Sweltering is an effect that acts like a timer, warning, and barrier to scorching which causes detrimental effects. In other words, while under the specified conditions, the player will always be either affected by sweltering, scorching, or gale barrier.
Specific biomes and coordinates in which sweltering and scorching will be permanently applied can be configured.
If the player moves from a biome or coordinate that causes sweltering/scorching these effects to another biome or coordinate that also causes effects, their timer will remain. The timer will reset and disappear when entering a biome or coordinate that doesn't cause effects: If moving from the nether with 57 seconds left of sweltering to a biome that causes sweltering II, the timer will remain and continue at 57 seconds.
The sweltering effects can be "filled up” or recharged while in the biome by external means: drinking a potion that gives sweltering for 3 minutes while having 10 seconds left will set the timer to 3 minutes. As long as the player is sweltering, nothing will happen. When sweltering reaches 0, they will be affected by the corresponding level of Scorching.
Gale Barrier: For each level of this effect, it stops the timer for the corresponding level of Sweltering (it doesn’t help with Scorching unless the player recharges the timer above 0).
Sweltering I: When the potion timer reaches 0, the effect will be replaced by Scorching I, and the player will lose one max health down to a minimum of 10 health (5 hearts) each second. Two maximum health points can be regained by drinking the specified items (default: water bottle). All max health can be regained quickly and scorching removed by exiting the specified biome/coordinates or by increasing the sweltering effect again.
Sweltering II: When the potion timer reaches 0, the effect will be replaced by Scorching II, and the player will lose two max health down to a minimum of 10 health (5 hearts) each second. If at 10 max health (after reaching the minimum), the player will continue to receive fire damage for 1 health each second until they die, get rid of the effect by recharging sweltering II, or exit the biome/coordinates.
Sweltering III: is the same as above, except it requires the corresponding effect of Gale Barrier/Sweltering to prevent Scorching III.