Repository navigation
0.3.2
Pre-release
Pre-release
Release v0.3.2 - The Inferno & Metabolism Update
This update marks the final calibration of the survival mechanics. While the Overworld has been tuned for a fair athletic experience, the Nether has been transformed into a scientifically accurate "Hell" where heat exhaustion is the primary enemy.
🐛 Bug Fixes
- Datapack Structure: Fixed internal directory issues ensuring proper loading of custom configurations.
⚖️ Survival Balance: Hydration Overhaul
🌲 Overworld: The "Sprint" Standard
We have fine-tuned the metabolism to support active exploration without trivializing water needs.
- Base Hydration Factor: Increased from
2.0to2.3.- Statistical Impact: You now lose exactly 1 hydration point every ~20 seconds of continuous sprinting. This creates a predictable rhythm for exploration and allows for long-distance travel on a full water bar.
🎰 River Drinking: The Desperation Gamble
Drinking from rivers is now strictly an emergency measure, not a sustainable lifestyle.
- Poison Chance: Increased from 50% to 60%.
- Thirst Drain Effect: Adjusted the drain rate factor to 0.05.
- The Logic: Drinking with your hands grants +2 Water, but if you get poisoned (60% chance), the debuff will drain more water than you gained. This creates a "net loss" scenario, forcing players to craft canteens/bottles for long-term survival.
🔥 The Nether: Absolute Inferno (Critical Change)
The Nether is no longer just a "hot cave". It is an environment hostile to biological life.
- Dehydration Multiplier: Increased from ~1.3x (+30%) to 40.0x (+4000%).
- Impact on Gameplay:
- Slow Straight Walking: You have approximately 11 minutes of life before dehydration sets in.
- Walking + Jumping Sometimes: You have around 2 minutes and 30 seconds of life before you will get dehydrated.
- Sprinting: Sprinting consumes water 15x faster than walking. A full water bar will vanish in ~16 seconds of sprinting.
- Conclusion: Running in the Nether is now a death sentence. Strategic movement and inventory full of water are mandatory.
- Impact on Gameplay:
- Environmental Heat: Reduced
EnvironmentZoverheating exhaustion from0.075to0.05.- Reasoning: With the new 40x dehydration multiplier, the old heat value would kill a standing player in seconds. This adjustment allows for a small breathing room (stationary actions) while maintaining extreme pressure.
☠️ Lethality: The 10-Point Rule
- Dehydration Damage: Increased from 1 HP to 10 HP (5 Hearts) per tick.
- The Math: Once your water bar hits zero, you have a 4.5s buffer. After that, you take 10 damage every 4.5 seconds.
- Survival Time:
- Starter (6 HP): Instant death after buffer.
- Mid-Game (20 HP): You survive 9 seconds (2 hits).
- End-Game (30 HP): You survive 13.5 seconds (3 hits).
- Goal: Water management is now the highest priority during combat. Ignoring the thirst bar is fatal.
Full Changelog: v0.3.1...v0.3.2