Mods / Vigor (Alpha)
Author: chrisunfocused
Side: Both
Created: Jul 6th at 11:21 AM
Last modified: Aug 26th at 7:01 AM
Downloads: 4829
Follow Unfollow 292
Latest release (for Vintage Story 1.21.0, potentially outdated):
vigor_0.5.0.zip
1-click install
About Vigor
This mod was created to add a layer of physical challenge and consequence to Vintage Story. Removing the ability to sprint and swim indefinitely adds challenge to combat, and encourages the use of rafts and boats for water traversal.
Vigor introduces a stamina system that is deeply integrated with the food you eat, making both physical exertion and a balanced diet critical components of your survival strategy.
Stamina System
A stamina bar is added to the HUD, which is consumed by the following actions:
- Sprinting
- Swimming
- Jumping
Running out of stamina will leave you Exhausted. While exhausted:
- Your movement speed is significantly reduced.
- You cannot sprint.
- If you are in the water, you will begin to drown.
Stamina regenerates after a short cooldown following any strenuous action.
However, if you push yourself to full exhaustion, you will face a longer recovery penalty before your stamina begins to return.
Stamina regeneerates slowly when walking on dry land, faster when idle, and faster still if you are sitting.
Nutrition Bonuses
Vigor ties directly into the vanilla nutrition system. Maintaining high levels in the five food groups provides significant, scaling bonuses to your stamina attributes. A balanced diet will make you more resilient and capable.
Note: "Recovery Threshold" refers to the percentage of stamina you must recover to before the Exhausted state is removed.
Configuration
Vigor is highly configurable. Nearly all values, from stamina costs to the potency of nutrition bonuses, can be adjusted in the ModConfig/vigor.json file to tailor the experience to your liking.
Mod Compatibility
Salty's Immersive Mining - Tools use stamina
Hydrate or Diedrate - Statbar positioning
Experimental
Vigor 0.3.0 adds experimental support for Stamina integration by other mods.
I have built a custom version of Verticality to iron out the API requirements. If you would like to test it out, please download the custom Verticality mod.
Release v0.3.1_vigor_experimental · cjohnsto-nz/Verticality
Future
- Make the player slowly sink when exhausted in water.
- Add stamina cost to other actions, like smithing and mining.
- Reduce/remove hunger cost from those actions, in favor of stamina costs.
- Add a hunger cost to recharging stamina.
This mod is in very early development!
My goal is to split this into two mods:
Vigor, which controls the sprinting, swimming, jumping costs, and the nutrition bonuses.
StaminaLib, which controls the UI rendering, state management, and intermod compaitibility. My goal is to provide a vanilla like standard stamina framework for all mods that use stamina to align on.
But I am just learning :)
Please let me know if you have any issues, or need changes for mod compatibility.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.5.0 | vigor | 2984 | Aug 26th at 7:01 AM | vigor_0.5.0.zip | 1-click install | ||
|
1.21.0 support | |||||||
| 0.4.2 | vigor | 726 | Aug 10th at 11:06 AM | vigor_0.4.2.zip | 1-click install | ||
|
Implemented a batching system for tree updates that limits updates to the tree to once per path per 0.1s interval. Should improve rubberbanding. | |||||||
| 0.4.1 | vigor | 57 | Aug 10th at 12:04 AM | vigor_0.4.1.zip | 1-click install | ||
|
Added Bloodshed style radial bar config options for Swiftthistle. No Bloodshed compatibility just yet. Need to coordinate with the dev :) | |||||||
| 0.4.0 | vigor | 84 | Aug 9th at 12:00 AM | vigor_0.4.0.zip | 1-click install | ||
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Prerelease. Added statbar visual interpolation. Added recharge delay bonus. All nutrition stats contribute up to 10% reduction in recharge delay penalties. | |||||||
| 0.3.3 | vigor | 424 | Jul 19th at 3:43 AM | vigor_0.3.3.zip | 1-click install | ||
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Fixed MaxStamina recalculation when existing players join a server after a config change berryland | |||||||
| 0.3.2 | vigor | 183 | Jul 13th at 4:56 AM | vigor_0.3.2.zip | 1-click install | ||
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Fixed behviour registration on dedicated servers. | |||||||
| 0.3.1 | vigor | 32 | Jul 13th at 2:01 AM | vigor_0.3.1.zip | 1-click install | ||
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Reduced sprint motion threshold to hopefully improve ryanberry's sprint detection issues. Moved it to a user configurable variable: SprintDetectionSpeedThreshold in vigor.json. | |||||||
| 0.3.0 | vigor | 122 | Jul 8th at 6:46 AM | vigor_0.3.0.zip | 1-click install | ||
|
Added support for external integration. | |||||||
| 0.2.1 | vigor | 53 | Jul 8th at 12:36 AM | vigor_0.2.1.zip | 1-click install | ||
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Fixed issue where the inventory bar was not clickable. | |||||||
| 0.2.0 | vigor | 67 | Jul 7th at 10:01 AM | vigor_0.2.0.zip | 1-click install | ||
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Added compatibility with Hydrate or Diedrate (move stamina bar up and out of the way) | |||||||
| 0.1.1 | vigor | 97 | Jul 6th at 11:47 AM | vigor_v0.1.1.zip | 1-click install | ||
|
Initial Version | |||||||
Tocs heyo, I love this idea; it's brilliant and would be especially useful to me since SleepNeed crashes my game lol. is there any way you could put your config files in the comment section for me or others to use? and if ya do, what timescale do you play on so we have a reference? thank you!
I vote that the default positioning for the stamina bar should be above health, since HoD's thirst bar is above food.
Loving the clean look of the mod! Very easy to configure too.
I've increased the max stamina and rest multipliers by a bunch to simulate whole-day tiredness. Right the regain speed uses real-time while the player is asleep vs world time which speeds up when in a bed. Is it possible to allow for the stamina recovery to go faster while sleeping? I'm not sure if referencing the world time like the Real Time Firepit mod is possible here, so maybe just a seperate multiplier while resting that can be set really high.
Greetings..
Debug is set to "false", but my server logs are filling up with endless.. this:
19.11.2025 14:38:54 [Event] [Vigor:API] Current API side: Server
19.11.2025 14:38:54 [Event] [Vigor:API] Consuming 15 stamina on server for player Vintagestory.API.Common.EntityPlayer
19.11.2025 14:38:54 [Event] [Vigor:API] Resetting fatigue timer for player Vintagestory.API.Common.EntityPlayer
19.11.2025 14:38:54 [Event] [Vigor:API] Stamina updated for player Vintagestory.API.Common.EntityPlayer, new value: 113.01773 (sync handled by batching system)
19.11.2025 14:38:54 [Event] [Vigor:API] ConsumeStamina returning true for player Vintagestory.API.Common.EntityPlayer
19.11.2025 14:38:56 [Event] [Vigor:API] ConsumeStamina called for player Vintagestory.API.Common.EntityPlayer, amount 15, ignoreFatigue False
19.11.2025 14:38:56 [Event] [Vigor:API] Current stamina: 122.469345, Max stamina: 201.44891, Amount requested: 15
19.11.2025 14:38:56 [Event] [Vigor:API] Current API side: Server
Can you turn off or remove the constant debug/API logging please?
Otherwise, the mod is working great, so far. Much needed feature! Some version of this should be part of the base game.
"Hydrate or Diedrate - Statbar positioning" photo on this page doesn't load.
Salty added compatibilty with Climb Mouintain.
This mod is super cool looking :o did you have any luck figuring out the memory leak issue?
Slikkelas
kinda, your mod is very interesting and gives more challenge to the game but also very hard to set up to be even somewhat similar to what I would want to see.
sleep bar in your mod is I think works on completely fixed rate, and energy drains even while standing still and doing nothing.
resting, sitting on ground does pretty much nothing I seen, after few min I seen I did regain some energy but it feels like it's not doing anything so not sure how that works exactly.
but yeah meanwhile in Project Zomboid there are also these two things as I said before, sleep and energy, sleep goes up passively and you reach full fatigue in about 22 hours meanwhile energy, stamina only drains when attacking, doing actions like jogging, running, picking up stuff while foraging like plants, also when you are over encumbered, happens when you carry too much items, it really only goes down if you are doing something, also energy constantly regenerates even if you are standing still or walking but not running, fatigue is meanwhile doubled while you actively regenerate stamina so you can get tired in even 10 hours or something and each stage of fatigue slowers the regeneration of stamina and makes you weaker, stamina makes you temporarily weaker too if it's getting low and you get completely exhausted and you can't even run when it's 0 but you can regain it while resting, if fatigue is too low, like 10% in PZ stamina doesn't regen but starts to drain passively so you get both fatigue and stamina debuffs at the same time.
also both fatigue and stamina don't affect hunger rate, your mod does but even when I disabled that I'm really not sure how to recreate PZ fatigue and stamina system with your config file there are too many variables to change so not really sure.
Rex87 You basically described SleepNeed. That one and Vigor goes well together, since Vigor is Stamina and SleepNeed is overall energy as you described.
Id confirm that in single player, it gets quite laggy as well. Very cool mod so far though!
interesting mod but definitely it could be improved or make the game also a bit harder.
could work like Project Zomboid stamina, where you have lots of stamina not just tiny amount that after few jumps is empty and regains in few sec but could be not like 150 but like 3000 stamina points or something and for example after getting lower than 75% of the total stamina bar could start giving you debuffs so no need to completely deplete it to feel its effects, slower movement speed, lower damage etc, so the stamina would go down while doing actions and you would have to rest for some time to regain it back so no walking or even standing would let you regain it fast but only actual resting like sitting or sleeping.
also I know the mod is about stamina but I think sleeping would be also cool, so to make the regeneration efficient you would have to sleep too, if too tired the stamina regeneration could stop completely etc forcing you to eventually sleep or die from lack of strength to some animals or drifters.
Really like this mod, but as other say - after some time (1-2 hours) server begins to lag. I am host and notice significant fps drops. I checked logs but didn't see anything suspicious. I will try to send them later. I also got crash yesterday (looks like related to hydrate mod) https://pastebin.com/gJqniQ9E
Misju
Can you share me some of the logs you're seeing? It shouldn't be logging much if debug mode is set to false, which it is by default.
You may find this mod helps with your spike/sync issues. It raises an update limit that ships natively with the game, that causes issues if you have multiple mods updating the same attribute tree.
Rubberbandaid - Vintage Story Mod DB
I don't recommend it on servers 1.21.0 - 1.21.4 (the versions I've tested). It lags the server by spamming the log with constant updates from players – the more players, the greater the lag. The spike you experience when using sprint may be caused by this mod. Check it out for yourself.
Diarko I totally agree with that. I would love to have a jog and sprint. Double tap sprint key or something.
I'll look at doing this next
Seeing as humans are the ultimate endurance runners, you should add a 3rd speed when it comes to movement. The base walk, a new jog speed, and then the sprint that consumes stamina.
Sidfu assuming you're talking about Salty's Immersive Mining, you'll need to configure that mod. There is no tool use stamina in Vigor natively.
fyi tool stamina use is far far FAR to high. use knife to harvest 1 grass and yoru out of stamina at start of game cant even cut down a 2 block tree. right now deleting the onfig to see if maybe i can fix. gonanhave to disabl the mod if cant configure the loss.
Adding attacking and blocking, with combat overhaul compat, would be amazing. I was looking at bloodshed as another option but really liked what this mod was doing more, just missing out on that combat related stamina.
Any chance for adding tool usage / weapon swing / bow pull stamina usage modifiers?
Really would love to rebalance combat to deal more damage but for cost of stamina 👉👈
rubber bandaid helped a lot, thanks.
I wanted to point out that sprinting while in 1-block-deep water (wading) does not consume stamina. Is this intended?
Its peak
chrisunfocused
I released a mod called rubber bandaid that might help your users that are having rubber banding issues, it patches the mark dirty call limit before a forced resync happens to whatever the user sets, I've been able to run a bunch of mods together like HoD, Vigor, Rustbound magic with no rubber banding at all with it installed.
Any chance to make it compatible with salty's parkour mods?
I'm running with very exagerated numbers for the config, so I'm somewhat tailoring it to a 'daily' vigor instead of being short term. But sleeping doesn't help recover vigor... although this isn't usually an issue in the main version of this mod, I would like to see recovery respect an excellerated time or detect when you're laying in bed. That would be fun to add. Also an option for how much stamina digging costs, I see the compat for Immersive Mining, but there isn't any way to change how exhausting they can be.
ty ty ty ty!
IgnisPolonia TheRealFlynn Vigor has been updated to support 1.21.0
RandolphTheG B0YAR I will try to take a look this weekend and see if I can recreate the sync issues.
Also, vigor.json should get automatically created here: \AppData\Roaming\VintagestoryData\ModConfig\vigor.json
Dear Autor, please update to stable version 1.21. THX!
i am big fan of Salty's mods but immersive mining made me burn through my first pickaxe way faster than vanilla so i uninstalled it. thanks for the recommendation though.
Can't wait for Vigor for 1.21!
can also note that i had server sync issues but i dont know this is Vigor's fault.
Love this mod but can also report sever sync issues on version 1.20.12.
also not a serious issue becuase the base config was great but after looking through config folder i was unable to locate a .json config file for Vigor.
B0YAR I'll take a look :)
TheRealFlynn Take a look at Salty's Immersive Mining! It has Vigor support for tool use. I was going to make an optional mod for this, but Salty has got it covered. I might still do something Vanilla focused.
Regarding CarryOn, I'll take a look at their code and reach out to the dev.
chrisunfocused
Game version: 1.20.12
Mode version: 0.4.2
Dedicated server - 4 players.
Cashe and config files are cleared.
Problem still present, huge impact on server peformance, but when we remove mod - all works fine.
Mod list:
stamina loss during activities like:
- digging?
- hoeing?
- chopping?
- cutting?
- CarryOn compatibility: stamina loss while carrying objects?
This mod kicks ass. Well done and thank you for enhancing my Vintage Story experience :)
GawdAwful IMO the Primitive Survival raft is insanely unbalanced in vanilla. It's just better than the normal raft in every way. With Vigor, it still lets you go further, but I left it consuming stamina as an attempt to balance it. It's an early game item, and shouldn't replace the actual raft and sailboat for long distance journeys.
B0YAR Can you confirm you're using 0.4.2? I had that report from another user and did a massive rewrite that they believe fixed that issue.
How long are you playing for, how many players, and what's the mod list?
chrisunfocused
This mod has a huge impact on the synchronization between players and the server. When playing for a long time, the mod increases latency and reduces server performance.
Don't suppose a compatibility patch would be in order for primitive survival? Particularly the raft?
chrisunfocused Thanks! Much appreciated.
Meecham Done! I was always planning to do this, but wanted to finalize things like the API first.
Just be aware there might be breaking changes yet to come.
Edit: Also, yes, happy for new features to be pr'd as long as they are configurable and align with the spirit of the mod.
Hi, this mod looks great! Thanks for your hard work on it. Will you be putting the source up on github at some point? I wanted to check if your mod does anything when a player is starving so I'm looking at the decompiled dll now but the source would make it a bit easier. Cheers.
edit: It looks like starvation doesn't affect anything in Vigor at the moment. Would you be open to some configurable % debuff to maxStamina and recoveryRate if the player is starving? I'd gladly add a PR for it (presumably to VigorNutrientBonuses.cs).
Kaschperle Wow! That's really great news. Thanks for letting me know :)
Yeah, there is a pretty small limit on the number of paths that can be marked dirty before forcing a resync. That MountCameraFix Mod will likely improve things if you start getting rubberbanding from high numbers of mods. It basically just raises the limit an order of magnitude.
chrisunfocused I can happily confirm that it work's flawlessly now! Also I think the main part is on big modpacks this happens we are using 200 mod's afterall and it actually plays really nice together! Thank you so much!
Kaschperle I just did a massive overhaul based on some feedback I got from the HoD devs. I'm hoping this improves the rubberbanding situation. I still can't reproduce it on my side, even on a low powered remote server. Please let me know.
Kaschperle I have reached out to the HoD devs :)
chrisunfocused basically you move forward and every 6 sec or 5 (don't know when it updates) it resync and sets you back and this makes it look stuttery as it's like rubberbanding. The same issue applied with hydrate diedrate. The only "stamina" check system which didn't have that issue per se was jaunt. But we did have to add this to it.
https://news.kalataka.ru/show/mod/25755
before installing this add on the horse would just stop walking at the resync (reason being as it works differently as you don't just hold the button to sprint) that's my thoughts. Afterall if in gamemode with both mods hydrate / stamina the rubberbanding is gone as there is no resync or check.
EDIT
Hydrate or diedrate fixed the rubberbanding issue. So if you really feel like it you could ask him how to deal with it.
Grimeald Do not fret! Any changes around UI reduction would be optional, disabled by default in config, and all existing functionality would be retained. I fully appreciate that some of the options I floated, especially anything relating to screen movement or fov changes, are accesibility issues. I was just thinking out loud.
Swiftthistle I actually used Bloodshed as a reference while learning how to make a mod! Just for you, I have added a Bloodshed style radial stamina option in the config in 0.4.1. It's not compatible with Bloodshed, so they will overlap if you use both.
I'll reach out to the dev and see if they'd be interested in collaborating. My goal was to provide a unified stamina framework, exactly for mods like Bloodshed, so they don't have to maintain their own.
I do like the idea. I wonder if instead of a "Red" stamina bar, you effectively go into spending your Max Stamina, or Tiredness. I was wondering about some way to force the player to sleep, so this could all work together.
Kaschperle There are just too many benefits to a server side mod, especially around cross mod compatibility. Making a client side only version would be a complete rebuild, and the methods exposed to detect things like jumping and swimming are different between the client and server. Just double checking, when you say rubber banding, are you just referring to the statbar/hud, or is it having an effect on your game world? I have never perceived it to affect the game, and the bar doesn't really affect gameplay. If it's having a gameplay impact, I'd definitely be interested to explore that more.
reposted, since comment broke on phone somehow :/ chrisunfocused. Can you please reconsider future update plans, as you mentioned them in response to someone below.
1. Head bobs can be vomit and vertigo inducing to some people. I had even to return games in past because of slight headbob that wasn't able to be turned off.
2. Listening to asthma breathing when running in games isn't exactly immersive and can pull out of experience.
3. Other visual cues (screen dimming, even on edges, similiar to filters used in some games) can lead to headache as well.
Could you please leave option in config to just use vigor bar as it can be used now? Great mod and it would be a shame to be forced out of playing with it :(
chrisunfocused Thank you!
I'd also like to see Bloodshed use your Stamina system, so all aspects are covered in one. Hopefully safwyl checks this mod out, and decides to work with you (he could even help you implement his stamina bar)
But yes, the Red stamina mechanic can be considered more situationally punishing, but I think the main thing it adds is depth. Another mechanic you can intertwine with this is that hunger and cold damage always drain 4 points of Red Stamina whenever they tick. On top of this, when you are freezing cold (body temperature below 94f) or your hunger is below 300 Saturation, Red Stamina simply can't recover at all. While if you eat a large meal (over 600 saturation), you instantly gain 10 Red Stamina back for each 100 Saturation the food grants. 1200 Saturation = 120 Red Stamina (at base 150 Yellow Stamina, that would be 40% of your 300 Red Stamina). Red Stamina can also recover at a rate of 2 points per second, and start within 5 seconds, when sitting (from 0 to 400 max Red Stamina, you would need to rest 3 minutes and 25 seconds)
Recovering Red Stamina drains a good amount of saturation. Yellow Stamina is free to regenerate. If your Red Stamina reaches 0, and your hunger/cold is too low, your character will have their speed reduced to 10% and begin to take additional damage on top of whatever damage is applying over time. (Worst cast scenario, you're freezing, drowning, starving, and out of Red Stamina... all at once). Sitting in this state will allow you to recover Red Stamina at a rate of 1 per second after 10 seconds, so you can at least walk desperately towards a fire, or food. But not if you're constantly freezing and starving to death; the damage would drain anything you have.
chrisunfocused that's what I thought as once you go godmode you don't use stamina / thirst anymore and as such the desync rubberbanding doesn't happen as it doesn't check if it's true. But still thank you for your hard work! Also wouldn't it be 90% of the cases to be a fully client side mod? That would fix that issue at least as on a private server no one is gonna change the config to cheat / skip stuff. On public tho that would be problematic.
Kaschperle The reason this happens is that entity behaviour systems, like Stamina or Hydration, are attached on the server side. The client gets updates, and has to update from there. There will always be a bit of latency.
This is important so that the server can act as a source of truth, determine what behaviour players are allowed to take, and assist with coordination between mods.
I tried to implement a client side renderer, but it was too difficult to keep the client in sync with the server. The registration of events like jumping and landing is inconsistenct at best on the server, and the methods available in the client API to detect these events are not the same as those in the server. It would also put a burden on third party mod developers looking to integrate with Vigor if they had to integrate with a client side API renderer as well as sending their updates to the server.
I have added an interpolating renderer to 0.4.0 to visually smooth the updates, and increased the server update rate to 100ms.
Swiftthistle Great ideas! I have added the Recovery Delay bonus. I set it to up to 50% reduction, pooled across all nutrition stats. To be honest, it's quite hard to notice. Once your nutrition becomes high, stamina management gets much easier anyway, so this just makes it feel that much easier.
I do like the idea of pushing through exhaustion having an additional penalty. I will think about how to implement that.
Lariannn I tested Natures Call with and without Hydrate and it worked fine with Vigor. I note that the natures call bar is overlaid by the Hydrate bar. I assume that's intended? If you're having another issue, more detail would be appreciated. Screenshots, modlist, etc :)
Darcy The effects with Hydrate already stack, and honestly that feels like enough. I can't really think what I would add to that.
Ultimately, I want to have replace the statbar with more subtle UI/UX indicators. Panting sounds, screen bobbing, maybe some edge effects. This would resolve issues with the feeling of rubberbanding, latency, mod compatibilty, and statbar positioning.
I like Tyron's ambition to remove on screen indicators. It will probably be one of the focuses for me for a 1.0 release.
it seems like this mod has the same rubberbanding issue as hydrate or diedrate
I love the mod so far. It makes running from wolves far more difficult than challenging them directly. Can you also add a final stat; Stamina Recovery Delay? Granted by all Food Groups as a territary stat, decreases the delay by 5% at maximum saturation for each food group (25% total). So if the delay is 4 seconds, it becomes 3 seconds.
Additionally, having the UI above the hunger bar makes it hard to see during gameplay, and you'll quickly lose track of it in any encounter. My own suggestion on this is a half-circle meter floating a little bit beneath the target reticle at around 50% opacity. When your stamina is running low, it can begin to flash yellow, like the health bar does when your health is low.
Finally, I think a hardcore mode would be a cool option (even though this mod is already hardcore). Essentially, you have two bars stacked upon each other; your yellow stamina, and a second bar of crimson stamina beneath it. Whenever you exhaust all of your yellow stamina, you begin to drain your red stamina. Your red stamina functions as a "maximum" amount of stamina your yellow stamina can have; if you exhaust ALL of your red stamina, your speed is reduced by 50% until you recover at least 40% of your Red Stamina. Red Stamina recovers after a 10 second delay (as long as it isn't interrupted), at 1 point per second. Red Stamina is twice your yellow stamina; if you have 200 yellow Stamina, you have 400 Red Stamina. Red Stamina drains at the same rate as Yellow Stamina when in use, but you have twice as much Red Stamina; so you can effectively perform 3x the actions as normal before being completely exhausted.
This would give a ton more depth to the mechanic, and also have those really intense moments where you have to decide to burn red stamina to kite, or stand and fight. You could also have damage taken reduce red stamina as well, at a rate of every 1 damage taken (after armor) = -4 Red Stamina
Not working at all. All other mods were loaded succesfully except this one, no error, nothing :(. Or maybe stamina bar is covered by Nature Call's bar...
With regards to HoD compatibility - I'm glad to see it mostly works from a UI standpoint! Do you have any plans to integrate hydration as a factor of stamina, or are HoD's hydration slowdowns adequate for that? Note that I haven't actually played with Vigor yet, I'm just researching it for the next iteration of my modpack. Thanks for the awesome mod!
Rivermoss
I can! The difficult is that the lung capacity bar appears over the health bar, but it's set to hide when full. I would have to find some way to either move that, or detect when it appears and compensate.
I'll give it a go.
wildejackson
I'll have a think! Really want to avoid adding any sort of text to the UI, but I might be able to think up some kind of indicator.
Could you possibly add an option in the config to toggle whether the stamina bar shows up over the health bar or the food bar? I play with Hydrate or Diedrate and I think it would look better to have the stamina bar over the health rather than stacked above the water and food bars
A feature that I think would both fit when you make the StaminaLib and would be very helpful is some way that player move speed is displayed on the stamina bar. Lots of things slow you down (thinking of hydrate mod but also armour, class stats, buffs from nutrition mods, terrain mods etc.) and it would be nice to have that feedback in real time since the character is going to be slowed down more often.
chrisunfocused wow, that's awesome! Thanks so much
Jeanphavko Stutter fixed in 0.3.3
berryland MaxStamina now recalculates on player join, which handles a config change on an existing server.
Frepo Love that idea! I am a stone path enjoyer. Will definitely look into this.
Thank you for making this mod.
May I share an issue I discovered on my system. I get considerable amount of stuttering when in gamemode survival, you can see here:
For us who love building trails and roads, please make some blocks easier on the feet, reducing stamina loss when moving on them.
The vanilla stone path (and perhaps all polished rock blocks/slabs) could reduce stamina loss by a moderate amount.
Then, it would be very nice if some sort of late game path block+slab+stair (using bricks and mortar) is added that greatly reduces the stamina loss.
metasynthie You're in luck! Release v0.3.1_vigor_experimental · cjohnsto-nz/Verticality
I used Verticality as a test mod for integration. Please try this fork out. When I'm happy with the integration strategy, I'll raise a PR and try to get this officially adopted.
Climbing uses quite a bit of stamina. Charge jumping does too, but it scales. Crawling uses none. I figured crawling is not really that tiring :D
Tasshroom33 Wow! My pleasure. All of my knowledge of the UI came from other mods like Hydrate, Jaunt, Bloodshed etc.
Getting the background and foreground aligned was a huge pain. I am still not convinced I'm doing it properly.
I will get the source code up for this soon.
berryland Great news! Glad to hear that helped!
I must admit I haven't actually spent much time mucking with those vars. Max stamina is adjusted by nutrition, which seems to be parameterizing correctly, so I'm not too sure what I might have done there.
I'll play with 250 tomorrow and see if I can't figure it out. I suspect I just forgot to use the config variable in one of the formulas.
Araewin I'll catch up with you this weekend. Very keen to reproduce that!
SaltyWater I'm still figuring out the best way to do an API.
There are three key parts.
1. Stamina Consumption. This is pretty easy to integrate
2. Penalty.
Eg. When you're exhausted, you... slow down, can't climb, can't dodge etc.
This is quite easy for mods because they implement their behaviour.
It's a bit harder for vanilla, because you have to override and disable actions that aren't documented in the API. Still wrapping my head around that.
3. Modifiers. Buffs/Debuffs.
Ideally, we want server side calculation of costs/drain. That's okay, but I am still finalizing a way to designate the category of a consumption, and apply custom modifiers.
Once I have all of that figured out, I'll post up a full API update.
In the meantime, I have an integration example here. Release v0.3.1_vigor_experimental · cjohnsto-nz/Verticality
Dodgemaster is probably a very simple integration as far as things go :)
Thanks for this mod, the .dll really helped me understand the vanilla hunger bar for my body fat mod!
chrisunfocused Ayyyy the slight reduction in sprint threshold worked like a charm. Now me and the boys can suffer with more punishing mechanics. Exquisite victory
A weird thing did happen tho - I went in the config and changed the MaxStamina value to 250. I thought that would change the max ceiling for stamina including all buffs from nutrition, but it seems like that was the base stamina? Anyways that part doesn't really matter, because the weird thing was, that made the stamina bar not fill up all the way. It would still properly regenerate, just the bar wouldn't fill up. It was something like 192/303 I believe (different for each player based on nutrition of course).
If I may humbly suggest another possible mod for integration, my next pick after Dodge Master would be Verticality, since both climbing and to a lesser extent crawling could use stamina costs! I'll suggest it on that page too.
chrisunfocused It's work perfectly now thanks a lot ^^ great work by the way ^^
chrisunfocused
Oh thanks <3 😊
Oh yeah sure!
I can send you the source code if you want!
or I can implement the stamina depletion directly in Dodge Master, I think that makes more sense!
Araewin 0.3.2 is released and should fix your issue.
I don't have anyone handy to test with me. Please let me know if it works as expected with multiple players 😊
chrisunfocused Perfect your awesome thanks ^^
Araewin I have replicated your issue on a cloud hosted development server. I will get this sorted and will let you know when it's ready for dedicated servers!
SaltyWater
Wow! Thanks! High praise coming from such a prolific member of the community.
Hopefully we can work together to integrate stamina costs into some of your mods sometime.
There has already been a request for Dodgemaster support from the community 😊
ryanberry Sorry for the delay!
The sprint detection is pretty simple.
where physicalSprintKeyHeldThisTick is just plr.ServerControls.Sprint as measured at the start of the tick.
I've confirmed that the sprint key detection natively works for both rebinds and toggle sprint as expected.
The likely issue is that motion threshold. I don't really have a good feel for how much speed 0.01 per tick is.
Either way, I've halved it to 0.05, and moved it to a variable that you should be able to change in the vigor.json config file:SprintDetectionSpeedThreshold
Damn nice mod!
Sprinting stamina works, but my character is too slow to trigger it, unless sprinting on a path (with movespeed bonus).
I hope this doesn't lead to a significant and annoying refactor or anything, but - there needs to be a way to detect when a player is sprinting, but is not meeting the "sprint speed threshold".
For example, I use the Butchering mod as well as Hydrate or Diedrate. In both of those mods, when you carry a certain item (dead animal of high weight, or lots of water) you will slow down universally. Walking AND sprinting get slower.
So even while sprinting while carrying a heavy load, stamina will not drain.
Also, just gonna yap a feature suggestion for a sec. I've been considering using StepUp Continued/Advanced, but I think it would make traversing rough terrain too easy (no jumping needed to scale slopes, therefore no additional stamina drain for "climbing")
If you could find a way to apply stamina drain (maybe half of the default jump stamina) for stepping up a block with the StepUp mods, that would be incredible! Jumping up like 1.3 meters constantly is unimmersive and annoying anyways lol
Still enjoy your mod majorly regardless. Do you have a ko-fi or similar?
chrisunfocused Ok thanks it's very appreciated ^^ yes i try on a dedicated server in multiplayer maybe it's the multiplayer part its not working reach me when you want ;)
ryanberry I'll give your settings a go! If I still struggle to reproduce the issue, I'll hit you up on dc this weekend :)
SerHause and Araewin I will try multiplayer and Xskills more this weekend. Would love to integrate with xskills, but I've never used it before.
Araewin, I have not encountered that issue. It is probably a stuff up on my end. Will do some digging. I might reach out to you this weekend
Thank you everyone for trying out the mod!
chrisunfocused Alt of berryland here again lmao. Here's my SprintMomentum config:
Also THANK YOU for this mod and being an awesome attentive dev. If you eventually would like any kind of logs I can provide, let me know and I gotchu. Can also DM on discord if you want some faster communication (ryanberry)
And SerHause I've been using this in multiplayer exclusively. It works for jumping, and sometimes works for sprinting. Either way it definitely loads in properly.
"EnableDebugLoggingComment": "Show extra log messages if you want to know more about what the mod is doing.",
"EnableDebugLogging": false,
"GetWalkSpeedMultiplierSeparator": "========== RUNNING SPEED SETTINGS ==========",
"ExtraSprintBoostComment": "How much extra speed you get when sprinting. Adjust to run faster or slower.",
"ExtraSprintBoost": 1.0,
"SprintRampUpRateComment": "How quickly the extra speed builds up when you start sprinting.",
"SprintRampUpRate": 0.5,
"SprintDecelerationRateComment": "How gently your speed falls when you stop sprinting.",
"SprintDecelerationRate": 0.6,
"NormalAccelerationRateComment": "How fast you speed up when walking normally.",
"NormalAccelerationRate": 3,
"NormalDecelerationRateComment": "How fast you slow down when you stop walking normally.",
"NormalDecelerationRate": 2,
"CalcMovementVectorsSeparator": "========== WALK VECTOR SMOOTHING SETTINGS ==========",
"MovementDecelerationRateComment": "How gradually your speed fades when no movement key is pressed.",
"MovementDecelerationRate": 0.5,
"CalcMovementVectorsSidewaysSeparator": "========== DIRECTIONAL SMOOTHING SETTINGS ==========",
"SidewaysSmoothingRateReversedComment": "When turning the wrong way, this controls how slowly your current momentum changes.",
"SidewaysSmoothingRateReversed": 1.5,
"SidewaysSmoothingRateNormalComment": "When turning gently, this controls how quickly your movement adjusts.",
"SidewaysSmoothingRateNormal": 4,
"SidewaysDecayRateComment": "How quickly sideways movement fades when no key is pressed.",
"SidewaysDecayRate": 3,
"AnimationMetaDataSeparator": "========== ANIMATION SETTINGS ==========",
"WalkEaseInSpeedComment": "How quickly the walk animation starts when you begin moving.",
"WalkEaseInSpeed": 3,
"WalkEaseOutSpeedComment": "How quickly the walk animation stops when you stop moving.",
"WalkEaseOutSpeed": 13,
"WalkWeightComment": "How strong the walk animation appears compared to others.",
"WalkWeight": 8,
"WalkBlendModeComment": "How the walk animation blends with other animations.",
"WalkBlendMode": 1,
"SprintEaseInSpeedComment": "How quickly the sprint animation starts when you begin sprinting.",
"SprintEaseInSpeed": 3,
"SprintEaseOutSpeedComment": "How quickly the sprint animation stops when you stop sprinting.",
"SprintEaseOutSpeed": 13,
"SprintWeightComment": "How strong the sprint animation appears compared to others.",
"SprintWeight": 8,
"SprintBlendModeComment": "This option lets you choose how the sprinting animation blends with others.",
"SprintBlendMode": 1,
"MonsterSeparator": "========== MOBS SETTINGS ==========",
"EnableMonsterSmoothingComment": "If true, monsters/animals get exponential speed smoothing, like players.",
"EnableMonsterSmoothing": true,
"CreatureExtraSprintBoostComment": "How much extra speed creatures get when sprinting.",
"CreatureExtraSprintBoost": 5,
"CreatureRampUpRateComment": "When creatures begin sprinting, how quickly they accelerate upward.",
"CreatureRampUpRate": 0.8,
"CreatureSprintDecelerationRateComment": "When creatures stop sprinting, how quickly they decelerate from sprint speed.",
"CreatureSprintDecelerationRate": 0.6,
"CreatureNormalAccelerationRateComment": "If a creature is walking normally, how quickly it speeds up.",
"CreatureNormalAccelerationRate": 2,
"CreatureNormalDecelerationRateComment": "If a creature stops walking, how quickly it slows down.",
"CreatureNormalDecelerationRate": 0.5,
"CreatureMovementDecelerationRateComment": "Movement deceleration for creatures when no input is pressed.",
"CreatureMovementDecelerationRate": 0.5,
"CreatureSidewaysSmoothingRateReversedComment": "If reversing direction, how slowly the creature\u0027s momentum changes.",
"CreatureSidewaysSmoothingRateReversed": 1.5,
"CreatureSidewaysSmoothingRateNormalComment": "If mostly same direction, how quickly the creature adjusts sideways.",
"CreatureSidewaysSmoothingRateNormal": 4,
"CreatureSidewaysDecayRateComment": "How fast the creature\u0027s sideways momentum decays if no input is pressed.",
"CreatureSidewaysDecayRate": 3
}
Has anyone tried this in Multiplayer? It's not working for me but I have other mods installed and cant remove them all to test.
I use XSkills maybe it's not working with that mod :S ?
@chrisunfcoused I am not using toggle sprint but I also tweaked the run config to be slower by a margin so its the speed as I also reduced global server speed settings.
berryland That's probably it! I'll see how I can work around that and I'll let you know.
I can't share my Momentum config right now, but will tomorrow. I can however say that I use toggle sprint on shift instead of the default key. I'm also running the walk speed in world config 1 step lower than default.
I have added experimental support for integration by other mods. If you use Verticality, and would like to test it out, please download this custom version: Release v0.3.1_vigor_experimental · cjohnsto-nz/Verticality
IgnisPolonia Thank you 😊
berryland Would you be able to share your momentum config? The sprint detection code basically just checks to see that you are A: Holding Sprint key. B: On the ground. C: Moving faster than 0.01.
I'll see if I can reproduce if you can share with me.
Araewin That looks really weird. Can you bring up the Debug menu with F8? Does the stamina system actually work? I have been having a really hard time getting the stat bar foreground and background to align. Maybe it's a GUI scale/aspect ratio setting that is causing the foreground to go missing.
Awersome! It Works! Crafting is full symbiosis by Vigor and Hydrate of course. Full thanks for autor again - well done!
chrisunfocused OH INTERESTING. I lowered the speed of sprinting from Salty's Momentum. By default, even on slow classes, it felt comically fast. And due to that, the game only registers the player as actually sprinting, when sprinting AND falling lmao. I noticed that sometimes I did drain stam after sprinting and not jumping, so I thought it was just inconsistent.
I guess I could up the sprint speed slightly, because it's like, right on the edge of not being flagged as sprinting. Do you think there's some way to workaround the issue otherwise?
If it works as an example, I'm playing with Momentum mod and I see the stamina getting decreased
Thats weird me i got that :
ryanberry and Kaschperle
I tested with Salty's Sprint & Momentum, and it seems to work fine for me at least.
Can you confirm what the issue you were having was specifically? F8 to open Debug menu. If Sprinting = True when sprinting, it should be working okay.
IgnisPolonia and Araewin
The issue with not being able to click on the inventory bar is fixed in 0.2.1!
PepperCat
Thanks for the kind words :)
I love playing on tiny islands, and I didn't really like that I could just swim forever to escape, so that was the main motive behind this.
Wrum
Maybe! That mod is closed source at the moment, so I would need to do a lot of debugging to see if there's something I can hook into.
Ideally I will split this mod out into a separate, vanilla style StaminaLib that other mod makers can hook into. Then Vigor can just take care of adding stamina costs for vanilla actions.
I'm going to try to do Sprint Momentum next. Will look at Salty's Dodgemaster after that!
Yesssss, any chance of integrating salty's dodgemaster into this so dodging costs stamina? I need more dark souls in my vintage story
I just logged in to say that mods that makes the character management more complicated are always my favourite type of mods so I'll be 100% using this! Love it! Thanks for the compat with Hydrate
great idea for a modification. this mechanic should be in the basic version! now you will have to strategically sneak up on the bear instead of running around the whole map aimlessly. I believe you will be able to fix the problem. we are waiting patiently
Perfect thanks a lot i love the idea of your mod keep up the great work and thanks for fast answer ^^
IgnisPolonia and Araewin
Thanks for the report! I'll have a look into this. I changed the way the HUD renders to match Hydrate, but maybe I did something wrong and it's interfering. Hope to have a fix up today. Thanks for your patience 🙏
ryanberry and Kaschperle
I will try to get Sprint Momentum working today too.
CherryRook
Combat, Smithing, Mining etc costing stamina are all part of the plan. Just need to get the basics ironed out first.
I checked it with and without Hydrate - dragging the mouse with the vigor mod doesn't work. With the Hydrate mod it works normally. So here's a big request to the author to try to fix it
Yes crafting not working and when you try to drag and drop from your toolbar we cant and me the bar is there but stay in gray color maybe because hydratation mod dont know
Alert. Crafting doesn't work. Im testing only this mod
Mr. 2nd account of @berryland here lmao. Can report that the new stamina bar placement works great! Thank you for this mod and for the quick fix.
I must however, also echo Kaschperle from earlier: the Sprint Momentum mod makes stamina not properly drain while sprinting.
If you could possibly look in to that, the immersion fiends out there would be very appreciative! In the mean time, I'm happy with jumping costing stamina lol
there is one major problem. with the Hydrate mod the inventory doesn't work. You can't craft anything. I've also tested it only with these two mods.
Thanks for making it compatable with other mods that add bars.
Very cool mod ! Would it be possible in the future to make it so using weapons takes stamina too ?
So a little testing with my modpack of mine It seems like it's not playing well with the modpack and 1 certain mod especially called sprint momentum! The stamina doesnt deplete when running at least when I tested it.
thank you I let you know if I find any bugs!
MRGOOSE I've added a quick demo video to the description :)
can we have a video of how this mod works?
Wahazar Stamina regenerates in a few seconds. It is designed to limit short term physical exertion like sprinting, swimming, jumping (climbing, smithing etc but those aren't implemented)
Tiredness is a cool idea though! We could have a max stamina/stamina recharge penalty depending on the number of hours since sleep? I really like that actually. I'll add it to the to do list.
Does sleeping regenerate stamina?
Option with high stamina capacity, which allow whole day of intense activity, but require sleeping to recover fully, would be avesome for servers - now everybody agree for sleeping ;)
IgnisPolonia berryland Kaschperle
Vigor 0.2.0 is compatible with Hydrate or Diedrate. Let me know if you have any issues :)
Great! Thank You!
I will try to make these compatible today! Will update you all once I've had a chance 🙂
yes those mods need to be compatible to not overlap each other! As both are important for the immersive lovers like us
Yep! for sure. Vigor is great idea mod, creates very realistic situation, but Hydrate is a legendary mod. Dear Autors @chrisunfocused please - listen to us!
Seconding interest in Hydrate or Diedrate compatibility. I would use Vigor right now on my server if the bars didn't overlap.
good idea! but please make compatibylity or Hydrate Diderate mod becouse HUD bar the same please in the game