Stamina and Endurance-1.0.3
Curse Maven Snippet
What's new
Stamina and Endurance 1.0.3
Version 1.0.3 is a stamina reliability, interoperability, and weight-balance update over 1.0.2.
## New Attributes and Integration API
- Added the synchronized `endurance_and_stamina:max_stamina` attribute for final stamina capacity.
- Added the synchronized `endurance_and_stamina:stamina_recovery` attribute as a recovery multiplier, with `1.0` as the neutral value.
- Commands, equipment, effects, datapacks, and addon mods can now modify stamina using standard Forge attributes.
- Existing saved base stamina is migrated into the new attribute model without resetting legitimate custom values.
- Attribute bases are preserved across player cloning and death instead of silently returning to registry defaults.
## Respawn and Recovery
- A player who dies now respawns at 0 stamina in the Broken state, representing the recovery period immediately after regaining consciousness.
- The configured Broken recovery delay is applied before stamina begins to return.
- Reconnecting, changing dimensions, and returning from the End are not treated as deaths and do not incorrectly reset stamina.
- Creative and spectator behavior remains unrestricted.
- Optional body-recovery integrations now fail softly and fall back to neutral values instead of stopping the entire stamina tick.
- Added finite-value sanitation so invalid third-party values cannot poison stamina or recovery with NaN or infinity.
## Fixed Permanent Stamina Drain
- Fixed stale sprint, swim, climb, flight, and ParCool action flags continuing to drain stamina while riding a vehicle.
- Self-propelled movement costs are now disabled while the player is a passenger.
- Boats charge rowing stamina only when the player is the controlling passenger and a paddle is actually active.
- Drifting, being pushed, and riding as a second passenger no longer count as rowing.
- Fixed external stamina snapshots surviving logout, clone, respawn, or dimension changes and repeatedly importing a full pool as new expenditure.
- External bridges now record both current and maximum values, rebuild their baseline when capacity changes, and re-read the actual value after writing instead of assuming another mod accepted the requested value.
- Lifecycle transitions now immediately synchronize corrected stamina state to the client.
## Committed Actions
- An action may begin only while the player has stamina above zero.
- Once a valid attack has been committed, it is allowed to complete even when its cost exceeds the remaining pool.
- An attack costing 30, 80, or even more stamina can therefore complete from 1 remaining stamina and will leave the player at exactly 0.
- This fixes attacks consuming stamina without playing, or the final pre-exhaustion attack being rejected after its cost was already reserved.
- Non-finite public API costs now fail closed instead of becoming free actions.
## Weapon and Armor Exertion Rebalance
- Added committed-action minimum costs to all melee weapon families. Localized low body damage or missing compatibility data can no longer make a real weapon effectively free to swing.
- Typical reference costs now distinguish daggers, rapiers, swords, spears, axes, scythes, heavy swords, heavy axes, and hammers instead of using one universal sword-like fallback.
- Unknown but clearly armed melee items receive a conservative fallback cost.
- Improved multiplayer handling for mob-dropped and late-synchronized weapons so they cannot bypass stamina costs while waiting for full item-stat data.
- Weapon mass and worn armor load are both included in attack, guard, movement, and recovery exertion.
- Default burst movement load scaling increased from `0.35` to `0.68`.
- Default recovery penalty per load increased from `0.18` to `0.30`.
- Default minimum recovery multiplier changed from `0.55` to `0.80`, keeping heavy equipment demanding without making recovery effectively stop.
- Attack load remains `0.20` and block/guard load remains `0.25` by default.
## Weapons of Miracles
- Added a general additional stamina factor for ordinary Weapons of Miracles melee attacks so their authored damage data no longer produces unusually cheap swings.
- Tormented Mind ordinary attacks use their dedicated heavy-weapon factor; staged charging is not multiplied in the same way.
- Tormented Mind's charged release keeps its fixed 80-stamina commitment and may complete from an underfunded but non-empty pool, leaving the user at 0.
- Ender Blaster loading, aiming, and ranged firing do not consume melee stamina.
- Antitheus wither-projectile actions do not consume melee stamina.
- Added curated equipment weight for Agony and Tormented Mind.
## Hunger, Saturation, and Thirst Compatibility
- Removed the old whole-`FoodData` snapshot and rollback approach, which could overwrite another mod's legitimate hunger, saturation, or exhaustion changes.
- Stamina recovery food cost now travels through the real exhaustion meter, consuming saturation before hunger as vanilla intends.
- Costs are released in controlled threshold-crossing installments instead of leaving exhaustion above 100% for multiple ticks.
- Added support for Saturation Plus' configured maximum exhaustion threshold.
- Added compatibility for Thirst Was Reclaimed's exhaustion-delta model.
- Added compatible display behavior for AppleSkin and AppleSkin: Unbound Saturation.
- Fixed quenched state or saturation appearing frozen, restored values being overwritten, and very large healing or recovery debt exploding the HUD percentage.
## Upgrade Notes
- Existing custom configuration values are preserved by migration; fresh configs receive the new defaults.
- Existing maximum-stamina data is migrated once into the new attribute source of truth.
- Remove the 1.0.2 JAR before installing 1.0.3.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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