Configuration - Darkona/droplets-of-thirst GitHub Wiki
All TOML files are in config/droplets_of_thirst/. They are NeoForge configs. NeoForge adds missing keys with their default and a comment, resets values out of range to the default, removes invalid list entries and reads edits while the game runs. When a server's file changes, the server rebuilds the drink tables, recomputes the thirst loss of every player and sends the new values to all players. No /reload or relog is necessary.
Values that belong to an item, a biome or a dimension are in datapacks. See Modpack makers.
This page lists the keys of Minecraft 26.3. Older versions have more keys, for the mods they work with. The home page links the page of your version.
| File | Type | Content |
|---|---|---|
gameplay.toml |
common | Thirst loss, drinking, damage, regeneration, sprint, effects, loot |
purity.toml |
common | Water purity in the world and its effects |
items.toml |
common | Per-item overrides, purity containers, salty items, keywords, recipe inference |
compat.toml |
common | One section per optional mod (on 26.3, [sereneseasons]) |
client.toml |
client | HUD and tooltips; each player's own |
The gameplay files are common configs. They exist before a world loads, because tooltips and stack sizes need them, and one file serves every world. On a dedicated server, the server's values win. The server sends the values the client needs to each player on join, after /reload and after a config change: the sprint rule, hand drinking and its two-hands rule, the drink tables, the purity containers, purity.enabled, defaultPurity, the pure water bonus, filling from flowing water and the water bottle stack size.
All commands need operator rights (permission level 2). /thirst is an alias of /droplets_of_thirst.
| Command | What it does |
|---|---|
/droplets_of_thirst query <player> |
Shows the player's thirst and quenched |
/droplets_of_thirst set <player> <thirst> <quenched> |
Sets them (0-20; quenched is capped at thirst) |
/droplets_of_thirst enable <players> <true|false> |
Turns thirst on or off for those players. Off, their thirst does not change |
/droplets_of_thirst debug exhaustion [player] |
Mode, every factor of the thirst loss multiplier, the thirst_drain attribute, the total, exhaustion, thirst and quenched |
/droplets_of_thirst debug purity |
Purity of the water you look at (or the block at your feet): poured water, salt water rule, base and where it comes from, altitude, still/running and biome deltas, cap |
/droplets_of_thirst config check |
Every config problem found, or "no problems found" |
/droplets_of_thirst infer <item> |
How recipe inference estimates the item: each recipe, each ingredient's value, multiplier, result count, the estimate and why it would not be used |
Some problems do not show in a single key: unknown effect or item ids, overlapping altitude bands, curve points out of order, invalid keyword patterns, slowRegenMinThirst above fullRegenMinThirst. The mod logs them as one warning each time the world loads, after /reload and after a config file changes. It skips the bad entries, and nothing crashes. /droplets_of_thirst config check lists the same problems.
This section is for Minecraft 1.18.2 to 1.21.1. The 1.21.11 and 26.x versions of Droplets of Thirst do not move any old files, worlds or configs: Thirst Was Taken has no build for 26.x, and on 1.21.11 the mod only shows a warning when Thirst Was Taken is installed.
On first start, if a new file does not exist yet, the mod copies its values from the old files (common.toml, item_settings.toml, container.toml, keyword.toml, also from Thirst Was Taken's config/thirst/). Then it renames the old files to *.toml.old and stops reading them. A warning in the log lists what moved. Modpacks that ship defaultconfigs/ must use the new file names and keys.
| Old file and key | New file and key |
|---|---|
common.toml General.thirstDepletionModifier
|
gameplay.toml depletion.multiplier
|
General.thirstDepletionInPeace |
depletion.inPeaceful |
General.netherThirstDeletionModifier |
depletion.netherMultiplier |
General.fireResistanceDehydration |
depletion.fireResistancePercent |
General.depletesWhenNausea |
depletion.nauseaDepletes |
General.moveSlowWhenThirsty |
sprint.blockedWhenThirsty |
General.DrinkRainWater |
drinking.rain |
General.EnableLoot |
loot.enabled |
Drinking Mechanics.waterBottleStacksize |
drinking.waterBottleStackSize |
Drinking Mechanics.ExtraHydrationConvertToQuenched |
drinking.extraThirstToQuenched |
Drinking Mechanics.dehydrationHaltsHealthRegen |
regeneration.haltedWhenThirsty |
Drinking Mechanics.healthRegenDepletesHydration |
regeneration.depletesThirst |
Drinking Mechanics.healthRegenDehydrationIsBiomeDependent |
regeneration.climateDependent |
Drinking Mechanics.canDrinkByHand, DrinkBothHandNeeded, handDrinkingHydration, handDrinkingQuenched, handDrinkingCooldown
|
hand.enabled, hand.bothHandsEmpty, hand.thirst, hand.quenched, hand.cooldownTicks
|
World.* |
purity.toml world.* (same key names) |
Purity-related Effects.defaultPurity, quenchThirstWhenDebuffed
|
purity.toml general.defaultPurity, general.quenchWhenDebuffed
|
Purity-related Effects.*Percentage (8 values) |
purity.toml [effects] lists (see below) |
item_settings.toml drinks, foods, itemsBlacklist
|
items.toml overrides.drinks, overrides.foods, overrides.blacklist
|
container.toml Containers
|
items.toml containers.containers
|
keyword.toml (all keys) |
items.toml keywords.* (enabled, drinkThirst, drinkQuenched, soupThirst, …, blacklist, drink, soup, fruit) |
On Minecraft 1.18.2 to 1.21.1, Thirst Was Taken had four purity levels. Its purity values move to the six of Droplets of Thirst: 0 to 0, 1 to 1, 2 to 3, 3 to 5.
Thirst loss per tick is activity × M, where M = climate × fire protection × fire resistance × rain/thunder × day/night × sun × altitude × water × Hydrated × droplets_of_thirst:thirst_drain. Every exhaustionPerPoint (4.0) of exhaustion removes one quenched point, or one thirst point when quenched is 0. M (except the attribute) is recomputed once a second per player and right away after armor, effect, dimension or config changes. /droplets_of_thirst debug exhaustion shows each factor.
| Key | Default | Meaning |
|---|---|---|
mode |
MIRROR_FOOD |
Where activity comes from. MIRROR_FOOD: the exhaustion vanilla adds to hunger, including what other mods add. OWN: Droplets of Thirst counts the activities of [depletion.activity] itself, with vanilla's numbers by default, without reading hunger |
basalPerTick |
0.0 |
Exhaustion added every tick, even idle (0-1) |
exhaustionPerPoint |
4.0 |
Exhaustion that removes one point (0.1-100) |
nauseaPerTick |
0.06 |
Exhaustion per tick while nauseous |
multiplier |
1.2 |
How much faster thirst goes down than hunger. Part of the climate factor (0-10) |
inPeaceful |
false |
Thirst goes down in Peaceful |
netherMultiplier |
3.0 |
Replaces the climate factor where water evaporates (the Nether), unless the dimension type has its own thirst_multiplier (1-5) |
fireResistancePercent |
0 |
Thirst loss with Fire Resistance, in percent (0 = none) |
nauseaDepletes |
true |
Nausea makes thirst go down |
fireProtectionPerLevel / fireProtectionMaxLevels
|
0.046875 / 12
|
Thirst loss removed per level of Fire Protection on armor, and the most levels counted |
MIRROR_FOOD stays the default because it also counts exhaustion from other mods and from vanilla actions that OWN does not see.
"Where water evaporates" is the environment attribute minecraft:gameplay/water_evaporates, so a biome or dimension from a datapack or mod that sets it counts as the Nether.
| Key | Default | Meaning |
|---|---|---|
formula |
LEGACY |
LEGACY: multiplier × temperature / humidity of the biome, softened below 1. CURVE: multiplier × temperatureCurve(temperature) × humidityCurve(downfall)
|
legacyHarshness |
0.5 |
LEGACY: part of a multiplier below 1 that is kept (0.5 = halfway to 1) |
temperatureCurve |
["-0.5,0.7", "0.8,1.0", "2.0,1.5"] |
CURVE: "temperature,multiplier" points in ascending order, straight lines between them, flat beyond the ends |
humidityCurve |
["0.0,1.2", "0.4,1.0", "1.0,0.8"] |
CURVE: the same for the biome's downfall (0 dry to 1 wet) |
rain / thunder
|
1.0 / 1.0
|
When rain falls on the player (thunder replaces rain in a storm) |
day / night
|
1.0 / 1.0
|
In dimensions with a day cycle |
sun |
1.0 |
Day, not raining, sky visible |
inWater / underwater
|
1.0 / 1.0
|
In water with the head out / fully underwater |
altitude |
[] |
"minY,maxY,multiplier" from the dimension's sea level. The first band that contains the player applies |
The temperature is vanilla's biome temperature at the player's position. It gets colder with height, as vanilla uses it for snow. With Serene Seasons, it is the temperature of the current season (compat.toml [sereneseasons]).
A dimension type can replace the whole climate factor with thirst_multiplier in the droplets_of_thirst:dimension_water data map (see Modpack makers). Droplets of Thirst sets the End to 0.6, as cold as a snowy biome.
In OWN mode these are the sources, with vanilla's hunger numbers. In MIRROR_FOOD mode only ridingMultiplier and sleepingMultiplier apply.
| Key | Default | Meaning |
|---|---|---|
sprintPerMeter |
0.1 |
OWN: per meter sprinted on the ground |
swimPerMeter |
0.01 |
OWN: per meter swum or walked in water |
jump / sprintJump
|
0.05 / 0.2
|
OWN: per jump |
attack |
0.1 |
OWN: per attack or spear stab that lands, as vanilla charges hunger (a swing at an invulnerable target, or one another mod cancels, costs nothing) |
blockBreak |
0.005 |
OWN: per block broken (a break another mod cancels costs nothing) |
damageMultiplier |
1.0 |
OWN: times the exhaustion of the damage type taken |
healPerHealth |
6.0 |
OWN: per health point regenerated from food |
ridingMultiplier |
0.0 |
Both modes: activity while riding (0 = none) |
sleepingMultiplier |
1.0 |
Both modes: activity while sleeping |
| Key | Default | Meaning |
|---|---|---|
haltedWhenThirsty |
true |
Health regenerates slower, or not at all, when thirst is not full |
depletesThirst |
true |
Regenerating health makes thirst go down |
climateDependent |
true |
That loss is scaled by the climate factor |
fullRegenMinThirst |
20 |
With haltedWhenThirsty: thirst needed for fast (saturation) regeneration |
slowRegenMinThirst / slowRegenIntervalTicks
|
19 / 8
|
Below that, saturation still heals every 8 ticks with at least 19 thirst |
hungerRegenMinThirst |
19 |
Thirst needed for normal (food level) regeneration |
peacefulRegenAmount / peacefulRegenIntervalTicks
|
1 / 11
|
Thirst restored in Peaceful (unless depletion.inPeaceful) |
| Key | Default | Meaning |
|---|---|---|
amount / intervalTicks
|
1.0 / 40
|
Damage with no thirst left, and how often |
minHealthEasy / minHealthNormal / minHealthHard
|
10 / 1 / 0
|
Dehydration only hurts above this health (Peaceful uses Easy) |
canKill |
true |
false: a hit that would kill is skipped |
| Key | Default | Meaning |
|---|---|---|
sprint.blockedWhenThirsty |
true |
No sprinting with minThirst or less. A sprint in progress stops too |
sprint.minThirst |
6 |
3 droplets |
drinking.extraThirstToQuenched |
true |
Thirst restored above full turns into quenched |
drinking.waterBottleStackSize |
64 |
Stack size of water bottles (1-99) |
drinking.canFillFromFlowingWater |
true |
Glass bottles and terracotta bowls fill from flowing water. false = source blocks only, as in vanilla. Buckets always need a source |
drinking.rain |
true |
Drink rain by looking up |
drinking.rainMaxPitch |
-80 |
How far up to look (-90 = straight up) |
drinking.rainIntervalTicks |
11 |
Ticks between two sips |
drinking.rainThirst / rainQuenched
|
1 / 1
|
Restored per sip |
hand.enabled |
true |
Drink water in the world by sneaking and right-clicking with an empty hand |
hand.bothHandsEmpty |
true |
Both hands must be empty |
hand.thirst / hand.quenched
|
1 / 1
|
Restored per sip |
hand.cooldownTicks |
10 |
Minimum ticks between two sips |
hand.effects |
true |
Arm swing and splash particles when drinking by hand (visual only) |
death.respawnThirst / respawnQuenched
|
20 / 5
|
Values after respawning. -1 keeps what the player died with |
loot.enabled |
true |
Drinks are added to vanilla chest loot. It is a load condition of the loot data, so a change applies after /reload or on the next world load |
The maximum thirst stays 20: the HUD, its overlays and the commands assume it.
| Key | Default | Meaning |
|---|---|---|
dehydrationMultiplier |
1.0 |
Multiplier (0-10) of the exhaustion the Dehydration effect adds every tick (0.005 per level) |
quenchnessIntervalTicks |
40 |
Quenchness restores (level) thirst and (level) quenched every this many ticks (1-1200) |
quenchnessPotion |
true |
Brewing recipes of the Potion of Quenchness. It is the load condition droplets_of_thirst:quenchness_potion of those recipes: a change applies when datapacks load (a restart or /reload), and only the server's value counts |
hydratedMultiplier |
0.5 |
Thirst loss with Hydrated, applied once per level (0.5: Hydrated I halves it, II quarters it; 0-1) |
waterBreathingReducesThirst |
false |
While fully underwater with Water Breathing or Conduit Power, thirst loss is also multiplied by underwaterBreathingMultiplier
|
underwaterBreathingMultiplier |
0.5 |
See above (0-10), on top of climate.underwater
|
| Key | Default | Meaning |
|---|---|---|
fullBonus |
false |
Staying fully hydrated gives Hydrated I: thirst 20 and at least minQuenched for fullBonusSeconds. Refreshed while it holds, checked once a second |
minQuenched |
10 |
Quenched needed (0-20) |
fullBonusSeconds |
30 |
Seconds fully hydrated before the effect is given (1-3600) |
fullBonusDurationTicks |
200 |
Duration of the effect, so it lasts this long after the player stops being fully hydrated (40-12000) |
Thirst and quenched drunk past full (items, hand drinking, rain, DropletsAPI.drink, but not the Quenchness effect) add up as overflow. At the threshold the player gets droplets_of_thirst:overhydrated (10% slower movement per level) and the overflow starts over.
| Key | Default | Meaning |
|---|---|---|
enabled |
true |
false turns the mechanic off |
threshold |
20 |
Overflow that causes Overhydrated (1-1000). A water bottle drunk while full adds 9 |
decayPerSecond |
1.0 |
Overflow lost per second (0-100) |
durationTicks |
400 |
Duration of Overhydrated (20-12000) |
nausea |
true |
Also 10 seconds of Nausea when it is applied |
The level is I, plus one per half threshold past it, or one more than an Overhydrated already active, up to III. OverhydrationEvent can cancel it or change duration and level.
Every purity value in the config files is one of these six levels:
| Level | Name | Default effects when drunk |
|---|---|---|
| 0 | Contaminated | Nausea and Hunger, 40% Poison (blocks hydration) |
| 1 | Dirty | 60% Nausea and Hunger, 15% Poison (blocks hydration) |
| 2 | Murky | 25% Nausea and Hunger |
| 3 | Acceptable | 5% Nausea and Hunger |
| 4 | Clean | Nothing |
| 5 | Pure | Nothing, and the pureWater bonus |
| Key | Default | Meaning |
|---|---|---|
general.enabled |
true |
Water has a purity at all. false leaves only thirst: see Thirst only
|
general.defaultPurity |
3 |
Purity of water with none stored (0-5) |
general.quenchWhenDebuffed |
true |
Drinking still restores thirst when a purity effect blocks hydration |
pureWater.thirstBonus |
2 |
Thirst added when drinking pure water (5) from a container: a bottle then gives 6 instead of 4. Bottles, buckets, bowls, the Traveler's Backpack hose and other purity containers count. A sip by hand does not, and neither do other drinks with a purity |
pureWater.quenchedBonus |
3 |
Quenched added the same way: a bottle then gives 8 instead of 5 |
world.* |
See Water purity in the world |
Water poured into the world keeps its purity. Sea water poured into a meadow stays sea water when you fill a bucket there again. No key controls it: it follows general.enabled.
- A water source left by a bucket (a player's or a dispenser's) or by NeoForge's
FluidUtil.tryPlaceFluid(the fluid containers of many mods) is remembered with the purity of the water poured. Water without a stored purity counts asdefaultPurity. - Anything that takes or drinks water there reads that purity: bottles, bowls, buckets, drinking by hand, dispensers, the Traveler's Backpack hose.
- The infinite source that forms between two poured sources takes the worst purity beside it. Picking up a poured source hands its purity to the water sources beside it, so the one that refills its place is not clean either.
- The mod ignores a remembered position that no longer holds a water source, and forgets it when it reads it. Water placed in other ways (commands, mods that place the block directly) has the world's purity, unless it is next to poured water.
- The data is saved per chunk with the world and never goes to clients.
/droplets_of_thirst debug purityshows "poured water" when it applies.
For the thirst bar alone, set general.enabled = false. The server sends its value to clients, so players do not change their own file. With purity off:
- No item or fluid gets a purity. Buckets, glass bottles and terracotta bowls filled from the world, a cauldron or a dispenser hold plain water, and chest loot drinks come without one.
- Nothing shows a purity: tooltips, Jade, the water tint. The creative tab lists each water container once instead of once per purity.
- Drinking any water restores thirst and never gives purity effects, including the Dehydration of
hotDirtyWater.DrinkEventreportsNO_PURITY. - The purification recipes do not load, and the JEI "Water Purification" page is hidden. Minecraft checks recipes when datapacks load, so this part applies after
/reloador a restart. - The terracotta bowls stay, as plain water containers, because registered items cannot depend on a config.
-
/droplets_of_thirst debug purityonly says that purity is off. For other mods,DropletsAPI.isPurityEnabled()returnsfalseandwithPurityreturns an unchanged copy. - The other keys of this file do nothing.
- The mod ignores and hides purity that items already have from before. These items may not stack with new water until they are used up.
One list per purity: contaminated, dirty, murky, acceptable, clean, pure. Each entry is "effect_id,durationTicks,amplifier,chancePercent[,blocksHydration]".
| Key | Default |
|---|---|
contaminated |
["minecraft:nausea,200,0,100", "minecraft:hunger,600,0,100", "minecraft:poison,200,0,40,true"] |
dirty |
["minecraft:nausea,200,0,60", "minecraft:hunger,600,0,60", "minecraft:poison,200,0,15,true"] |
murky |
["minecraft:nausea,200,0,25", "minecraft:hunger,600,0,25"] |
acceptable |
["minecraft:nausea,200,0,5", "minecraft:hunger,600,0,5"] |
clean |
[] |
pure |
[] |
- Any mob effect id works, also from other mods, including
droplets_of_thirst:dehydrationanddroplets_of_thirst:hydrated(for example"droplets_of_thirst:hydrated,600,0,100"inpure). An unknown id is skipped and listed by/droplets_of_thirst config check. - Nausea lasts 10 seconds (200 ticks) per drink by default. Vanilla builds up the screen distortion only while more than 3 seconds of Nausea are left, and it needs 7.5 seconds to reach full strength. A shorter Nausea is barely a wobble. Drinking again resets it to 10 seconds. It does not add up.
- The whole list shares one roll per drink. An entry applies when the roll is below its chance, so a 40% entry always comes together with the 100% ones.
-
blocksHydration(true/false, defaultfalse): when that entry applies, the drink restores no thirst, unlessgeneral.quenchWhenDebuffedistrue(the default). - Old configs (Minecraft 1.18.2 to 1.21.1 only): the eight
*Percentagevalues of Thirst Was Taken are turned into these lists once, with the old effects and the current durations. Its four levels go tocontaminated,dirty,acceptableandpure, andmurkyandcleankeep their defaults.
Drinking water of low purity (a container or by hand) in a hot climate also gives droplets_of_thirst:dehydration, on top of the [effects] list. It is decided when drinking.
| Key | Default | Meaning |
|---|---|---|
enabled |
true |
Turns the mechanic off |
maxPurity |
2 |
Highest purity that counts (0-5; 2 is murky) |
durationTicks |
600 |
Duration of the effect |
amplifier |
0 |
Amplifier (0 is level I) |
minBiomeTemperature |
1.0 |
Biome base temperature from which the climate is hot (desert, savanna, badlands 2.0; jungle 0.95) |
A place where water evaporates (the Nether) always counts as hot.
Only read with Serene Seasons installed.
| Key | Default | Meaning |
|---|---|---|
enabled |
true |
The biome climate formula reads the biome temperature as Serene Seasons changes it with the season (its biome_temp_adjustment per sub-season, in Serene Seasons' seasons.toml). Biomes without seasons (sereneseasons:blacklisted_biomes), the Nether and a dimension's own thirst multiplier are left alone |
tropicalDrySeasonMultiplier |
1.1 |
Multiplies thirst loss in a tropical biome's dry season. The temperature is not changed: tropical biomes are hot all year |
tropicalWetSeasonMultiplier |
1.0 |
The same for the wet season |
springMultiplier, summerMultiplier, autumnMultiplier, winterMultiplier
|
1.0 |
Multiply thirst loss in that season, in biomes with the four seasons. With Serene Seasons' default config summer does not warm biomes, so summerMultiplier is the simple way to make summer thirstier |
| Key | Default | Meaning |
|---|---|---|
overrides.drinks / overrides.foods
|
[] |
[["namespace:item" or "#tag", thirst, quenched], ...]. They win over datapacks and other mods. Thirst -20 to 20, quenched -20 or more. Negative values remove them (salty) |
overrides.blacklist |
[] |
Items that never restore thirst |
containers.containers |
[] |
Drinks that carry a water purity, added to the item tag droplets_of_thirst:purity_containers
|
salty.thirstPenalty / salty.quenchedPenalty
|
-2 / -2
|
Values (-20 to 20) of items in the item tag droplets_of_thirst:salty that get none from overrides, datapacks or other mods |
keywords.enabled |
false |
Give values to items whose translation key matches a pattern |
keywords.drinkThirst / drinkQuenched
|
10 / 14
|
Values of items matching keywords.drink
|
keywords.soupThirst / soupQuenched
|
4 / 5
|
Values of items matching keywords.soup
|
keywords.fruitThirst / fruitQuenched
|
2 / 3
|
Values of items matching keywords.fruit
|
keywords.blacklist, drink, soup, fruit
|
regular expressions | Items matching blacklist are never picked. The others list words such as juice, tea, stew, berry
|
inference.enabled |
false |
Estimate values from recipe ingredients (see below) |
inference.onlyConsumables |
true |
Only items that are eaten or drunk get an estimate. Others still pass their value on |
inference.maxDepth |
4 |
Recipe steps followed down from an item (1-16) |
inference.craftingMultiplier / cookingMultiplier / otherMultiplier
|
1.0 |
Multiplier of crafting table recipes, of furnace, blast furnace, smoker and campfire recipes, and of every other recipe type |
inference.maxThirst / maxQuenched
|
8 / 10
|
Caps of an estimate |
inference.minThirst |
1 |
Estimates below this thirst are dropped |
inference.blacklist |
[] |
"namespace:item", "#namespace:tag" or "@namespace": never estimated, and worth 0 as an ingredient |
inference.ignoredRecipeTypes |
["minecraft:stonecutting", "minecraft:smithing"] |
Recipe types that are not used |
Off by default. When it is on, the server looks at the recipes that make an item and gives values to items that have none from any other source. The blacklist, overrides, datapacks, other mods' code and keywords always win.
- An ingredient is worth the average thirst and quenched of the items it accepts that have values, explicit or estimated. Ingredients worth nothing (a bowl, a glass bottle) add nothing, and salty ones count as 0.
- A recipe is worth the sum of its ingredients times the multiplier of its category, divided by how many items it makes, capped by
maxThirst/maxQuenched. When several recipes make the item, the highest one wins. - Any recipe type works, also other mods' machines, if the recipe lists its item ingredients and result the standard way. Inference does not see the fluids of a recipe. It skips special recipes (suspicious stew, fireworks).
- Inference cuts loops (ingot to block to ingot) and anything deeper than
maxDepth. - Items that are drunk go to the drink table and the rest to the food table. Tooltips show "(est.)". The values are sent to clients like the rest of the table.
It runs when the world loads, after /reload and when items.toml changes. It never runs during play. The log shows one line with the number of estimated items and the time it took. The config warning and /droplets_of_thirst config check list the recipes that inference could not read.
| Key | Default | Meaning |
|---|---|---|
Purity tooltip.onlyShowPurityWhenShifting |
false |
Shows the purity line of water containers only while Shift is held |
Purity tooltip.tintWaterByPurity |
true |
Tints the water in bottles and terracotta bowls by its purity, from brown (0) to near white (5). Off draws them as in vanilla. Nothing is tinted while purity is off |
Tooltip.showTooltipIcons |
true |
Thirst and quenched of items as icons in the tooltip, (est.) for estimated values. Off, estimated values are shown as a text line |
Tooltip.followAppleSkin |
true |
With AppleSkin installed, the quenched outline, drink preview, exhaustion underlay and tooltip icons are also hidden when their food counterpart is off in AppleSkin's config. The tooltip icons then also follow its "hold Shift" option. Nothing is drawn through AppleSkin |
Thirst Bar.thirstBarXOffset / thirstBarYOffset
|
0 |
Moves the thirst bar, in pixels |
Thirst Bar.hideBarWhenFull |
false |
Hides the thirst bar while thirst is 20 and the player holds nothing that restores thirst. The bars above it move down |
Thirst Bar.hideBarDelayTicks |
60 |
Ticks the bar stays visible after thirst becomes full (0-1200) |
Thirst Bar.showQuenchedOverlay |
true |
Outline on the droplets for the current quenched, like AppleSkin's saturation outline |
Thirst Bar.showDrinkPreview |
true |
While holding something that restores thirst (either hand), flashes the thirst and quenched it would give |
Thirst Bar.showExhaustionUnderlay |
false |
Bar under the droplets that fills with thirst exhaustion until the next point is lost |
Thirst Bar.buffWave |
true |
Droplets bounce one at a time, like hearts under Regeneration, while Quenchness or Hydrated is active |
Bar Colors.dehydration |
#8B5A2B |
Droplet colour while Dehydration is active |
Bar Colors.overhydrated |
#9DB0C0 |
Droplet colour while Overhydrated is active |
Bar Colors.poison |
#7DAA3C |
Droplet colour while Poison is active |
Bar Colors.quenchness |
#5FE3FF |
Droplet colour while Quenchness is active |
Bar Colors.hydrated |
#7FE0C0 |
Droplet colour while Hydrated is active |
Colours are #RRGGBB. An invalid value goes back to its default, with a warning in the log. When several colours apply, the first in the list above wins.