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Water, Thirst & Vessels

Thirst only ever drops, and the water you find can cause sickness unless it is treated.

The thirst meter​

The blue bar in the HUD is thirst. Unlike hunger, it has no natural way to climb on its own — it only drains, and it is topped back up by drinking.

  • It falls steadily over time.
  • It falls faster in the heat and during exertion (sprinting, hard work). A hot body sweats, and sweat costs water.
  • Weakness sets in as it gets low, then Slowness and fatigue when it hits empty.

Water quality​

Every drink and every vessel has a quality. It decides how likely a sip is to cause illness.

QualityWhere it comes fromSickness chance
RawStraight from a river, lake, or pondsource-dependent (see below)
Tainted / murkyA dirty vessel, or warm stagnant swamp/jungle water~45%
CleanBoiled, or caught as rainwaterSafe (0%)
SaltOcean, beach, or shore waterDehydrates instead of quenching

Drinking from a source​

Pointing at a water source and right-clicking bare-handed drinks straight from it. It refills thirst, but untreated water carries risk — and where you drink matters, following the real rule that cold, clear, moving water is far safer than warm, still water:

SourceBare-hand sickness chance
Swamp / jungle / mangrove (warm, stagnant, murky)~45% — a bad idea raw
Warm, dry country (savanna, desert oasis)~25%
Temperate (plains, forest)~15%
Cold biomes (mountains, tundra, snowy)~6% — much safer, but never zero
  • Moving water is safer still. A river, or any pool with flowing water beside it (a stream or a fall feeding it), is aerated and keeps turning over, so it cuts the risk of whatever tier it's in by well over half. A cold mountain stream — cold and moving — is the safest raw drink there is (~2–3%), while a warm, still pond is the worst short of a swamp. It's the "cold and flowing" of the real rule.
  • No source is ever truly safe raw — even a clear cold stream keeps a small floor of risk (giardia doesn't care how pretty the water is). Boiling is the only sure cure.
  • A vessel filled from swamp/jungle water fills murky (tainted, the ~45% tier), so you must boil it before it's safe — via a fire-safe pot, or hot-rock boiling for a hide waterskin.
  • Sickness is a lingering foodborne illness.

Eating snow​

In snow country you can bare-hand right-click a snow layer or snow block to eat a handful. Snow is frozen precipitation, so it's clean — no sickness — but it's a poor way to drink: a handful melts to only a little water, and your body spends heat melting it, so it chills you (badly if you're already cold — which, in snow country, you usually are). It's an emergency sip, not a water supply. The real answer is to melt snow over a fire rather than eat it cold — exactly the survival rule.

Salt water​

Ocean, beach, and shore water is salt water. Drinking it — bare-handed or from a vessel — dehydrates you instead of quenching thirst. Rivers and lakes stay fresh; only the sea is salt. Boiling does not desalinate it — salt water cannot be made drinkable. But it isn't useless: boiled to dryness, seawater leaves a crust of salt Salt (see Getting salt) — the way to stock salt for preserving food.

Vessels​

A vessel carries water for drinking away from a source. There are three:

  • Waterskin Waterskin — crafted from leather and string. Holds 3 sips. Not fire-safe: it can't go over a flame to boil.
  • Clay pot Clay Pot — fired from clay. Holds 4 sips, and is fire-safe (can be boiled over a fire).
  • Iron pot Iron Pot — crafted from iron. Holds 6 sips, and is fire-safe.
Leather
Leather
String
→
Waterskin
Clay Ball
Clay Ball
Clay Ball
Clay Ball
→
Unfired Clay Pot

Unfired Clay Pot → Clay Pot (campfire or furnace)

Iron Ingot
Iron Ingot
Iron Ingot
→
Iron Pot

Both work the same way:

  • Right-click a water source to fill the vessel.
  • Right-click while holding it to drink. Drinking from a vessel is a timed action (~1.6 seconds), not instant.
  • Each vessel shows a water gauge (like a durability bar) tinted by quality: blue for clean, murky for raw, sickly for tainted, teal for salt.

Vessels remember dirt​

Vessels track whether they are dirty, and dirt spreads:

  • Sipping raw or tainted water dirties the vessel.
  • A dirty vessel taints the next fill — even clean-looking water becomes tainted (~45% sickness).
  • Boiling sterilises the vessel, clearing the dirt.

Boiling water clean​

Boiling is the way to make untreated water safe.

  • A fire-safe vessel (the clay pot or iron pot), filled with raw or tainted water, is set on a lit campfire by right-clicking the fire with it; right-click empty-handed to lift it back off.
  • It takes about 15 seconds on the fire to come to a boil, and then its whole load turns clean — raw or tainted water becomes safe to drink.
  • Boiling also sterilises the vessel itself, so a dirty vessel comes out clean.
  • Boiling does not remove salt — salt water can't be boiled clean. But boiling a pot of seawater all the way to dryness leaves salt behind (~2–3 per pot) — see Getting salt. Only fresh raw or tainted water boils safe to drink.

Hot-rock boiling — for the waterskin​

The waterskin can't go over a flame, so you boil it the way people actually did with a hide or bark container: heat stones in the fire and drop them in.

  1. Heat a stone. Hold a rock Rock and sneak + right-click a lit campfire — it comes out a glowing Hot Rock (this costs the fire a little fuel). A hot rock cools as you carry it (its bar is the heat left) and turns back into a plain rock after about 2 minutes.
  2. Drop it in. Hold the waterskin in your off hand and the hot rock in your main hand, then sneak + right-click. The stone hisses into the water, brings it to a boil, and the whole skin turns clean (and the skin is sterilised). The stone gives up its heat and cools to a plain rock.

The stone must still hold most of its heat to work — a nearly-cold one won't boil and asks to be reheated. Like fire-boiling, it does not desalinate seawater. (A metal or clay pot ignores all this — it just goes straight over the fire.)

One good stone boils a skinful in a go; real hot-rock boiling cycles several cooling stones, which this smooths over.

Rain catch — clean water without fire​

Rain is already potable, so anything that catches it gives you clean water with no fire needed.

Set a pot out​

Right-click the ground with an empty clay or iron pot Iron Pot to set it down under the open sky. It slowly fills with clean rainwater while it's raining — then right-click bare-handed to drink, or with a vessel to pour the clean water across.

  • A bare pot catches only through its own small mouth, so it's slow (several minutes of steady rain to fill).
  • Rig a tarp above it and the tarp funnels its whole catch into the pot — far faster. Put several pots under one tarp and they split its catch between them.
  • Leaves are partial shelter, not a roof. Rain drips through a canopy: a pot under ~3 leaf layers catches about half as fast, falling off exponentially with more layers (6 → a quarter, 9 → an eighth). A solid block overhead catches nothing.

Water cauldron​

A water cauldron fills from rain (as it does in vanilla) and is also a fuel-free clean source:

  • Right-click it bare-handed to drink clean straight from it — no sickness; spends a level.
  • Right-click it with a vessel to fill the vessel clean and drain the cauldron.
  • Fire — lighting and keeping the campfire you boil over.
  • Food & Eating — food that dehydrates you, and washing dirty hands by drinking.
  • Body Temperature — heat makes you sweat out water faster.