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Hydration System

minhnh303 edited this page Jun 8, 2026 · 2 revisions

Hydration System

Yet-Another-Thirst introduces a thirst mechanic alongside Minecraft's hunger system.

Core Stats

Stat Range Description Default
Thirst 0 to 20 Restored by drinking water and eating juicy foods. Displayed as droplets. 20
Quenched 0 to 20 Overflow hydration buffer that depletes before the main thirst bar does. 5
Exhaustion 0.0 to 4.0 Accumulated from actions (sprinting, jumping, block breaking) and hunger exhaustion. 0

Exhaustion & Depletion

  • Vanilla Exhaustion Mapping: Hunger exhaustion feeds directly into thirst exhaustion.
  • Quenched Buffer: While you have a quenched value greater than 0, it depletes first, protecting your main thirst level.
  • Thirst Depletion: Once quenched drops to 0, thirst starts depleting. When thirst reaches 0, the player suffers dehydration damage.
  • Dehydration Damage:
    • Deals damage periodically (default: 1.0 damage every 40 ticks).
    • Customizable difficulty limits: easy difficulty stops damaging at 10.0 health, while normal and hard difficulties can kill.
  • Sprint Prevention: Sprinting is blocked when thirst drops to or below the sprint threshold (default: 6 or 3 droplets).
  • Regen Prevention: Natural health regeneration is suspended if the player's thirst bar is not completely full.

Environmental & Effect Modifiers

Dehydration rate is dynamically affected by the environment and active potion effects:

  • Ultra-warm Dimensions: Thirst depletes much faster (default: 3x multiplier in the Nether).
  • Biomes: Hot or arid biomes accelerate dehydration, while cool or humid biomes reduce it (controlled by biomeDehydrationModifier and environmentModifierHarshness).
  • Nausea: The player depletes thirst faster while suffering from Nausea.
  • Fire Resistance: Significantly slows or pauses dehydration (default: 0.0 multiplier/no depletion).
  • Fire Protection Enchantment: Reduces thirst depletion based on total armor Fire Protection levels.

Dynamic Effect Configuration

You can configure list entries under common.toml to dynamically map potion effects:

1. Suspend Thirst (suspendThirstEffects)

Completely suspends all thirst mechanics. Thirst level freezes, player is immune to dehydration damage, and sprinting is not blocked.

  • Default: tombstone:ghostly_shape
  • Format: 'effect_id' or 'effect_id operator amplifier' (e.g., 'minecraft:invisibility', 'minecraft:speed >= 1')

2. Pause Depletion (pauseDepletionEffects)

Pauses thirst depletion from movement/exhaustion. The player can still drink, receive regeneration, and take dehydration damage if already at 0.

  • Default:
    • farmersdelight:nourishment
    • bakery:stuffed
    • farm_and_charm:satiation
    • farm_and_charm:sustenance
    • farm_and_charm:feast

3. Regenerate Thirst (regenThirstEffects)

Periodically restores thirst (configurable interval and amount).

  • Default:
    • farmersdelight:nourishment
    • farm_and_charm:sustenance

Custom Mob Effects

Yet-Another-Thirst introduces two custom potion effects to directly affect player hydration:

1. Hydration (yet_another_thirst:hydration)

  • Type: Beneficial (Light Blue)
  • Mechanics: Restores thirst and quenched levels every tick.
  • Scaling: Restores hydrationEffectThirstPerTick (default: 1) thirst and hydrationEffectQuenchedPerTick (default: 1) quenched per tick, multiplied by the effect level (amplifier + 1).

2. Thirsty (yet_another_thirst:thirsty)

  • Type: Harmful (Brownish Orange)
  • Mechanics: Adds thirst exhaustion to the player every tick.
  • Scaling: Adds thirstyEffectExhaustionPerTick (default: 0.005) thirst exhaustion per tick, multiplied by the effect level (amplifier + 1). This accelerates overall thirst depletion.

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