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Vitalwane

A hardcore survival mod adding stamina, temperature, thirst, fatigue,sanity, and wound & infection systems.
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vitalwane-1.0.0.jar

File namevitalwane-1.0.0.jar
Uploader
Rpanda_AlexxRpanda_Alexx
Uploaded
Aug 28, 2026
Downloads
10
Size
66.0 KB
Mod Loaders
Forge
File ID
8751262
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:vitalwane-1670342:8751262")

Learn more about Curse Maven

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 separate thirstHpDamageAccum.
  • 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 fallsLivingFallEvent fired even when landing in water or on hay bales (no actual damage). Replaced with fall-damage detection in LivingDamageEvent, so fractures only trigger when real fall damage is dealt.
  • Fixed fatigue 99→100 flickerisJumping could flicker to true for single ticks on slopes/stairs, breaking rest state and draining fatigue from 100→99.99 then recovering to 100. Removed !isJumping from 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 consumptionStaminaSystem.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 isJumping never 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 returns CompoundTag
  • Added missing LazyOptional import in ModCapabilities
  • Added missing Items import in TemperatureSystem
  • Fixed InventoryScreen.renderEntityInInventory signature for official mappings (uses Quaternionf)
  • Fixed MobEffect.value() calls (official mappings return MobEffect directly)
  • Added missing VitalwaneConfig import in ForgeEventHandlers

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