Thirst and Quenched

The two numbers
- Thirst runs from 0 to 20, drawn as ten droplets. New players start full.
- Quenched is a reserve on top of thirst, like saturation on top of hunger. It starts at 5 and is spent before thirst.
The droplets shake when the reserve is empty, like the hunger bar.
With AppleSkin installed, quenched shows as an outline over the droplets. The colour can be changed or turned off in Configuration.

What drains it
Thirst drains from the same actions as hunger: sprinting, jumping, swimming, mining, attacking and taking damage. Every 4 points of exhaustion costs one point of quenched, or one point of thirst when the reserve is empty.
With AppleSkin, an exhaustion strip behind the droplets shows how close the next point is. It follows AppleSkin's Food Exhaustion HUD Underlay setting.
Riding a horse, boat or minecart costs nothing. Creative and spectator players are not affected.
| Where | Effect |
|---|---|
| Hot or dry biome | Drains faster |
| Cold or rainy biome | Drains slower |
| The Nether, or any dimension where water evaporates | Drains much faster |
- Fire Resistance halves the drain. Fire Protection slows it further, down to a quarter.
- Nausea adds extra drain while it lasts.
- Parched adds extra drain while it lasts, and the droplets turn sandy. Sea water causes it.
- On Peaceful the bar refills on its own, unless the server turns that off.
Every rate is a setting. See Configuration.
Running low
- At 6 or below, players cannot start sprinting.
- Natural healing stops until thirst reaches 19. It then runs slower than usual. Food is not spent on healing that did not happen.
Hitting zero
An empty bar deals half a heart every two seconds, through armour. The death message reads died from dehydration.
On Easy the damage stops at five hearts. On Normal and Hard it can kill.
