Thirst

Thirst is a mechanic in Raft. It is one of multiple threats to the player.

Summary
Thirst is one of the mechanics in Raft that can result in player death. Over time, the Thirst gauge slowly depletes, causing the player to lose health points when it reaches zero. The gauge can be refilled by consuming certain Sustenance items. The player becomes thirsty at a fixed rate of 0.11 per second. This means that it takes 15 minutes and 9 seconds for the player to go from 100 to zero Thirst. However, the different Game Modes have different multipliers, where the above example is valid for Normal Mode only. When dehydrated, the player loses 0.75 health per second, which means it takes 2 minutes and 13 seconds to die from full health.

Below is a table describing how long it takes, for the player to go from a filled to empty Thirst Bar:

Craving
Raft uses a craving system, which means that the thirstier the player is the more effective a sustenance item will be when consumed. All Sustenance items are listed on the Wiki with Hunger and Thirst values. These values are the maximum potential of the specific item, however the actual amount replenished depends on the state of the player. At any given time, the player has a specific crave percentage, which is loosely indicated by the Thirst and Hunger bars on the HUD. The two bars act independently of each other. The crave percent is always a number between 0 and 1, with 0 meaning that the player is in dire need of Sustenance, whereas 1 means they feel full. If the value is close to 0 eating or drinking will be very effective, while being close to 1 will make eating or drinking less effective. However, this number acts as a curve, which effectively means that even though the player consumes an item when almost full the item will still have substantial effect.

The crave percent being a curve also means that the player cannot directly interpret the amount of craving from the Thirst or Hunger bars. A solid rule of thumb is that the closer to empty the more certain the player can be that eating or drinking an item will use the item most effectively.

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