vitalwane-1.2.0.jar
Curse Maven Snippet
What's new
# Vitalwane — Changelog
## [1.2.0] — 2026-08-30
### ✨ Added
#### New Systems
- **Sanity System** — 0–100 mental health value. Drains in darkness, near hostile mobs, and at high altitudes (acrophobia). Recovers near light sources, villagers, settled biomes, and when wearing 3+ armor pieces. Eating cooked food restores sanity; raw food lowers it. Sleeping restores 25. Low sanity causes Nausea, Weakness, Slowness, and HP loss.
- **Sanity Hallucinations** — At sanity ≤ 40, fake hostile mob sounds (zombies, skeletons, spiders, endermen, witches) play at random positions 5–15 blocks away. At ≤ 20, random screen warping (Nausea). At ≤ 10, darkness flashes. Frequency increases as sanity drops.
#### Wound System Expansion
- **3 new wound types**: Burn (fire/lava), Poison (cave spiders), Bruise (guardians)
- **Body Part System** — wounds distributed across Head, Body, Arms, and Legs. Head/Body wounds cause extra Weakness; Arm wounds cause extra Mining Fatigue; Leg wounds cause extra Slowness
- **Wound Particles** — bleeding wounds drip particles; infected wounds emit green aura; visible to other players in multiplayer
- **Wound Pain Screen Distortion** — taking damage with untreated wounds triggers a brief Nausea effect (pain reaction), duration scales with wound count
#### New Items
- **Burn Ointment** — treats burn wounds (orange liquid bottle)
- **Antidote** — treats poison wounds (purple liquid bottle)
- **First Aid Kit** — completes ALL treatment steps on any wound at once
- **Energy Bar** — restores 20 stamina, 10 fatigue, 5 thirst
- **Canteen** — reusable water container
- **Thermometer** — displays current body temperature
#### Temperature Enhancements
- **Wind Chill** — cold loss ×1.3 at high altitude (y > 100) or while sprinting
- **Humidity System** — cold loss ×1.25 when wet or in swamp/jungle/mangrove biomes
- **Held Heat Sources** — holding torch, lantern, soul lantern, lava bucket, or campfire provides +0.5°C/10s
#### Combat & Gameplay
- **Shield Blocking Consumes Stamina** — 10 stamina/sec while blocking; shield forcibly lowered when stamina hits 0
- **Medical Cooldown** — 5-second cooldown after any medical item use (prevents spam-casting)
- **Creative Mode Protection** — all vitals set to full in creative; survival state backed up on entering creative and restored on leaving (prevents creative healing exploit)
- **Vitals Reset on Creative Enter** — stamina/thirst/fatigue/sanity → 100, temperature → 37, wounds cleared
#### UI & Quality of Life
- **Item Tooltips** — all 12 medical/utility items show usage instructions and treatment order on hover
- **Advancements** — 8 "Survival Expert" advancements from first bandage to true survivor
- **Bottle Color Tinting** — Burn Ointment (orange), Antidote (purple), Herbal Ointment (green), Disinfectant (pink), Hot Water Bottle (deep blue) all use vanilla potion bottle model with tinted liquid
#### Configuration
- **End of Days Style Config** — JSON config reorganized into categorized arrays (`vitalwane_double`, `vitalwane_int`, `vitalwane_boolean`, `vitalwane_list`) with `value`/`DefaultValue`/`key` entries per setting
### 🔧 Changed
- Temperature debuff thresholds aligned to spec: cold ≤ 31°C (strong) / ≤ 34°C (mild); heat ≥ 43°C (strong) / ≥ 40°C (mild)
- Leather armor cold resistance increased from 0.15 to 0.3 per piece
- Medical casting progress changed from int to float (prevents cast stalling at low cast speed multipliers)
- Stamina jump consumption: sprint-jumping now costs extra
- All custom debuff effects confirmed milk-proof (re-applied every tick)
- Debuff hard caps enforced: Slowness/Weakness/Mining Fatigue max III, Hunger max II
### 🐛 Fixed
- **Config crash on upgrade** — old flat-format config files caused NullPointerException when loading new array-format config; added null checks in `syncFromArrays()`
- **Medical items not consumed** — when `medicalCastSpeed != 1.0`, `completeCast()` stopped item use before `finishUsing()`, so items were never consumed; added consumption logic to `completeCast()`
- **Missing textures** — First Aid Kit and Energy Bar had no texture PNGs (purple-black checkerboard); created 16×16 pixel art textures
- **Forge bottle models** — Disinfectant, Herbal Ointment, and Hot Water Bottle referenced non-existent custom textures instead of vanilla potion + liquid overlay; fixed to match Fabric
- **Forge missing recipes** — Hot Water Bottle furnace and blast furnace recipes were missing in Forge version; copied from Fabric
- **Duplicate hallucination sound** — case 2 and case 3 both played spider ambient sound (spider sounds twice as likely); changed case 3 to zombie hurt sound
- **Forge `playSound` signature** — missing Player parameter and extra boolean argument caused compilation errors; fixed to match Forge API
- **`CAVE_SPIDER_AMBIENT` sound** — sound event does not exist in 1.20.1 mappings; replaced with spider ambient
- **Unused import** — removed unused `Vec3d` import from Fabric ClientEffectsHandler
- **Fatigue 99→100 flicker** — fatigue accumulation rounding caused value to bounce between 99 and 100; fixed accumulation logic
- **Stamina tool swing** — swinging tools/weapons now correctly consumes 3 stamina per swing (Mixin target fixed)
- **Infected wound treatment** — infected wounds now correctly clear after full treatment; infection state no longer reverts to untreated wound
- **Vitals reset on game restart** — NBT persistence verified for both Fabric (writeCustomDataToNbt Mixin) and Forge (Capability system)
### 📦 Supported Platforms
- Fabric 1.20.1 (requires Fabric API)
- Forge 1.20.1
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