Tags
Creators
Details
2.2.1
Compatibility
Changes
Semi Major
Config Migration: Added config migration so you can automatically (with the click of a button) update your configs to the newest version while keeping your current configs.
- Added an internal version for the configs, this will let you know to migrate the configs to the newer version (also the notification).
Config Reset Button: Added a "Reset to Default" button next to the configuration options in the in-game Config.
- You can now revert specific values, lists, and booleans back to their original defaults without needing to delete or wipe your
.tomlfiles.
Compatibility
Dual Wielding: Added compat for the Dual Wielding mod.
Note: The compat for offhand combat will ONLY work for people using the dual wielding mod. If you want offhand combat to work properly then I suggest using this mod as other offhand combat mods will be a lower priority. Link to mod below:
https://www.curseforge.com/minecraft/mc-mods/dual-wielding
Minor
New Config: Enable Stamina HUD(Default: true): If false, the main stamina bar/icon overlay will be completely hidden.
Updated Swimming: The swimming mechanics have been overhauled. The swimming cost is now split between treading and sprint swimming (you can no longer regen stamina by just not sprint swimming in water).
- Actively staying afloat in deep water (without touching the bottom) now slowly drains stamina. Running out of stamina in the water will now cause you to sink downwards, you can still swim up although at a heavily reduced speed. Submerged players with zero stamina will lose their oxygen supply significantly faster.
- Configs:
treadingWaterDrain(default: 0.015): Stamina drained per tick just for staying afloat.sinkInWaterWhenExhausted(default: true): If true, players will sink when out of stamina.exhaustedWaterGravity(default: -0.005): How strong the downward pull is when exhausted in water (negative value).exhaustedAirDrain(default: 1.0): Extra air lost per second when out of stamina underwater.
Missed Attacks: You can now toggle missed attack stamina drain so it only applies when you are holding a melee weapon or tool.
- Configs:
missedAttackRequiresWeapon(default: false): If true, missed attacks only drain stamina if holding a weapon or tool (Swords, Pickaxes, etc).
Reworked Tooltips: After looking at the tooltips (aside from the messed up defaults since I forgot to update it from the tooltip studio update) it is very obtuse and confusing to a player that has not read the configs. In response to that I have done the following:
- Fixed the default tooltips and added reset to default button and reset all tooltips to default button.
- Made the tooltips use display names instead of the keys (ex: instead of 'ALL' it is now 'All Penalties' and 'FATIGUE' is now 'Fatigue Penalty').
- This applies to the tooltip studio too.
- This applies to the tooltip studio too.
- Added additional information for each section, for the cures it now says -X amount and added new sections such as 'Poison Penalty: +X' and 'Penalty Resistance: +X% (Xs)'
Bug Fixes
- Fixed the
recoveryRestMultconfig not actually working. (Stamina recovery was not being multiplied by it). - Fixed the default tooltips (I forgot to update them after tooltip studio got introduced so they were all broken lmao).
- Fixed in-game config menus (tooltip studio, icon studio, and general configs) not displaying properly with different GUI scales.
- Fixed in-game config section descriptions clipping through other elements or going offscreen when GUI scales isn't 3.
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:sZXsZ8xJ"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:ntZfcsjr:sZXsZ8xJ"
}

