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2.2.0+hotfix2
Compatibility
Changes
Hotfixes:
- Fixed incorrect version number.
- Fixed a major ParCool compatibility desync where stamina would regenerate instead of draining during continuous movement actions.
- Fixed stamina bar visual rubber-banding during ParCool actions by adding client-side prediction and proper server packets.
- Fixed negative stamina costs and regeneration delays not applying correctly for ParCool actions.
Heya! Here with v2.2.0, I realize that this mod is getting HUGE with a ton of features (I do wonder if its a bit much and if people are intimidated and/or confused about how any of the features work... [if that's a the case pls let me know and maybe provide a suggestion to make it easier]). Adding this new complex thing isn't exactly helping that issue either but nonetheless for the people that do know what they are doing, here you go!
Major
Mod Icon Update: Drawn by my good friend " Nihao² ", He has drawn a decent portion of the art and textures in this mod.
Consumable System Update: Updated the consumables configuration to allow food and drinks to apply temporary Attribute Modifiers upon consumption, should support modded attributes.
- You can now configure specific attribute targets, math operations (addition, multiply base, multiply total), amount, and buff duration in seconds. See format guide for more information.
- Supports chaining multiple attribute buffs or debuffs onto a single consumable item.
- Added full NBT tag support to target specific items with custom NBT data (e.g., targeting specific potion types like
minecraft:potion{Potion:"minecraft:water"}).
With this update, I also updated the tooltips system to include a buffs section and a few other configs that go with that. (for the buffs tooltip to show up, you have to add it to your pre-existing lists, or you reset to default by deleting lists.toml, it will show up in suggestion box).
- Configs:
colorCodeBuffs(default: true): Color code attribute buffs and debuffs (Green for positive, Red for negative).invertedTooltipAttributes: A list of attribute IDs where a negative/lower value being buff (colored green).labelAttribute(default: "Buff: "): Text shown before an Attribute Buff value.
There is also a display buffs button added to the inventory UI in the case that you would like to see the active buffs. The Active Buffs screen groups active effects by their attribute names, displays the item icon that applied it, and includes a scrollbar for when you have a ton of buffs active.
- Configs:
enableActiveBuffsHUD(default: true): Enable the Active Buffs button in the inventory.activeBuffsXOffset(default: -24): X position offset for the Active Buffs button.activeBuffsYOffset(default: 10): Y position offset for the Active Buffs button.activeBuffsButtonLabel(default: "⬆"): The text/icon displayed on the Active Buffs inventory button.activeBuffsShowIcons(default: true): Show item icons next to attribute names in the Active Buffs screen.
A player can hold up to 6 active effects simultaneously for a single attribute:
- Strongest Positive Add (Op 0)
- Strongest Positive Base Multiplier (Op 1)
- Strongest Positive Total Multiplier (Op 2)
- Strongest Negative Add (Op 0)
- Strongest Negative Base Multiplier (Op 1)
- Strongest Negative Total Multiplier (Op 2)
Example:
so a player could have +50 max stamina (op 0) and +100% max stamina (op 1) and + 200% max stamina (op 2)
op 0 and op 1 always get applied before op 2 so the way this would work is (with initial 100 max stamina)
Final value = [(base + op0 ) + (base * (1 + op1 ))] * (1 + op2 )
Final value = [(100 + 50) + (100 * 2)] * 3
Final value = 1050
Extra Max Stamina: Added a way to show extra max stamina (different from bonus stamina), this max stamina is added via attributes from skill trees (other mods) or consumable attribute modifiers.
- Configs:
extraStaminaBrightness(default: 4.5): Brightness multiplier for the extra stamina bar section.
Tooltip Studio: Added a new in-game GUI to more easily customize your tooltips.
- Accessible from the Client config menu via the "✎ Edit Tooltips" button. It is in the same section as the labels and tooltip list.
- Allows you to create, edit, and delete custom tooltip entries for stamina costs, weights, consumables, and buffs and gives you more customization for what you want it to display.
- Includes a live preview window, color selection, formatting guides, and an auto fill button to set up default values.
Numerical Stamina Readout: Added a new dynamic text readout (e.g., "100 / 100") to the stamina HUD.
- Configs:
showNumericalReadout(default: false): Draws a numerical text readout (e.g., 100 / 100) on the stamina HUD.numberXOffset(default: 0): Adjusts the horizontal (X-axis) position of the numerical readout.numberYOffset(default: 0): Adjusts the vertical (Y-axis) position of the numerical readout.numberScale(default: 1.0): Adjusts the size scale of the numerical readout.
Compatibility
Elenai Dodge 2: Added compatability with Elenai Dodge 2
- Configs:
elenaiDodgeGroundCost(default: 5): How much stamina a ground dodge costs.elenaiDodgeAirCost(default: 8): How much stamina a mid-air dodge costs.- Added a new
ELENAIDODGE2_COST_MULTIPLIERattribute to scale dodge stamina consumption (Forge only).
Shield Expansion: Applied the environmental and unblockable damage filters.
Minor
Enchantment Toggle: Added a new enableEnchants configuration option to the Core config (and the in-game Config Menu) to globally toggle Peak Stamina's custom enchantments.
LightweightandTirelesswill no longer generate in loot chests, villager trades, or the enchanting table.
- Any items that already possess the enchantments will have their
lightweightandtireless effectnullified.
- Any items that already possess the enchantments will have their
Strict Enchantment Targets: The application logic for Lightweight and Tireless is now more restrictive to prevent them from being applied to useless items.
- They are now strictly limited to standard gear: Tools (Pickaxes, Axes, Shovels, Hoes), Swords, Bows/Crossbows, Shields, and Tridents.
Lightweightis applicable to Armor,Tirelessis not applicable to armor.
Density Markings: Added density markings to the stamina bar (background when the stamina bar is empty, it will not show in filled sections of the bar).
Attributes Added:
peakstamina:use_cost_multiplier This is different from the peakstamina:use_item_cost_multiplier
peakstamina:tick_cost_multiplier
Important Notes:
I changed all attribute keys to be attribute.name.peakstamina instead of just attribute.peakstamina
Renamed attribute name peakstamina:stamina_action_recovery (is now peakstamina:stamina_action_recovery_multiplier)
Fixed attribute name peakstamina:block_cost_multiplier (is now peakstamina:shield_block_cost_multiplier)
Bugfixes
- Tooltips system will actually update the use cost and tick cost when attributes are applied.
- Weight system toggle actually works now (keep in mind that this only disables the weight penalty system, combat scaling and weight hud need to be turned off individually).
- Partially recoded the parcool compat, it should be more stable and effective at determining which action the player is doing.
- Fixed issue #12
- Players no longer lose stamina for holding a shield when taking damage.
- Blocking against cacti, magma blocks, poison, and environmental fire no longer consumes stamina.
- Added checks for
BYPASSES_SHIELDandBYPASSES_ARMORdamage tags to automatically ignore unblockable damage sources during stamina calculations.
- Added checks for
Future Updates
Since the mod has gotten this far I believe I should talk a little bit about what's coming next.
v2.2.1 Will have buttons next to the config values that will reset the lists, values, and etc. back to the default value.
v2.2.2 Will likely be an update to some experimental systems like the still barebones define your own stamina rules.
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:ntZfcsjr:lEgjAquy"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:ntZfcsjr:lEgjAquy"
}

