vitalwane-1.0.0.jar
Curse Maven Snippet
What's new
VitalWane 1.0.0 — Forge Initial Release
First stable Forge 1.20.1 port. All systems fully functional and balance-aligned with the Fabric version.
Critical Bug Fixes
- Fixed shared HP damage accumulator — Temperature and Thirst systems both used the same
hpDamageAccum, causing 4x damage when both severe cold and dehydration were active (2 HP every 2.5s instead of 1 HP every 5s each). Added separatethirstHpDamageAccum. - Fixed blood loss accumulator bug — The accumulator was incremented once per untreated wound per tick, causing faster blood loss with multiple wounds and incorrect per-wound damage timing. Rewrote to accumulate once per tick and apply total blood loss from all wounds every 5 seconds.
- Fixed fractures from safe falls —
LivingFallEventfired even when landing in water or on hay bales (no actual damage). Replaced with fall-damage detection inLivingDamageEvent, so fractures only trigger when real fall damage is dealt. - Fixed fatigue 99→100 flicker —
isJumpingcould flicker to true for single ticks on slopes/stairs, breaking rest state and draining fatigue from 100→99.99 then recovering to 100. Removed!isJumpingfrom the resting check.
Gameplay Fixes
- Added creative mode handling — All systems now skip in creative mode with vitals reset to full. Added backup/restore on creative mode transition to prevent the creative healing exploit (vitals freeze at their pre-creative values when returning to survival).
- Added jump cancellation — Low stamina/thirst/fatigue/fracture now cancels jumping via velocity-zeroing in the player tick (Forge 47.x has no
LivingJumpEvent). - Added jump stamina consumption —
StaminaSystem.onJump()was never called. Added ground→air transition detection so jumping costs 8 stamina. - Added medical cooldown — 10-second cooldown between treatment items was missing entirely.
- Added damage interruption of casting — External damage (mob attacks, falls) now interrupts medical casting; mod-internal damage (blood loss, environmental) does not.
- Fixed
isJumpingnever set — Was always false, so jumping didn't interrupt casting or prevent recovery. - Fixed post-water double cooling — Post-water cooling applied while still submerged, causing double cooling. Added
!isUnderWater() && !isInWater()check. - Fixed wet state blocking temperature stabilization — Wet alone (no cold source) set
affected = true, preventing auto-stabilization back to 37°C. Removed the flag; wet now only amplifies existing cold loss. - Reduced infection onset — 60s → 30s to match Fabric balance.
Balance Changes (aligned with Fabric version)
- Thirst drain rate: 0.2x → 0.4x (was 2x too slow)
- Fatigue drain: 1 per 30s → 1 per 15s (was 2x too slow)
- Honey bottle stamina: +35 → +20
- Hot water bottle: +40 thirst → +25 thirst; temp bonus +2 → +1; duration 20s → 15s
- Leather armor cold resist: 0.3/piece (max 0.9) → 0.15/piece (max 0.6)
- Temperature debuff thresholds: cold severe ≤31→≤29, mild ≤34→≤33; heat severe ≥43→≥45, mild ≥40→≥42
Compilation Fixes (initial port)
PlayerSurvivalData.save()now returnsCompoundTag- Added missing
LazyOptionalimport inModCapabilities - Added missing
Itemsimport inTemperatureSystem - Fixed
InventoryScreen.renderEntityInInventorysignature for official mappings (usesQuaternionf) - Fixed
MobEffect.value()calls (official mappings returnMobEffectdirectly) - Added missing
VitalwaneConfigimport inForgeEventHandlers
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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