Vitality [ALPHA]
Survival is no longer a given. It's a science.
[WARNING: This mod is in an ALPHA development stage. Mechanics are functional, but bugs are expected, many features are incomplete, and the UI is not final. Much of the information is displayed via a temporary debug interface. Please install at your own risk!]
Overview
Tired of modpacks that feel like a disconnected collection of mods? Vitality is the answer. It's not just another survival mod; it's an immersive simulation platform designed from the ground up to be the most complex, configurable, and dynamic possible. Our philosophy is to create deep, stable systems, including a detailed error code system that pinpoints the exact cause of issues, making support easier for players and modpack creators.
Modular Architecture
Vitality is built upon a robust API core, with each major mechanic operating as an independent module that can be enabled or disabled in the config menu. This allows you to customize your survival experience to the extreme.
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Current Modules (v0.1.0 Alpha)
Module 1: Temperature System
A detailed simulation of your character's thermoregulation, seeking homeostasis against the forces of the environment.
Dynamic Environment: Temperature is calculated in real-time, influenced by biome, day/night cycle, weather, and altitude.
Shelter System: Seek refuge in caves, buildings, or under trees to shield yourself from extreme weather.
Water Physics: Diving into oceans will cool you down, with the danger increasing with depth.
Insulation vs. Conductivity: Armor choice is now tactical. Leather insulates you from the cold, while metal exposes you further to extreme climates.
Local Heat/Cold Sources: The environment reacts to you. Campfires and lava emit heat, while snow and ice emit cold.
Real Consequences: Suffer from progressive effects of Hypothermia, Hyperthermia, and Sunstroke.
Module 2: Thirst System
A complete hydration mechanic with thirst level and saturation.
Realistic Drain: Your thirst is affected by physical exertion and ambient temperature.
Water Cycle: Craft clay bowls and flasks, collect dirty water, and purify it on a campfire.
Risk vs. Reward: Drinking dirty water can dehydrate you faster. Reaching zero thirst will cause damage.
Multi-Use Items: Flasks will allow you to drink in "sips." (Note: this specific mechanic is disabled in the current Alpha version for review).
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Future Plans (Roadmap)
Vitality is a living project. The next steps include:
Future Modules: Systems for Stamina/Vigor, Sleep, Oxygen, and much more.
Ambience: A companion mod to bring an unprecedented environmental simulation (wind, rain physics, seasons, etc.).
API for the Community: Release of a public API for developers to create their own modules. (Note: The API for external modules is planned but disabled in the Alpha version).
Cross-Version Compatibility: A Planned Revolution
The architecture of Vitality is being designed with an unprecedented vision for the future. The ultimate goal is to create an API so robust that it allows for a fluid transition between different Minecraft versions and even different mod loaders (Forge, Fabric, NeoForge). (Note: this is a long-term plan; the current focus is 100% on Forge 1.20.1).
Language Support: The current Alpha version supports English and Portuguese (PT-BR). More languages will be added in the future.
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Your Feedback is the Fuel!
This project is driven by passion and community feedback. Found a bug or have a suggestion? Get involved! Your voice is essential to the future of `Vitality`.
* 💬 Discord: Join the ValkireCraft Community to chat, share ideas, and get the latest news.
* 🐞 Bug Reports: For technical problems, please report them on our GitHub Issues page.