vitalwane-1.0.0.jar
Curse Maven Snippet
What's new
VitalWane 1.0.0 — Initial Release
The first public release of VitalWane, a hardcore survival mod adding five interconnected vital systems to Minecraft.
Stamina System
- Max 100 stamina; walking (-1/s), sprinting/swimming (-4/s), jumping (-8), climbing (-3/s), tool/weapon swinging (-3) all consume stamina
- Recovery while standing still: +2/s at hunger ≥70, +1/s at 40–70, +0.5/s at 10–40, +0 below 10
- Wounds and low fatigue halve recovery speed
- Three debuff tiers: mild (slowness + weakness), severe (stronger slowness + weakness + mining fatigue), critical (all of the above + hunger, sprinting and jumping disabled)
- Taking damage subtracts 5–15 stamina scaled by damage
- Honey bottle restores +20 stamina; cooked food restores +15 stamina (only if hunger below 50%)
- Moving completely disables natural recovery; riding mounts/minecarts/boats consumes no movement stamina
- Empty-handed swinging does not consume stamina
Temperature System
- Range 27°C–47°C (default 37°C); auto-stabilizes toward 37°C at 1 point per 20s when unaffected
- Heat sources: sunlight (+1/20s), fire/lava/campfire (+1/10s), desert biome (+1/10s), Nether (+1/10s, stacks with lava)
- Cold sources: cold biomes (-1/10s), touching snow/ice/powder snow (extra -1/10s), water (-1/10s), post-water chill (30s), rain (40s wet state, ×1.2 cold loss)
- Enclosed spaces with a roof shield from sunlight heat and rain cold
- Armor insulation: Leather 0.15 cold resist/piece (max 0.6), Chainmail 0.1 cold resist/piece, Gold 0.2 heat insulation/piece
- Four debuff tiers: mild cold (≤33°C), severe cold (≤29°C, +1 HP/5s), mild heat (≥42°C), severe heat (≥45°C, +1 HP/5s)
- Hot water bottle grants +1°C warmth for 15 seconds
- Temperature changes run at 0.2x speed for balanced gameplay
Thirst System
- Max 100 thirst; consumption scales with temperature (-1.5/s hot, -0.5/s normal, -0.25/s cold)
- Moving doubles all thirst consumption; wounds/fracture/infection multiply by 1.4; overheat adds +50%
- Vanilla water bottles restore +30 thirst; hot water bottles +25; honey bottles +15
- Rain and underwater pause thirst consumption; standing still underwater recovers +0.2/s
- Three debuff tiers: mild (≤60, slowness + weakness), severe (≤40, stronger weakness + slowness), critical (≤20, stronger slowness + even stronger weakness + mining fatigue + 1 HP/5s, sprint/jump disabled)
- Thirst consumption runs at 0.4x speed for balanced gameplay
Fatigue System
- Max 100 fatigue; drains 1 point per 15 seconds
- Wounds and infection accelerate drain ×1.3; extreme temperatures and high altitude ×1.2
- Rest while standing still: +3/30s; crouching: +5/30s
- Three debuff tiers: mild (>40–60, weakness), severe (>20–40, stronger weakness + slowness + dimmed screen), critical (≤20, even stronger weakness + stronger slowness + mining fatigue + screen flickering, sprint/jump disabled)
Wound & Infection System
- Three wound types with continuous blood loss: Bite (1 HP/5s, spiders), Pierce (1.5 HP/5s, arrows), Hit (0.5 HP/5s, zombies)
- Untreated wounds infect after 30 seconds: slowness + weakness + mining fatigue + hunger, temperature rises to 38°C (+1/min, max 42°C), stamina and thirst drain ×2; infection lasts 2 minutes after full treatment
- Bone fractures from falls of 5+ blocks (50% base chance, +10% per extra block, max 100%): disables sprint/jump, -30% mining speed; treated with a splint (10s cast, fully heals after 120s)
- Four medical items: Bandage (3 Wool + 2 Paper + String), Herbal Ointment (Glass Bottle + Any Flower + Slimeball), Disinfectant (Glass Bottle + Sugar + Fermented Spider Eye), Splint (6 Sticks)
- Each wound requires a complete treatment procedure; medical casting (3–5s) is interrupted by movement, damage, jumping, or climbing
- 10-second cooldown after each treatment before starting the next
- Maximum 5 concurrent wounds to prevent instant death from stacking
User Interface
- Press V to open the vitals window (same size as vanilla inventory, does not pause game)
- Left side: 3D player model with colored wound circles (yellow = untreated, red = infected, grey = healing); hover shows wound type and required treatment items
- Right side: four vertical vital bars (Stamina, Temperature, Thirst, Fatigue) with icons, color gradients, and centered numeric values
- Environmental status display and active debuff list
- Config hint button for quick access to mod config
- HUD mini-bars in top-left for at-a-glance monitoring
- Fatigue screen dimming and flickering effects at low fatigue
Configuration
- JSON config file with independent toggle switches for all five systems
- Global difficulty multiplier (0.5x–2.0x) scaling all consumption and damage
- Core options: deathResetAllVitals (default true), disableMilkClearModEffects (default true)
- Adjustable medical casting speed, maximum wound limit, and environmental effect multiplier
Global Rules
- All custom debuff effects cannot be cleared by milk buckets
- Debuff effects stack with hard caps: Slowness/Weakness/MiningFatigue max level 3, Hunger max level 2
- All systems are interlocked: wounds, infection, fatigue, temperature, and dehydration mutually amplify consumption and debuff severity
- All vitals reset to full on death (configurable)
- Switching to Creative mode instantly restores all vitals and clears all wounds/fractures/infection
- All vitals reset to full on death (configurable)
Supported Versions
- Minecraft 1.20.1
- Fabric Loader 0.16.10+
- Fabric API 0.92.11+
- Java 17
- Needs Cloth_Config_API to access config in vitals window
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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