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Vitalwane

A hardcore survival mod adding stamina, temperature, thirst, fatigue,sanity, and wound & infection systems.
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vitalwane-1.1.0.jar

File namevitalwane-1.0.0.jar
Uploader
Rpanda_AlexxRpanda_Alexx
Uploaded
Aug 29, 2026
Downloads
12
Size
84.4 KB
Mod Loaders
Forge
File ID
8757887
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:vitalwane-1670342:8757887")

Learn more about Curse Maven

What's new

Vitalwane v1.1.0 — Changelog

Date: 2026-08-29 Minecraft: 1.20.1 | Loaders: Fabric & Forge


Critical Fixes

[CRITICAL] Pierce Wounds Now Treatable

  • Problem: Arrow-inflicted pierce wounds could never be fully treated. The arrowPulled flag existed in code but was never set to true — no arrow-pulling mechanic was implemented.
  • Fix: Implemented 1-second arrow-pulling action. Using a Disinfectant on a pierce wound first pulls the arrow (no item consumed), then normal disinfection + bandaging follows.
  • Affects: Both Fabric & Forge

[CRITICAL] Blood Loss Damage Calculation Fixed (Fabric)

  • Problem: The blood loss accumulator ran inside the per-wound loop. With multiple bleeding wounds, the accumulator incremented once per wound per tick, causing damage at wrong intervals and only applying individual wound damage instead of the total.
  • Fix: Moved accumulator outside the loop. Now calculates total blood loss from ALL bleeding wounds and applies once per 5 seconds.
  • Affects: Fabric only (Forge was already correct)

Balance Fixes

Infection Onset Changed to 60 Seconds

  • Problem: Untreated wounds infected after 30 seconds (600 ticks), but the spec says 1 minute.
  • Fix: Changed to 1200 ticks (60 seconds), giving players more time to treat wounds before infection sets in.
  • Affects: Both Fabric & Forge

Fatigue Drain Rate Halved

  • Problem: Fatigue drained at 1 point per 15 seconds, twice as fast as the spec's 1 per 30 seconds.
  • Fix: Changed to 1 point per 30 seconds (1/600 per tick).
  • Affects: Both Fabric & Forge

Forge Medical Item Targeting Fixed

  • Problem: The Forge MedicalItem found the first untreated wound and applied any treatment to it, even if the wound already had that treatment (wasting items). It also didn't check if a splint was already applied.
  • Fix: Added findNextWoundNeeding() method. Each medical item now targets the first wound that actually needs that specific treatment.
  • Affects: Forge only

Gameplay Fixes

Forge Jump Stamina Consumption Fixed

  • Problem: When stamina was ≤20 (jump disabled), pressing jump still consumed 8 stamina even though the jump was cancelled.
  • Fix: Jump-disable check now runs before stamina consumption.
  • Affects: Forge only

Fabric Cooked Food Stamina Restore Fixed

  • Problem: Cooked food only restored +15 stamina if hunger was below 50% (10 drumsticks). The spec says any cooked food always restores +15 stamina.
  • Fix: Removed the hunger level condition — cooked food now always restores +15 stamina.
  • Affects: Fabric only

Infection Clearing No Longer Reverts Wounds

  • Problem: After infection cleared, fully-treated wounds reverted to an untreatable "untreated" state because the treated flag was never set and infectionTimer wasn't reset.
  • Fix: On infection clear, infectionTimer resets to 0 and treated is set to true for fully-treated wounds, stopping blood loss and allowing normal healing.
  • Affects: Both Fabric & Forge

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