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Details
Licensed ARR
Published 2 years ago
Updated yesterday
All versions
2.1.0.0
Release
2.1.0.05 days ago 134
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Required content
Any compatible version
Changes
2.1.0.0
- The config is now a SERVER config and is synced to clients, so on dedicated servers the stamina bar and sprinting follow the server's values
- The config file is now
config/stamina-server.toml.saves/<world>/serverconfig/stamina-server.tomlcan be used as a per-world override - The old
stamina-common.tomlis no longer read: if you customized it, copy your values tostamina-server.tomlmanually
- The config file is now
- Stamina is now required on both client and server: clients without the mod can no longer join servers with it, and clients with the mod can no longer join servers without it (this fixes a crash when joining a server without Stamina)
- Requires InsaneLib 2.4.34.0 or newer
- Removed stamina consumption when mining ("Mine" config option, disabled by default) and the halved mining speed when stamina is locked
- Jumping no longer consumes stamina in creative and spectator mode, or when both sprinting and swimming are disabled
- Stamina consumed by jumping is now affected by the out of combat multiplier, like sprinting
- Fixed players attacking other players not being considered in combat
- Added "In combat time" config option (default 15 seconds) to set for how long after attacking or being hurt the player is considered in combat
- Fixed stamina not being locked when health dropped below the threshold while sprinting
- If max stamina is 0 (e.g. too much armor or Curse of Weariness), stamina is now locked instead of behaving erratically
- Fixed stamina regeneration draining stamina instead with very high armor (or a high "Reduction per armor point")
- Fixed stamina staying locked when full (e.g. after setting it with
/insanestamina set) - Config: "Unlock at health ratio" is now "Unlock at stamina ratio", as it's the stamina percentage that unlocks stamina, not health
- Mobs Properties Randomness: the
stamina:staminacondition (non flat) now uses the current max stamina, likestamina:setandstamina:add, instead of the max stamina at full health - Fixed the stamina overlay not shaking like the hearts at low health with odd max health, with "Bound to max health" enabled, or right after max health decreased
- Fixed a crash if Vigour or Curse of Weariness are removed by a datapack
- Fixed sprint/locked slowdown not being updated (and stamina not being synced) on ticks where stamina consumed or regenerated was 0 (e.g. set to 0 by config or by another mod through
StaminaEvent) - Fixed slowdowns staying applied if both sprinting and swimming are disabled while the server is running
/insanestamina set|regen|consumenow give feedback in chat and return the number of affected players- Fixed
/insanestamina getshowing the raw%.1fin Italian; the stamina is now shown with one decimal - Config: fixed and added missing descriptions
- "In combat" is now handled by InsaneLib's In Combat feature
StaminaEvent.Consumedis now also fired for jumps- Slowdown modifiers are now changed only when needed instead of every tick, so the server no longer sends an attributes update every tick for slowed down players
- The Bonus Stamina attribute is now only added to players instead of every entity
2.0.0.4
- Fixed the stamina overlay shaking differently from the hearts at low health after a few minutes of playing
2.0.0.3
- Fixed Vigour not being obtainable from the enchanting table, villagers and loot
2.0.0.2
- Server startup crash fix
2.0.0.1
- Fixed rune enchanting curse not being a curse
2.0.0.0
Port to 1.21.1 (NeoForge)
- Vigour enchantment is now data-driven
- Now increases max stamina by 20% per level instead of a flat amount
- Tinkers' Construct integration removed
- Added Curse of Weariness, a curse enchantment that reduces max stamina by 40% (opposite of Vigour)
- Like other curses, it's not obtainable from the enchanting table or villagers, only from loot and fishing
- Can't be on the same piece as Vigour
- If Rune Enchanting is installed, Vigour and Curse of Weariness are also available as chestplate runes
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:SZjGtZJz:92KuIKB8"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:SZjGtZJz:92KuIKB8"
}

