast catch twice as much as before (bucket should also have a increase over bowls)

💬 Chronolegionaire , Mar 18th at 4:47 PM

v2.0.13

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

💬 Thranduil61, Mar 18th at 3:19 PM

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

💬 xCoiotex, Mar 18th at 12:32 PM

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

💬 Chronolegionaire , Mar 17th at 10:41 PM

v2.0.11

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

💬 Chronolegionaire , Mar 17th at 5:56 PM

xCoiotex

HoD doesn't touch hunger logic at all.

💬 xCoiotex, Mar 17th at 5:49 PM

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

 

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

💬 Chronolegionaire , Mar 17th at 12:34 AM

v2.0.10

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

💬 Pal_5000, Mar 16th at 10:57 AM

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

💬 ChimMAG, Mar 16th at 6:59 AM

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

💬 Chronolegionaire , Mar 15th at 11:44 PM

v2.0.9

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

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

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

Russian localisation: Thank you ChimMAG!!

💬 Jowi, Mar 15th at 6:26 PM

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

💬 Chronolegionaire , Mar 15th at 5:05 PM

ChimMAG

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

Jowi

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

💬 Jowi, Mar 15th at 1:56 PM

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

💬 ChimMAG, Mar 15th at 12:52 PM

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

💬 Chronolegionaire , Mar 15th at 8:27 AM

v2.0.8

Fix soup meal rendering when using HoD added water types

💬 Louse, Mar 15th at 7:42 AM

Awesome! thank you for the update 😄

💬 Jowi, Mar 15th at 3:11 AM

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

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

💬 Chronolegionaire , Mar 15th at 1:11 AM

v2.0.7

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

💬 Louse, Mar 14th at 9:04 AM

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

💬 Chronolegionaire , Mar 13th at 6:16 PM

v2.0.6

Hydration support for new wildcraft Fruits and Nuts Lemonade

💬 Chronolegionaire , Mar 13th at 5:35 PM

ChimMAG

You are correct!

goodsoohe

Thank you!

💬 DarkThoughts, Mar 13th at 12:23 PM

ChimMAG

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

💬 ChimMAG, Mar 13th at 11:30 AM

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

💬 goodsoohe, Mar 13th at 6:10 AM

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

💬 Chronolegionaire , Mar 13th at 4:18 AM

v2.0.5

Performance optimizations in 3d aquifer generation

💬 Chronolegionaire , Mar 12th at 9:48 PM

v2.0.4

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

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

💬 Chronolegionaire , Mar 12th at 4:32 PM

v2.0.3

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

💬 DarkThoughts, Mar 12th at 11:02 AM

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

💬 Chronolegionaire , Mar 12th at 4:54 AM

v2.0.2

New Config Option: AquiferDataOnProspectingNodeMode

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

💬 xCoiotex, Mar 12th at 1:50 AM

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

on changelog of 2.01

"hotfix" - I broke hydration



lmao, well i hope i can drink 3 buckets now

💬 PookieBunny, Mar 12th at 12:10 AM

Chronolegionaire

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

💬 Donald12999, Mar 12th at 12:08 AM

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

💬 Chronolegionaire , Mar 11th at 11:58 PM

Marlim

Yep!

💬 Marlim, Mar 11th at 11:34 PM

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

Chronolegionaire

💬 Chronolegionaire , Mar 11th at 10:21 PM

Cuddly_Khan

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

💬 Chronolegionaire , Mar 11th at 10:18 PM

v2.0.1

HotFix: I broke hydration

💬 Lightpowder, Mar 11th at 9:58 PM

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

💬 Cuddly_Khan, Mar 11th at 9:54 PM

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

💬 xCoiotex, Mar 11th at 9:15 PM

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

Thank you, this is a great mod!

💬 Chronolegionaire , Mar 11th at 9:04 PM

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

💬 Chronolegionaire , Mar 10th at 9:27 PM

DarkThoughts

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

💬 DarkThoughts, Mar 10th at 9:22 PM

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

💬 Chronolegionaire , Mar 10th at 7:33 PM

unclebear

Yes, its safe for existing worlds

DarkThoughts

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

Wahazar

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

Rudwark

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

💬 Rudwark, Mar 10th at 6:16 PM

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

💬 Wahazar, Mar 10th at 6:06 PM

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

💬 DarkThoughts, Mar 10th at 4:22 PM

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

💬 unclebear, Mar 10th at 6:51 AM

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

💬 Chronolegionaire , Mar 9th at 9:45 PM

SeniLiX

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

💬 SeniLiX, Mar 9th at 12:33 PM

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

💬 Chronolegionaire , Mar 9th at 12:46 AM

Alindrome

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

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

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

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

💬 DarkThoughts, Mar 8th at 1:12 PM

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

💬 Alindrome, Mar 7th at 8:49 PM

Ooh, spitballing ideas time:

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

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

💬 DarkThoughts, Mar 7th at 4:08 PM

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

💬 Chronolegionaire , Mar 7th at 3:13 PM

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

💬 Chronolegionaire , Mar 7th at 2:48 PM

DarkThoughts

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

💬 DarkThoughts, Mar 7th at 1:25 PM

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

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

Unless I'm completely missing something here?

💬 Chronolegionaire , Mar 7th at 4:07 AM

CringefinderGen

Yep!

PookieBunny

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


DarkThoughts

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

LeKing

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

💬 CringefinderGen, Mar 7th at 4:02 AM

can this be added mid-save?

💬 Chronolegionaire , Mar 7th at 4:01 AM

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

💬 PookieBunny, Mar 7th at 12:48 AM

Chronolegionaire

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

💬 DarkThoughts, Mar 3rd at 11:36 PM

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

LeKing

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

💬 LeKing, Mar 2nd at 12:31 PM

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

💬 Chronolegionaire , Mar 1st at 5:44 PM

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

Bone_D

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

💬 Bone_D, Feb 28th at 10:21 PM

Should we always delete the configs when updating?

💬 DarkThoughts, Feb 28th at 5:52 PM

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

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

💬 Chronolegionaire , Feb 28th at 3:20 PM

v1.9.5

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

💬 Chronolegionaire , Feb 28th at 4:42 AM

v1.9.4

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

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

💬 macoto_hino, Feb 23rd at 11:44 PM

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

💬 Chronolegionaire , Feb 23rd at 8:37 AM

macoto_hino

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

💬 macoto_hino, Feb 22nd at 2:38 AM

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

💬 Chronolegionaire , Feb 22nd at 1:19 AM

purple8cloud

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

💬 purple8cloud, Feb 21st at 4:13 AM

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

 

💬 Nyklone, Feb 20th at 9:26 AM

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

💬 Chronolegionaire , Feb 19th at 8:16 PM

Nyklone

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

💬 Chronolegionaire , Feb 19th at 8:14 PM

v1.9.2

Fix rain water not collecting properly in low rain intensity

Fix pasta hot recipe for expanded foods compatibility.

💬 Nyklone, Feb 19th at 5:11 PM

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

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

 

💬 Chronolegionaire , Feb 17th at 11:45 PM

BiBiSha

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

DatLegendaryBoi

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

💬 DatLegendaryBoi, Feb 17th at 9:47 PM

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

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

💬 BiBiSha, Feb 17th at 5:28 PM

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

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

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

💬 Heavy_Mettaloid, Feb 16th at 11:52 PM

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

💬 Chronolegionaire , Feb 16th at 11:10 PM

Nyklone

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

💬 Nyklone, Feb 16th at 4:58 PM

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

💬 Chronolegionaire , Feb 13th at 9:59 PM

v1.8.4

Fix bucket not being detected as empty in certain edge cases

Updated French translation, thanks Mokradin!

💬 Chronolegionaire , Feb 13th at 7:01 AM

v1.8.3

Config Options for water perish speeds

💬 Chronolegionaire , Feb 11th at 4:08 AM

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

💬 KeKc, Feb 11th at 3:29 AM

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

💬 Chronolegionaire , Feb 11th at 2:14 AM

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

💬 urm, Feb 9th at 10:36 AM

Chronolegionaire thanks!

💬 Chronolegionaire , Feb 9th at 9:53 AM

urm

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

💬 Chronolegionaire , Feb 9th at 9:51 AM

v1.7.8

Well Winches Full release see handbook for crafting recipe!

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

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

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

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

Fixed a null error on thirst behavior when closing game.

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

Compatibility with the Make Tea mod by Urm.

💬 urm, Feb 9th at 9:40 AM

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

💬 DarkThoughts, Feb 9th at 12:22 AM

Chronolegionaire

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

💬 Chronolegionaire , Feb 9th at 12:10 AM

DarkThoughts

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

💬 DarkThoughts, Feb 8th at 11:58 PM

Chronolegionaire

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

💬 Chronolegionaire , Feb 8th at 11:42 PM

DarkThoughts

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

💬 DarkThoughts, Feb 8th at 8:16 PM

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

💬 Mokradin, Feb 5th at 6:53 AM

Draoidh_ With a bucket, a jug or a bowl.

💬 Keegs, Feb 5th at 1:16 AM

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

💬 Draoidh_, Feb 5th at 12:50 AM

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

💬 insideandoutside, Feb 4th at 7:40 PM

Draoidh_

Try heating it over 100c man

💬 Mokradin, Feb 4th at 7:16 AM

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

edit: Translation done, please check Github.

💬 Draoidh_, Feb 4th at 1:29 AM

How tf do u boil water man 

💬 Chronolegionaire , Feb 4th at 12:38 AM

Keegs

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

💬 Chronolegionaire , Feb 4th at 12:37 AM

Vyklade

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

💬 Chronolegionaire , Feb 4th at 12:36 AM

v1.7.7

Fix Carryon behavior patches

💬 Keegs, Feb 3rd at 6:56 PM

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

 

Thanks 

💬 Vyklade, Feb 3rd at 1:16 PM

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

💬 Chronolegionaire , Feb 3rd at 6:10 AM

v1.7.6

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

💬 Chronolegionaire , Feb 3rd at 4:45 AM

v1.7.5

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

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

XSkills Compatibility (Thank you Xandu!)

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

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

Readded rain particles on rain collection (off by default)

Added config options for well water satiation values.

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

Added well handbook entry

💬 Chronolegionaire , Feb 3rd at 1:22 AM

Vyklade

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

"cooksInto"

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

💬 Chronolegionaire , Feb 2nd at 11:47 PM

TheCraftyBear

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

Jayro

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

MGThevenot

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

💬 TheCraftyBear, Feb 2nd at 10:56 PM

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

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

💬 Jayro, Feb 2nd at 10:31 PM

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

💬 MGThevenot, Feb 2nd at 6:57 AM

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

💬 Vyklade, Feb 1st at 8:30 PM

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

💬 Timmek, Jan 31st at 9:25 AM

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

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

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

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

Would be much appreciated.

💬 Chronolegionaire , Jan 28th at 1:50 AM

RedRockG

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

💬 RedRockG, Jan 28th at 1:13 AM

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

💬 itselre, Jan 27th at 7:30 PM

You sir, are amazing. Thank you very much!

💬 Chronolegionaire , Jan 27th at 3:53 AM

v1.7.4

Fix barrel rain collecting

Fix Rain water boiling

Better Prospecting Compatibility

Compatibility with xskill pickaxe tool modes

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

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

Added French Translation thanks to Mokradin!

💬 ConnorFitzMe, Jan 26th at 11:00 PM

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

💬 itselre, Jan 26th at 9:13 AM

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

💬 Mokradin, Jan 26th at 7:52 AM

Chronolegionaire I have updated the translation.

💬 Chronolegionaire , Jan 25th at 10:27 PM

Mokradin

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

💬 Mokradin, Jan 25th at 4:19 PM

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


💬 Chronolegionaire , Jan 25th at 11:24 AM

v1.7.3

HotFix null reference during init

💬 Chronolegionaire , Jan 25th at 10:32 AM

v1.7.2

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

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

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

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

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

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

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

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

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

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

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

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

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

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

💬 Chronolegionaire , Jan 21st at 5:28 PM

Kwehlani

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

💬 Kwehlani, Jan 21st at 6:36 AM

Chronolegionaire

Hello!

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

💬 Chronolegionaire , Jan 20th at 2:45 AM

v1.7.1

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

Supports new clothing added in Vintage Story 1.20

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

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

Continued general code cleanup in the backend. 

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

💬 Chronolegionaire , Jan 19th at 10:14 PM

Lightpowder

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

💬 Lightpowder, Jan 19th at 9:33 PM

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

💬 Chronolegionaire , Jan 19th at 7:56 PM

Westernby

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

💬 Westernby, Jan 19th at 7:38 PM

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

💬 Bobosaw, Jan 19th at 10:37 AM

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

💬 Chronolegionaire , Jan 19th at 6:49 AM

v1.7.0

Fix for thirst behavior not attaching correctly in certain instances.

💬 bringitonwimps, Jan 19th at 5:07 AM

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

I deleted the cache and config on server

💬 Chronolegionaire , Jan 19th at 3:45 AM

MikeSyrup

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

💬 MikeSyrup, Jan 19th at 3:32 AM

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

💬 Chronolegionaire , Jan 19th at 3:12 AM

v1.6.9

Hotfix for source block drinking

💬 Snowfious, Jan 19th at 12:36 AM

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

💬 Chronolegionaire , Jan 18th at 11:50 PM

v1.6.8

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

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

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

💬 Chronolegionaire , Jan 17th at 12:12 AM

MurlokReal

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

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

v1.6.7

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

💬 Chronolegionaire , Jan 14th at 12:20 AM

v1.6.6

Source Block drinking hunger loss hotfix

💬 Kwehlani, Jan 12th at 11:36 PM

Chronolegionaire

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

💬 Chronolegionaire , Jan 12th at 9:39 PM

Cael_Dranwylr

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

💬 Cael_Dranwylr, Jan 12th at 5:06 PM

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

💬 Chronolegionaire , Jan 12th at 1:22 PM

Nehat Phaynipe DandyDan

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

Kwehlani

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

drakrochma

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

Westernby

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

SteAStro88

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

 

💬 Chronolegionaire , Jan 12th at 1:12 PM

v1.6.5

Fixed accidental SKiaSharp dependency.

💬 Nehat, Jan 12th at 11:13 AM

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

💬 Kwehlani, Jan 12th at 9:28 AM

Chronolegionaire

Hey!

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

💬 drakrochma, Jan 12th at 9:10 AM

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


suggestion for de.json:

 

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

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

}

 

kind regards, me :)

💬 Westernby, Jan 12th at 9:08 AM

Hi Chronolegionaire,

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

 

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

 

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

Is there a dependency I'm missing? 

💬 Chronolegionaire , Jan 12th at 1:44 AM

v1.6.4

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

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

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

💬 DandyDan, Jan 11th at 8:37 PM

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

💬 Phaynipe, Jan 5th at 1:24 PM

How can I boil water? Is it necessary here?

💬 SteAStro88, Jan 5th at 11:03 AM

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

💬 Chronolegionaire , Jan 2nd at 6:34 PM

DejFidOFF

Fixed in 1.6.3

💬 Chronolegionaire , Jan 2nd at 6:33 PM

v1.6.3

Fixed Keg and Tun configuration not applying

💬 DejFidOFF, Jan 2nd at 8:14 AM

Chronolegionaire

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

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

v1.6.2

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

Final revision of aquifer generation. 

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

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

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

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

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

 

 

💬 ReclaimerGrumein, Dec 29th 2024 at 7:18 PM

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

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

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

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

SteAStro88

Check out the liquid containers mod by Catasteroid! Completely compatible with HoD. https://news.kalataka.ru/liquidcontainers

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

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

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

v1.6.0

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

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

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

Well water block flow logic finalized.

💬 Kwehlani, Dec 21st 2024 at 11:54 PM

Chronolegionaire

Awesome!

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

Moltenhead 

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

Kwehlani 

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

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

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

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

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

💬 Kwehlani, Dec 20th 2024 at 10:12 AM

Hi again!

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

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

DejFidOFF Thanks! 🙏

💬 DejFidOFF, Dec 19th 2024 at 7:08 AM

Chronolegionaire

Moltenhead

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

It works in pre versions. devs change something..

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

v1.5.9

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

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

More crash prevention for aquifer system.

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

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

Laytard

No prob! Glad you like it!

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

Moltenhead

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


DejFidOFF

💬 Laytard, Dec 18th 2024 at 11:48 PM

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

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

Laytard

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

💬 Laytard, Dec 18th 2024 at 11:35 PM

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

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

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

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

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

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

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

v1.5.8

Hotfix for another aquifer crash, hopefully this is the last

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

TotRosenRot

Is it still crashing on the latest version for you?

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

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

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

v1.5.7

Hotfix for aquifer data crashing on creative mode world

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

v1.5.6

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

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

Added patch to allow butchering blood drinking

Added support for xlib patched.

Various bug fixes.

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

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

DejFidOFF

 

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

💬 DejFidOFF, Dec 15th 2024 at 9:26 AM

Chronolegionaire

also can´t put any fluid there to the tun

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

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

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


Kwehlani

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

💬 DejFidOFF, Dec 15th 2024 at 8:11 AM

Chronolegionaire

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

💬 Kwehlani, Dec 15th 2024 at 2:36 AM

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

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

Psyborg

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

nutritionPropsPerLitre: {
satiety: 0
}

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

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

v1.5.5

Added new block:

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

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

Several bug fixes around keg logic.

Handbook Entry for config explanations

💬 Psyborg, Dec 9th 2024 at 5:48 PM

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

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

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

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

💬 Auro, Nov 26th 2024 at 6:04 PM

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

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

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

💬 Venusgate, Nov 26th 2024 at 4:44 AM

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

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

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

💬 Auro, Nov 25th 2024 at 2:32 PM

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

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

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

Screwy

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

Auro

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

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

💬 Screwy, Nov 25th 2024 at 2:54 AM

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

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

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

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

💬 Auro, Nov 24th 2024 at 7:59 PM

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

💬 Darcy, Nov 21st 2024 at 8:11 PM

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

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

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

@Grugzilla

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

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

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

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

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

💬 Mohandar, Nov 19th 2024 at 12:55 PM

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

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

 

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

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

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

LumpyAcidFish

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

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

yeah how does water purifying work in this mod

💬 Mohandar, Nov 18th 2024 at 5:27 PM

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

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

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

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

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

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

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

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

v1.5.1

Fixed config sync crash

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

v1.5.0

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

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

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

💬 Rihnami, Nov 3rd 2024 at 11:48 AM

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

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

v1.4.9

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

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

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

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

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

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

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

💬 DejFidOFF, Oct 29th 2024 at 5:43 PM

Serverside config not working so much.. Like

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

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

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

sgtmcdude

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

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

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

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

💬 sgtmcdude, Oct 27th 2024 at 9:47 PM

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

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

Chronolegionaire
1.19.8, also replicating what DejFidOFF reports.

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

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


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

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

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

 

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

 

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

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

DejFidOFF

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

💬 DejFidOFF, Oct 25th 2024 at 7:37 PM

Chronolegionaire

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

 

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

1.4.6 Released:

Actually fixed nutrition deficit.

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

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

Versions 1.4.5 released:

Fixed handbook hrefs, thanks again DejFidOFF

Actually deleted test file from the 1.19.8 version

💬 DejFidOFF, Oct 23rd 2024 at 8:36 AM

Chronolegionaire

 

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

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

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

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

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

💬 RachelTGG, Oct 21st 2024 at 7:21 PM

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

 

💬 DejFidOFF, Oct 21st 2024 at 9:28 AM

Chronolegionaire

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

 

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

1.4.3 Released:

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

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

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

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

Thanks DejFidOFF!

I'll get this added into the next release.

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

hi Chronolegionaire

can you add Czech (cs) translation please?

cs

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

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

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

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

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

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

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

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

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

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

Going forward:

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

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

💬 Neitronus, Oct 15th 2024 at 2:59 PM

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

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

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

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

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

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

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

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

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

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

💬 Neitronus, Oct 13th 2024 at 7:04 PM

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

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

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

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

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

💬 Draoidh_, Oct 12th 2024 at 4:46 AM

Yo

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

 

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

Running mods 

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

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

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

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

💬 Blackmare, Oct 11th 2024 at 4:41 AM

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

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

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

💬 Skalmorin, Oct 10th 2024 at 9:14 PM

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

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

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

💬 Plumeria, Oct 10th 2024 at 12:01 AM

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

Sometimes I am having issues drinking from open water though

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

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

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

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

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

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

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

 

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

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

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

Released 1.3.7 for 1.19.8 and 1.3.8 for 1.20pre

Null hand bug actually fixed.

Barrels no longer get interrupted when sealed under rain.

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

glitchero626

Fixed that, will be in next release

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

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

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

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

 

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

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

New Feature: Kegs for Liquid Storage and Preservation

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

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

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

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


Added Water Hunger Settings to Config
Added Handbook Entry

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

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

💬 Hinashi, Sep 27th 2024 at 12:30 AM

 

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

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

Released 1.3.3 for 1.19.8 and 1.3.4 for 1.20pre

Null Hand Hotfix

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

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

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

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

Fixed ACA bottle compatibility.

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

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

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

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

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

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

 

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

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

Updated to 1.20.0-pre

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

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

Version 1.2.8 released:

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

/setnutridef PLAYERNAME #

💬 propaneko, Sep 11th 2024 at 8:20 AM

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

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

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

💬 propaneko, Sep 9th 2024 at 2:12 PM

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

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

@mohaim 

 

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

💬 Mohaim, Sep 7th 2024 at 2:00 AM

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

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

Mohandar

 

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

💬 Mohandar, Sep 5th 2024 at 4:49 PM

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

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

v1.2.7

Hotfix: Unregister wasn't firing correctly.

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

v1.2.6

Ultra Performance Edition:

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

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

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

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

Maybe RainHarvester is trying to fill an already full container?

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

Version 1.2.4 Released:

Bugfixes:

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

Balance:

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

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

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

💬 MRGOOSE, Sep 3rd 2024 at 10:35 AM

what does nutrition deficet exactly do?

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

Version 1.2.3 released:

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

Please regenerate configs if updating from a previous version.

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

Balanced thirst is an entirely different thirst mod.

💬 lev2024, Sep 1st 2024 at 8:04 PM

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

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

Version 1.2.2 released:

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

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

Verison 1.2.1 Released:

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

💬 Bughaw, Aug 23rd 2024 at 2:46 AM

Marik  Delete your config file.

💬 Marik, Aug 23rd 2024 at 12:52 AM

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

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

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

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

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

💬 Wahazar, Aug 20th 2024 at 2:20 PM

What happened with older versions?

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

Hotfix 2: Reset nutrition Deficit on death

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

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

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

MAN OH MAN, THIS IS GONNA BE INTERESTING

💬 dashr, Aug 19th 2024 at 11:37 AM

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

 

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

1.1.7

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

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

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

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

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

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

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

💬 Nedrakus, Jul 16th 2024 at 9:38 AM

Excellent mod thank you.

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

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

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

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

ForeverGood023

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

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

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

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

Guimoute

Thanks!

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

Version 1.1.6 Released

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

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

💬 Guimoute, Jul 14th 2024 at 12:08 AM

I like how you made soup relevant!

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

Version 1.1.5 Released

XSkill Integration.

Skills:

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

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

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

1.1.4 released

Fixed Warm Armor compatibility

Fixed Idle Cooling Temps

Fixed Default config values

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

@Indi3vidual

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

 

@Bughaw

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

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

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

💬 Bughaw, Jul 2nd 2024 at 6:16 AM

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

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

Korpeolfus

Water source saturation drain is configurable in the block config. 

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

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

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

-Drinking from a water source consumes too much saturation.

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

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

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

Thank you for creating a delightful new system 👍

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

Sidfu

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

Indi3vidual

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

💬 Sidfu, Jun 30th 2024 at 9:38 PM

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

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

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

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

Verison 1.1.3 released

Max decay in hot weather fix.

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

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

Indi3vidual

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

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

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

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

Marik

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

💬 Marik, Jun 29th 2024 at 2:34 PM

Chronolegionaire

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

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

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

Version 1.1.1 Released

Items with no warmth value now correctly recieve a cooling value

Config Overhaul. Config Lib Support Added

Cooked rhizome roots (cattail etc) now give 100 hydration

Peeled Cassava now gives 250 hydration

Water hydration reduced to 250

Hydration Values Are experimental and still subject to change

Reverted Accidental Lowering of Thirst Exponential Gain

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

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

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

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

Version 1.0.9 released

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

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

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

Tobymaxgames

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

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

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

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

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

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

Awutak

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

💬 Awutak, Jun 26th 2024 at 11:25 AM

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

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

Version 1.0.5

Fixed character dialog close button

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

Version 1.0.4 Released

A culinary artillery bottles now fully compatible

Fully implemented liquid encumbrance

Added more null fallbacks to further prevent potential crashes

💬 Cojo, Jun 25th 2024 at 5:54 PM

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

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

Cojo

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

💬 Cojo, Jun 25th 2024 at 5:42 PM

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

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

Dexapnow

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

 

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

Cojo

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

💬 Cojo, Jun 25th 2024 at 4:51 PM

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

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

💬 Cojo, Jun 25th 2024 at 4:42 PM

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

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

@cojo

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

 

@Dexapnow

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

💬 Cojo, Jun 25th 2024 at 4:34 PM

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

💬 Dexapnow, Jun 25th 2024 at 9:41 AM

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

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

Version 1.0.2 released:

Please delete your HoD config folder if you update.

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

Cooling config now supports wild card statements.

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

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

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

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

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

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

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

💬 Maamessu, Jun 24th 2024 at 7:40 PM

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

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

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

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

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

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

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

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

💬 Antonio90, Jun 24th 2024 at 2:30 PM

How do you heat water?

💬 Stejer, Jun 24th 2024 at 12:22 PM

Excuse me but I have a few questions.

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

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

or if there is some other alternative

 

 

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

 

thnx

💬 Dexapnow, Jun 24th 2024 at 10:10 AM

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

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

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

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

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

💬 Dov3, Jun 23rd 2024 at 10:14 PM

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

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

I have been dreaming of a mod like this!

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

 (edit comment delete)
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