{
  "hydrateordiedrate:Config.Setting.EnableThirstMechanics": "Enable Thirst Mechanics",
  "hydrateordiedrate:Config.Setting.HarshHeat": "Enable Harsh Heat",
  "hydrateordiedrate:Config.Setting.EnableLiquidEncumbrance": "Enable Liquid Encumbrance",
  "hydrateordiedrate:Config.Setting.MaxThirst": "Maximum Thirst",
  "hydrateordiedrate:Config.Setting.ThirstDamage": "Thirst Damage",
  "hydrateordiedrate:Config.Setting.ThirstDecayRate": "Thirst Decay Rate",
  "hydrateordiedrate:Config.Setting.ThirstIncreasePerDegreeMultiplier": "Thirst Increase Per Degree Multiplier",
  "hydrateordiedrate:Config.Setting.ThirstDecayRateMax": "Maximum Thirst Decay Rate",
  "hydrateordiedrate:Config.Setting.HydrationLossDelayMultiplierNormalized": "Hydration Loss Delay Multiplier",
  "hydrateordiedrate:Config.Setting.MaxMovementSpeedPenalty": "Maximum Movement Speed Penalty",
  "hydrateordiedrate:Config.Setting.MovementSpeedPenaltyThreshold": "Movement Speed Penalty Threshold",
  "hydrateordiedrate:Config.Setting.TemperatureThreshold": "Temperature Threshold",
  "hydrateordiedrate:Config.Setting.HarshHeatExponentialGainMultiplier": "Harsh Heat Exponential Gain Multiplier",
  "hydrateordiedrate:Config.Setting.BoilingWaterDamage": "Boiling Water Damage",
  "hydrateordiedrate:Config.Setting.UnequippedSlotCooling": "Unequipped Slot Cooling",
  "hydrateordiedrate:Config.Setting.WetnessCoolingFactor": "Wetness Cooling Factor",
  "hydrateordiedrate:Config.Setting.ShelterCoolingFactor": "Shelter Cooling Factor",
  "hydrateordiedrate:Config.Setting.SunlightCoolingFactor": "Sunlight Cooling Factor",
  "hydrateordiedrate:Config.Setting.DiurnalVariationAmplitude": "Diurnal Variation Amplitude",
  "hydrateordiedrate:Config.Setting.RefrigerationCooling": "Refrigeration cooling amount for Medieval Expansion ice cooling. Does nothing if medieval expansion is not present.",
  "hydrateordiedrate:Config.Setting.SprintThirstMultiplier": "Sprint Thirst Multiplier",
  "hydrateordiedrate:Config.Setting.EncumbranceLimit": "Encumbrance Limit",
  "hydrateordiedrate:Config.Setting.LiquidEncumbranceMovementSpeedDebuff": "Liquid Encumbrance Movement Speed Debuff",
  "hydrateordiedrate:Config.Setting.DromedaryMultiplierPerLevel": "Dromedary Multiplier Per Level",
  "hydrateordiedrate:Config.Setting.EquatidianCoolingMultipliers": "Equatidian Cooling Multipliers",
  "hydrateordiedrate:Config.Setting.KegCapacityLitres": "Keg Capacity (Litres)",
  "hydrateordiedrate:Config.Setting.SpoilRateUntapped": "Spoil Rate (Untapped)",
  "hydrateordiedrate:Config.Setting.SpoilRateTapped": "Spoil Rate (Tapped)",
  "hydrateordiedrate:Config.Setting.KegIronHoopDropChance": "Keg Iron Hoop Drop Chance",
  "hydrateordiedrate:Config.Setting.KegTapDropChance": "Keg Tap Drop Chance",
  "hydrateordiedrate:Config.Setting.TunCapacityLitres": "Tun Capacity (Litres)",
  "hydrateordiedrate:Config.Setting.TunSpoilRateMultiplier": "Tun Spoil Rate Multiplier",
  "hydrateordiedrate:Config.Setting.DisableDrunkSway": "Disable Drunk Sway",
  "hydrateordiedrate:Config.Setting.WellSpringOutputMultiplier": "Well Spring Output Multiplier, multiplies daily liter output.",
  "hydrateordiedrate:Config.Setting.WellwaterDepthMaxBase": "Well Water Depth Max (Base)",
  "hydrateordiedrate:Config.Setting.WellwaterDepthMaxClay": "Well Water Depth Max (Clay Brick)",
  "hydrateordiedrate:Config.Setting.WellwaterDepthMaxStone": "Well Water Depth Max (Stone Brick)",
  "hydrateordiedrate:Config.Setting.RandomMultiplierChance": "Random Multiplier Chance for aquifers, increase this to raise the chance of random aquifers appearing (not near sources of water)",
  "hydrateordiedrate:Config.Setting.Step": "Aquifer Step, increase the chunk distance aquifer calculation will check for neighbor chunks, heavy performance impact do not change unless you know what you are doing.",
  "hydrateordiedrate:Config.Setting.WaterBlockMultiplier": "Water Block Multiplier for aquifer rating, larger numbers will make aquifers near water heavier.",
  "hydrateordiedrate:Config.Setting.SaltWaterMultiplier": "Salt Water Multiplier for aquifer rating, larger numbers will make aquifers near salt water heavier. This WILL affect aquifer salinity do not change unless you know what you are doing.",
  "hydrateordiedrate:Config.Setting.BoilingWaterMultiplier": "Boiling Water Multiplier for aquifer rating, larger numbers will make aquifers near hot springs (boiling water) heavier.",
  "hydrateordiedrate:Config.Text.Icon": "Icon",
  "hydrateordiedrate:Config.Text.Markers": "Markers",
  "hydrateordiedrate:Config.Text.RefreshRate": "Refresh Rate",
  "hydrateordiedrate:Config.Text.SupportsWildcard": "Supports Wildcard",
  "hydrateordiedrate:Config.Setting.Add": "Add",
  "hydrateordiedrate:Config.Setting.Remove": "Remove",
  "hydrateordiedrate:Config.Setting.Classes": "Classes",
  "hydrateordiedrate:Config.Setting.Color": "Color",
  "hydrateordiedrate:Config.Setting.EnableIcon": "Enable Icon",
  "hydrateordiedrate:Config.Setting.HorizontalRadius": "Horizontal Radius",
  "hydrateordiedrate:Config.Setting.Icon": "Icon",
  "hydrateordiedrate:Config.Setting.MarkerProperties": "Marker Properties",
  "hydrateordiedrate:Config.Setting.Size": "Size",
  "hydrateordiedrate:Config.Setting.Types": "Types",
  "hydrateordiedrate:Config.Setting.VerticalRadius": "Vertical Radius",
  "hydrateordiedrate:Config.Setting.Visible": "Visible",
  "hydrateordiedrate:Config.Setting.EnableRainGathering": "Enable Rain Gathering",
  "hydrateordiedrate:Config.Setting.RainMultiplier": "Rain Multiplier",
  "hydrateordiedrate:Config.Setting.EnableParticleTicking": "Enable Rain Gathering Particles",
  "hydrateordiedrate:Config.Setting.AquiferRandomMultiplierChance": "Random Multiplier Chance for Aquifers: Increase this value to raise the chance of random aquifers appearing away from water sources.",
  "hydrateordiedrate:Config.Setting.AquiferStep": "Aquifer Step: Defines the distance between chunks that will be checked for neighboring aquifers. Changing this may have a significant performance impact.",
  "hydrateordiedrate:Config.Setting.AquiferWaterBlockMultiplier": "Water Block Multiplier: Increases the aquifer rating based on the number of nearby water blocks.",
  "hydrateordiedrate:Config.Setting.AquiferSaltWaterMultiplier": "Salt Water Multiplier: Increases the aquifer rating near salt water. Note that changing this value will affect aquifer salinity.",
  "hydrateordiedrate:Config.Setting.AquiferBoilingWaterMultiplier": "Boiling Water Multiplier: Enhances the aquifer rating when near hot springs (boiling water).",

  "hydrateordiedrate:Config.Setting.ProspectingRadius": "The chunk radius that will be checked when prospecting for aquifers",

  "hydrateordiedrate:Config.Setting.Transition": "Transitions",
  "hydrateordiedrate:Config.Setting.FreshHours": "{0} Fresh Hours",
  "hydrateordiedrate:Config.Setting.TransitionHours": "{0 } Transition Hours",

  "hydrateordiedrate:Config.Setting.WaterPerish": "Set to false to remove water transition entirely so new water types will never perish into regular water",
  "hydrateordiedrate:Config.Setting.settingAquiferRatingCeilingAboveSeaLevel": "Max aquifer rating above sea level",
  "hydrateordiedrate:Config.Setting.settingAquiferDepthMultiplierScale": "Aquifer depth multiplier scale",
  "hydrateordiedrate:Config.Setting.settingAquiferMinimumWaterBlockThreshold": "Aquifer minimum liquid block per chunk threshold",
  "hydrateordiedrate:Config.Setting.WinchLowerSpeed": "Winch Lower Speed",
  "hydrateordiedrate:Config.Setting.WinchRaiseSpeed": "Winch Raise Speed",
  "hydrateordiedrate:Config.Setting.KegDropWithLiquid": "Keg retains liquid when broken",
  "hydrateordiedrate:Config.Setting.TunDropWithLiquid": "Tun retains liquid when broken",
  "hydrateordiedrate:Config.Setting.SprintToDrink": "Sprint + Right Click to drink istead of Sneak + Right click, for ease of use with CarryOn",
  "hydrateordiedrate:Config.Setting.AquiferDataOnProspectingNodeMode": "Print Current Chunk aquifer information on node made rather than density search.",
  "hydrateordiedrate:Config.Setting.ShowAquiferProspectingDataOnMap": "Include Aquifer data on auto generated prospecting map markers",
  "hydrateordiedrate:Config.Setting.WinchOutputInfo": "Show On Hover output info when looking at winch. Displays the output of the wellspring directly below the winch (up to 256 blocks away)",
  "hydrateordiedrate:ability-dromedary": "Dromedary",
  "hydrateordiedrate:abilitydesc-dromedary": "Increases max thirst capacity.",
  "hydrateordiedrate:ability-equatidian": "Equatidian",
  "hydrateordiedrate:abilitydesc-equatidian": "Provides a cooling multiplier.",
  "hydrateordiedrate:item-waterportion-fresh-distilled-clean": "Distilled Water",
  "hydrateordiedrate:incontainer-item-waterportion-fresh-distilled-clean": "Distilled Water",
  "hydrateordiedrate:item-waterportion-boiled-natural-clean": "Boiled Water",
  "hydrateordiedrate:incontainer-item-waterportion-boiled-natural-clean": "Boiled Water",
  "hydrateordiedrate:item-waterportion-fresh-rain-clean": "Rain Water",
  "hydrateordiedrate:item-waterportion-boiled-rain-clean": "Boiled Rain Water",
  "hydrateordiedrate:incontainer-item-waterportion-fresh-rain-clean": "Rain Water",
  "hydrateordiedrate:incontainer-item-waterportion-boiled-rain-clean": "Boiled Rain Water",
  "hydrateordiedrate:block-keg-untapped": "Keg",
  "hydrateordiedrate:block-keg-tapped": "Tapped Keg",
  "hydrateordiedrate:item-kegtap": "Keg Tap",
  "hydrateordiedrate:block-tun*": "Tun",
  "hydrateordiedrate:survivalinfo-thirst-title": "Survival Mechanic: Thirst",
  "hydrateordiedrate:survivalinfo-thirst-text": "<strong>Thirst</strong><br><i>Feeling parched? Your survival now depends on more than just food!</i><br><br>The <strong>Thirst Mechanic</strong> adds a new survival challenge to your adventures. Stay hydrated or face the consequences!<br><br><strong>Thirst Bar:</strong> Keep an eye on your thirst bar, which gradually depletes over time. Hot climates cause thirst to drain even faster, so manage your hydration carefully when traveling to the south!<br><br><strong>Weather Influence:</strong> Hot temperatures cause faster thirst depletion. Wear cooling clothes or seek shelter to help slow down the drain. Being wet also helps cool you down, and sometimes wearing less clothing can be the better option.<br><br><strong>DEATH:</strong> Failing to stay hydrated will result in death—and quickly! Thirst damage is approximately double that of starvation.<br><br><strong>Liquid Encumbrance:</strong> Carrying more than 4 (default) litres of liquid in a container will slow down your movement. Plan your liquid storage wisely.<br><br><strong>Hydration from Food & Drinks:</strong> Every food and drink item now has a hydration stat. Special items like soups and juices will temporarily pause thirst, while alcohol provides an even longer reprieve, thanks to the unique way Seraphs process it.<br><br><strong>Water Sources:</strong> Drink directly from water sources by holding down <hk>shift</hk> + <hk>rightmouse</hk> on a liquid block. However, drinking this way increases hunger, so processing drinks or making soups is a more efficient method of hydration. Saltwater is extremely unsafe to drink, so be careful when sourcing water from the wild.<br><br><strong>Rain Water Collection:</strong> All liquid containers can now collect rainwater when placed outside during a storm. Rainwater is a great early to mid-game resource as it replenishes more thirst and reduces hunger at half the rate of regular water.<br><br><strong>Kegs:</strong> You can craft <a href=\"handbook://block-hydrateordiedrate:keg\">Kegs</a> from wood, sticks, and iron hoops. Initially untapped, they are used for long-term liquid storage. To tap a keg, forge a <a href=\"handbook://item-hydrateordiedrate:kegtap\">Keg Tap</a> from <a href=\"handbook://item-ingot-brass\">Brass</a> and hammer it into place with the tap in hand and a hammer in your off-hand (Hold <hk>rightmouse</hk>). This allows you to both add and remove liquids from the keg. Remember, kegs can be recycled with an axe (Hold <hk>rightmouse</hk>), though there’s a chance some metal may be lost in the process.<br><br><strong>Nutrition Deficit:</strong> Be mindful of liquids with negative saturation values, as they can cause a <strong>Nutrition Deficit</strong>, shown as an orange marker on your saturation bar. While you have any nutrition deficit, food will not provide any nutrition. Every bit of satiation you consume will gradually reduce the deficit until it reaches zero.<br><br><strong>Wells:</strong> Establish wells to secure a steady supply of water. Their efficiency is influenced by natural aquifers, which are typically stronger near water and hot springs. For a detailed explanation on well construction and management, visit <a href=\"handbook://hydrateordiedrate:wellinfo\">Wells</a>.",
  "hydrateordiedrate:wellinfo-title": "Survival Mechanic: Wells",
  "hydrateordiedrate:wellinfo-text": "<font weight=\"bold\" size=\"20\">Shallow Well</font><br>Shallow wells are accesible as soon as you make your first shovel, which makes it the earliest well you can make. Simply use <hk>toolmodeselect</hk> to switch to the 'Dig Well Spring <icon path=\"hydrateordiedrate:icons/well.svg\"></icon>' mode and dig into a soil/gravel/sand block near water (up to 3 blocks away from the water) and it will slowly generate a layer of <a href=\"handbook://item-hydrateordiedrate:waterportion-fresh-well-muddy\">Muddy Well Water</a>.<br><br><i>Note: unlike deep wells, shallow wells do not require a shaft with walls surounding it to fill up.</i><br><br><font weight=\"bold\" size=\"20\">Deep Well</font><br>To create a deep well you will first need a pickaxe, simply dig straight down and when you think the well is deep enough use <hk>toolmodeselect</hk> to switch to the 'Dig Well Spring <icon path=\"hydrateordiedrate:icons/well.svg\"></icon>' mode and dig into a rock. It is recommended to build a <a href=\"handbook://block-hydrateordiedrate:winch-oak-east\">Well Winch</a> at the top so you can lower and raise a bucket to get the <a href=\"handbook://item-hydrateordiedrate:waterportion-fresh-well-clean\">Well Water</a> out more easily.<br><br>Deep wells generate a variable amount of <a href=\"handbook://item-hydrateordiedrate:waterportion-fresh-well-clean\">Well Water</a> every so often dependant on the aquifer rating (which is just a value associated with the chunk, not an actual block) The rating depends on a few factors:<br><br> - Existing water in the chunk column (more being better)<br> - A random chance for a random increases in rating (deeper being better)<br> - Neighboring aquifer rating (smoothing)<br><br>You can prospect to get a rough idea of how good the aquifer rating is and in which direction it gets stronger.<br><br>The amount of <a href=\"handbook://item-hydrateordiedrate:waterportion-fresh-well-clean\">Well Water</a> a deep well can retain can be upgraded by replacing the walls with better materials. Retention depth in blocks:<br><br> - default: 5  <br> - bricks: 7<br> - ashlar: 10<br><br><i>Note: a full block is 70 liters.</i><br><br><font weight=\"bold\" size=\"20\" color=\"#E02C1F\">Contamination</font><br>Wells can become contaminated and the only way to solve this is by emptying them of the polluted water, there are a few things you need to be carefull about:<br><br> - Although technically not considered pollution, building a well near salt water can cause it to generate <a href=\"handbook://item-hydrateordiedrate:waterportion-salt-well-clean\">Salty Well Water</a> instead.<br> - The poison of <a href=\"handbook://block-mushroom-deathcap-normal\">Death Caps</a> dissolves particularly well in water causing it to become <a href=\"handbook://item-hydrateordiedrate:waterportion-fresh-well-poisoned\">Poisoned Well Water</a>.<br> - Corpses in your well will turn the water into <a href=\"handbook://item-hydrateordiedrate:waterportion-fresh-well-tainted\">Tainted Well Water</a>.",
  "hydrateordiedrate:config-thirst-title": "Hydrate or Diedrate Config descriptions",
  "hydrateordiedrate:config-thirst-text": "<strong>Hydrate Or Diedrate Configuration</strong><br><i>Customize every aspect of your hydration survival experience!</i><br><br><strong>Thirst Settings:</strong><br> - <code>MaxThirst</code>: Sets the maximum thirst level a player can have. <strong>Default: 1500.</strong><br> - <code>ThirstDamage</code>: Determines the amount of damage taken per tick due to thirst. <strong>Default: 1 damage per tick.</strong><br> - <code>ThirstDecayRate</code>: Base hydration decay per tick. This value is multiplied by factors such as movement. <strong>Default: 10.</strong><br> - <code>HydrationLossDelayMultiplier</code>: Hydration loss duration multiplier for drinks. Higher values increase the delay before hydration starts depleting after drinking. <strong>Default: 0.05.</strong><br> - <code>EnableThirstMechanics</code>: Toggles the thirst mechanic on or off.<br> - <code>WaterSatiety</code>: Satiety loss (negative) or gain (positive) from regular water (inventory only, not source block). See block hydration config for source block settings.<br> - <code>SaltWaterSatiety</code>: Satiety loss (negative) or gain (positive) from salt water (inventory only, not source block). See block hydration config for source block settings.<br> - <code>BoilingWaterSatiety</code>: Satiety loss (negative) or gain (positive) from boiling water (inventory only, not source block). See block hydration config for source block settings.<br> - <code>RainWaterSatiety</code>: Satiety loss (negative) or gain (positive) from rain water (inventory only, not source block). See block hydration config for source block settings.<br> - <code>DistilledWaterSatiety</code>: Satiety loss (negative) or gain (positive) from distilled water (inventory only, not source block). See block hydration config for source block settings.<br> - <code>SprintThirstMultiplier</code>: Multiplier for thirst decay rate while sprinting. <strong>Default: 150% or 1.5.</strong><br> - <code>EnableBoilingWaterDamage</code>: Toggles damage when attempting to drink boiling water.<br> - <code>BoilingWaterDamage</code>: Damage taken for drinking boiling water. <strong>Default: 5 damage.</strong><br><br><strong>Movement Speed Penalty Settings:</strong><br> - <code>MaxMovementSpeedPenalty</code>: Movement speed reduction cap from being thirsty. Set to 1 to disable penalties.<br> - <code>MovementSpeedPenaltyThreshold</code>: Thirst level below which movement speed penalties begin to apply. Scaling starts from this point to zero based on the max movement speed penalty.<br><br><strong>Liquid Encumbrance Settings:</strong><br> - <code>EnableLiquidEncumbrance</code>: Toggles movement penalties from carrying liquids.<br> - <code>EncumbranceLimit</code>: How many liters a single inventory slot must exceed before liquid encumbrance is triggered.<br> - <code>LiquidEncumbranceMovementSpeedDebuff</code>: Movement speed reduction applied due to liquid encumbrance. <strong>Default: 40% or 0.4.</strong><br><br><strong>Temperature and Heat Settings:</strong><br> - <code>HarshHeat</code>: Toggles whether high temperatures impact thirst.<br> - <code>TemperatureThreshold</code>: Temperature above which thirst increases faster.<br> - <code>ThirstIncreasePerDegreeMultiplier</code>: Governs how much thirst decay rate increases per degree above the temperature threshold.<br> - <code>HarshHeatExponentialGainMultiplier</code>: Overall thirst increase in extreme heat. This value is highly sensitive to change.<br> - <code>ThirstDecayRateMax</code>: Maximum thirst decay rate in hot environments. <strong>Default: 500% or 5.0.</strong><br><br><strong>Cooling Factors:</strong><br> - <code>UnequippedSlotCooling</code>: Cooling from empty equipment slots. Each valid empty clothing slot provides cooling equivalent to the cooling stat on clothing.<br> - <code>WetnessCoolingFactor</code>: Cooling effect from being wet.<br> - <code>ShelterCoolingFactor</code>: Cooling effect from being under shelter. Shelters are base-game rooms.<br> - <code>SunlightCoolingFactor</code>: Governs how much cooling is impacted by sunlight exposure. Higher values make shade more effective.<br> - <code>DiurnalVariationAmplitude</code>: Time-of-day cooling effect.<br> - <code>RefrigerationCooling</code>: Cooling provided by refrigeration system from medieval expansion ice.<br><br><strong>XSkills Settings:</strong><br> - <code>DromedaryMultiplierPerLevel</code>: Thirst reduction per Dromedary level.<br> - <code>EquatidianCoolingMultipliers</code>: Cooling multipliers for equatorial regions.<br><br><strong>Rain Gathering Settings:</strong><br> - <code>EnableRainGathering</code>: Toggle rainwater collection.<br> - <code>RainMultiplier</code>: Adjust rainwater collection rate.<br> - <code>EnableParticleTicking</code>: Toggle rainwater particle effects.<br><br><strong>Keg Settings:</strong><br> - <code>KegCapacityLitres</code>: Max capacity of a keg.<br> - <code>SpoilRateUntapped</code>: Spoilage rate for untapped kegs.<br> - <code>SpoilRateTapped</code>: Spoilage rate for tapped kegs.<br> - <code>KegIronHoopDropChance</code>: Chance for iron hoops to drop when recycling.<br> - <code>KegTapDropChance</code>: Chance for a keg tap to drop when recycling.<br><br><strong>Tun Settings:</strong><br> - <code>TunCapacityLitres</code>: Max capacity of a tun.<br> - <code>TunSpoilRateMultiplier</code>: Spoilage rate multiplier for a tun.",
  "hydrateordiedrate:incontainer-item-waterportion-fresh-well-clean": "Fresh Well Water",
  "hydrateordiedrate:incontainer-item-waterportion-salt-well-clean": "Salty Well Water",
  "hydrateordiedrate:incontainer-item-waterportion-fresh-well-muddy": "Muddy Well Water",
  "hydrateordiedrate:incontainer-item-waterportion-fresh-well-tainted": "Tainted Well Water",
  "hydrateordiedrate:incontainer-item-waterportion-fresh-well-poisoned": "Poisoned Well Water",
  "hydrateordiedrate:incontainer-item-waterportion-salt-well-muddy": "Muddy Salty Well Water",
  "hydrateordiedrate:incontainer-item-waterportion-salt-well-tainted": "Tainted Salty Well Water",
  "hydrateordiedrate:incontainer-item-waterportion-salt-well-poisoned": "Poisoned Salty Well Water",
  "hydrateordiedrate:item-waterportion-fresh-well-clean": "Fresh Well Water",
  "hydrateordiedrate:item-waterportion-salt-well-clean": "Salty Well Water",
  "hydrateordiedrate:item-waterportion-fresh-well-muddy": "Muddy Well Water",
  "hydrateordiedrate:item-waterportion-fresh-well-tainted": "Tainted Well Water",
  "hydrateordiedrate:item-waterportion-fresh-well-poisoned": "Poisoned Well Water",
  "hydrateordiedrate:item-waterportion-salt-well-muddy": "Muddy Salty Well Water",
  "hydrateordiedrate:item-waterportion-salt-well-tainted": "Tainted Salty Well Water",
  "hydrateordiedrate:item-waterportion-salt-well-poisoned": "Poisoned Salty Well Water",
  "hydrateordiedrate:block-wellspring": "Well Spring",
  "hydrateordiedrate:block-wellwater-fresh-clean-*": "Fresh Well Water",
  "hydrateordiedrate:block-wellwater-salt-clean-*": "Salty Well Water",
  "hydrateordiedrate:block-wellwater-fresh-muddy-*": "Muddy Well Water",
  "hydrateordiedrate:block-wellwater-salt-muddy-*": "Muddy Salty Well Water",
  "hydrateordiedrate:block-wellwater-fresh-poisoned-*": "Poisoned Well Water",
  "hydrateordiedrate:block-wellwater-salt-poisoned-*": "Poisoned Salty Well Water",
  "hydrateordiedrate:block-wellwater-fresh-tainted-*": "Tainted Well Water",
  "hydrateordiedrate:block-wellwater-salt-tainted-*": "Tainted Salty Well Water",
  "hydrateordiedrate:block-wellspring-description": "A hand-dug spring that allows filtered water to seep through from nearby water or aquifers.",
  "hydrateordiedrate:block-winch-*": "Well Winch",
  "hydrateordiedrate:blockhelp-winch-addremoveitems": "Add or remove a bucket. (Must be raised all the way up!)",
  "hydrateordiedrate:blockhelp-winch-lower": "Lower Winch",
  "hydrateordiedrate:blockhelp-winch-raise": "Raise Winch",
  "hydrateordiedrate:Winch": "Winch",
  "achtabname": "Hydrate or Diedrate",
  "achievement-hoddrinkwater": "Drink Water from a container",
  "achievement-hoddrinkwater-desc": "I'm a civilized person, I drink my pond water from a cup",
  "achievement-hoddrinkboiledwater": "Drink Boiled Water",
  "achievement-hoddrinkboiledwater-desc": "It's still got bits floating in it, but at least it won't make me sick",
  "achievement-hoddrinkdistilledwater": "Drink Distilled Water",
  "achievement-hoddrinkdistilledwater-desc": "Now that's what I call high quality H2O",
  "achievement-hoddrinkrainwater": "Drink Rain Water",
  "achievement-hoddrinkrainwater-desc": "Some people feel the rain. Others just get wet",
  "achievement-hoddrinkboiledrainwater": "Drink Boiled Rain Water",
  "achievement-hoddrinkboiledrainwater-desc": "And other people boil it for sanitary reasons",
  "achievement-hoddrinkfreshwellwater": "Drink Fresh Well Water",
  "achievement-hoddrinkfreshwellwater-desc": "When the well's dry, we know the worth of water",
  "achievement-hoddrinktaintedwellwater": "Drink Tainted Well Water",
  "achievement-hoddrinktaintedwellwater-desc": "It tastes like something died in it!",
  "achievement-hodplacewellwinch": "Craft a Well Winch",
  "achievement-hodplacewellwinch-desc": "Don't wait until you're thirsty to dig a well",
  "achievement-hodplacekeg": "Craft a Keg",
  "achievement-hodplacekeg-desc": "Aged like fine wine",
  "achievement-hodplacetun": "Craft a Tun",
  "achievement-hodplacetun-desc": "*Slaps Tun* This baby can fit so much liquid.",

  "aquifer": "{0} aquifer",
  "aquifer-detected": "{0} detected.",

  "none": "No",
  "verypoor": "Very poor",
  "poor": "Poor",
  "light": "Light",
  "moderate": "Moderate",
  "heavy": "Heavy",

  "aquifer-direction": "The aquifer seems to get stronger to the {0}.",
  "aquifer-direction-here": "The aquifer seems to be at it's strongest here.",
  "direction-above": "above",
  "direction-below": "below",
  "direction-and": "and",
  "aquifer-info-prefix": "[Aquifer Info]",
  "aquifer-water": "Water",
  "noaquiferdetected": "No aquifer detected.",

  "aquiferinfo": "[Aquifer Info]",
  "saltwater": "Salt Water",
  "freshwater": "Fresh Water",
  "aquifer-command-description": "Clears all saved aquifer data",
  "aquifer-command-cleared": "Aquifer data has been cleared successfully.",
  "setaquifer-description": "Sets the aquifer rating for the current chunk.",
  "setaquifer-usage": "Usage: /setaquifer <0-100>",
  "setaquifer-failed": "Failed to set aquifer rating. The current chunk may not be loaded.",
  "setaquifer-success": "Successfully set aquifer rating to {0}.",
  "getaquifer-description": "Retrieves the aquifer rating for the current chunk.",
  "getaquifer-not-found": "No aquifer data found for the current chunk.",
  "getaquifer-success": "Aquifer rating: {0}. Salty: {1}.",
  "cmd.setthirst.desc": "Sets the player's thirst level.",
  "cmd.setnutridef.desc": "Sets the player's nutrition deficit (hunger reduction) level.",
  "cmd.sethydlossdelay.desc": "Sets the player's hydration loss delay.",
  "cmd.getthirst.desc": "Gets the player's thirst level.",
  "cmd.getnutridef.desc": "Gets the player's nutrition deficit (hunger reduction) level.",
  "cmd.gethydlossdelay.desc": "Gets the player's hydration loss delay.",
  "cmd.playernotfound": "Player '{0}' not found.",
  "cmd.thirstnotfound": "Thirst behavior not found.",
  "cmd.thirstset": "Thirst set to {0} for player '{1}'.",
  "cmd.nutridefset": "Nutrition deficit set to {0} for player '{1}'.",
  "cmd.hydlossdelayset": "Hydration loss delay set to {0} for player '{1}'.",
  "cmd.getthirst": "Value for thirst is {0} for player '{1}'.",
  "cmd.getnutridef": "Nutrition deficit is {0} for player '{1}'.",
  "cmd.gethydlossdelay": "Hydration loss delay is {0} for player '{1}'.",
  "itemwearable-warmth": "Warmth",
  "itemwearable-cooling": "Cooling",
  "itemwearable-condition": "Condition",
  "itemwearable-maxcooling": "Max Cooling",
  "itemwearable-maxwarmth": "Max Warmth",
  "clothingcondition-good": "Good ({0}%)",
  "clothingcondition-worn": "Worn ({0}%)",
  "clothingcondition-heavilyworn": "Heavily Worn ({0}%)",
  "clothingcondition-tattered": "Tattered ({0}%)",
  "clothingcondition-heavilytattered": "Heavily Tattered ({0}%)",
  "clothingcondition-terrible": "Terrible ({0}%)",
  "blockcookedcontainer-hydration": "Hydration Per Serving: {0}",
  "blockcrock-hydration": "Hydration Per Serving: {0}",
  "blockmeal-hydration": "Hydration Per Serving: {0}",
  "hydrateordiedrate-whenEaten": "When eaten:",
  "hydrateordiedrate-whenDrunk": "When drunk:",
  "hydrateordiedrate-sat": "{0} sat",
  "hydrateordiedrate-hp": "{0} hp",
  "hydrateordiedrate-hyd": "{0} hyd",
  "characterextradialogs-hydration": "Hydration",
  "characterextradialogs-thirstrate": "Thirst Rate",
  "characterextradialogs-nutritiondeficit": "Nutrition Deficit",
  "characterextradialogs-currentcooling": "Current Cooling",
  "characterextradialogs-hydrationdelay": "Hydration Delay",
  "waterinteraction-handsfree": "You must have both hands free to drink.",
  "waterinteraction-fullhydration": "You are already fully hydrated!",
  "pickaxewellmode-digmode": "Dig Mode",
  "pickaxewellmode-digwellspring": "Dig Well Spring",
  "winch.springDetected": "Wellspring detected below:",
  "winch.noSpring": "No wellspring detected below winch.",
  "winch.waterType": "Water Type: {0}",
  "winch.outputRate": "Output Rate: {0:F1} L/day",
  "winch.retentionVolume": "Max Well Volume: {0} liters",
  "winch.totalShaftVolume": "Current Well Volume: {0} L",
  "game:ore-$aquifer$": "Aquifer"
}
 