vitalwane-1.0.0.jar
Curse Maven Snippet
What's new
VitalWane 1.0.0 — Bugfix Update
Critical Bug Fixes
Fixed death loop: wound blood loss interrupting medical casting Wound blood loss damage was triggering the cast-interruption logic, making it impossible to bandage yourself while bleeding — every 5 seconds the damage would cancel your cast. Added an isWoundDamageTick flag so mod-internal blood loss damage no longer interrupts treatment. Only external damage (mob attacks, falls, projectiles) still interrupts.
Fixed death loop: environmental damage interrupting medical casting The same issue affected freeze damage (cold) and starvation damage (dehydration). If you were wounded while freezing or severely dehydrated, the HP damage every 5 seconds kept canceling your medical casts. Added an isEnvironmentalDamageTick flag — environmental damage from the mod's own systems no longer interrupts casting.
Fixed shared HP damage accumulator causing 4x damage Both the Temperature and Thirst systems used the same hpDamageAccum field for their 5-second damage timers. When both severe cold (≤29°C) and severe dehydration (≤20 thirst) were active simultaneously, the accumulator was incremented twice per tick, reaching the threshold in 2.5 seconds instead of 5 — and both systems dealt damage at once. Result: 2 HP every 2.5 seconds instead of the intended 1 HP every 5 seconds each. Added a separate thirstHpDamageAccum so each system has its own independent timer.
Gameplay Fixes
Fixed vitals resetting after relog All player survival data (stamina, temperature, thirst, fatigue, wounds, fracture, infection, environmental timers) was stored only in memory and lost when the server stopped. Added NBT persistence via writeCustomDataToNbt / readCustomDataFromNbt mixins on PlayerEntity — vitals now save to the player data file and restore on rejoining. Death reset (configurable via deathResetAllVitals) still works as intended.
Fixed creative mode healing exploit Switching to creative mode reset all vitals to full, and switching back to survival kept them full — allowing players to fully heal by briefly toggling game mode. Added backup/restore logic: on entering creative, current vitals are backed up to NBT and then reset to full; on leaving creative, the backed-up values are restored exactly as they were. Time in creative now freezes vitals rather than healing them.
Performance Improvements
Reduced network sync frequency from 20/s to 4/s per player The server was sending a full vitals sync packet to every player every tick (20 packets/sec/player). Changed to sync every 5 ticks (4 packets/sec/player), reducing network traffic by 80% with no perceptible difference in UI responsiveness.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
This mod has no related projects

