2.1.0.0
Curse Maven Snippet
What's new
2.1.0.0
- The config is now a SERVER config and is synced to clients, so on dedicated servers the stamina bar and sprinting follow the server's values
- The config file is now
config/stamina-server.toml.saves/<world>/serverconfig/stamina-server.tomlcan be used as a per-world override - The old
stamina-common.tomlis no longer read: if you customized it, copy your values tostamina-server.tomlmanually
- The config file is now
- Stamina is now required on both client and server: clients without the mod can no longer join servers with it, and clients with the mod can no longer join servers without it (this fixes a crash when joining a server without Stamina)
- Requires InsaneLib 2.4.34.0 or newer
- Removed stamina consumption when mining ("Mine" config option, disabled by default) and the halved mining speed when stamina is locked
- Jumping no longer consumes stamina in creative and spectator mode, or when both sprinting and swimming are disabled
- Stamina consumed by jumping is now affected by the out of combat multiplier, like sprinting
- Fixed players attacking other players not being considered in combat
- Added "In combat time" config option (default 15 seconds) to set for how long after attacking or being hurt the player is considered in combat
- Fixed stamina not being locked when health dropped below the threshold while sprinting
- If max stamina is 0 (e.g. too much armor or Curse of Weariness), stamina is now locked instead of behaving erratically
- Fixed stamina regeneration draining stamina instead with very high armor (or a high "Reduction per armor point")
- Fixed stamina staying locked when full (e.g. after setting it with
/insanestamina set) - Config: "Unlock at health ratio" is now "Unlock at stamina ratio", as it's the stamina percentage that unlocks stamina, not health
- Mobs Properties Randomness: the
stamina:staminacondition (non flat) now uses the current max stamina, likestamina:setandstamina:add, instead of the max stamina at full health - Fixed the stamina overlay not shaking like the hearts at low health with odd max health, with "Bound to max health" enabled, or right after max health decreased
- Fixed a crash if Vigour or Curse of Weariness are removed by a datapack
- Fixed sprint/locked slowdown not being updated (and stamina not being synced) on ticks where stamina consumed or regenerated was 0 (e.g. set to 0 by config or by another mod through
StaminaEvent) - Fixed slowdowns staying applied if both sprinting and swimming are disabled while the server is running
/insanestamina set|regen|consumenow give feedback in chat and return the number of affected players- Fixed
/insanestamina getshowing the raw%.1fin Italian; the stamina is now shown with one decimal - Config: fixed and added missing descriptions
- "In combat" is now handled by InsaneLib's In Combat feature
StaminaEvent.Consumedis now also fired for jumps- Slowdown modifiers are now changed only when needed instead of every tick, so the server no longer sends an attributes update every tick for slowed down players
- The Bonus Stamina attribute is now only added to players instead of every entity
2.0.0.4
- Fixed the stamina overlay shaking differently from the hearts at low health after a few minutes of playing
2.0.0.3
- Fixed Vigour not being obtainable from the enchanting table, villagers and loot
2.0.0.2
- Server startup crash fix
2.0.0.1
- Fixed rune enchanting curse not being a curse
2.0.0.0
Port to 1.21.1 (NeoForge)
- Vigour enchantment is now data-driven
- Now increases max stamina by 20% per level instead of a flat amount
- Tinkers' Construct integration removed
- Added Curse of Weariness, a curse enchantment that reduces max stamina by 40% (opposite of Vigour)
- Like other curses, it's not obtainable from the enchanting table or villagers, only from loot and fishing
- Can't be on the same piece as Vigour
- If Rune Enchanting is installed, Vigour and Curse of Weariness are also available as chestplate runes
This mod has no additional files