Mods / SleepNeed
Author: Slikkelas
Side: Both
Created: Aug 17th at 2:55 PM
Last modified: 2 hours ago
Downloads: 2928
Follow Unfollow 287
Recommended download (for Vintage Story 1.21.0 and 1.21.5):
SleepNeed_3.0.2.zip
1-click install
When i first started playing this game, the following questions quickly came to me:
Why is there no penalty for staying up all night?
Why even upgrade your bed for longer sleep hours, if there is only a downside for doing so?
Why am i taking instantly damage when satiety is 0, when it only takes so little time reaching that state?
Therefore i made this mod aiming to implement an enhanced survival experience complimenting the already in-depth survival aspect of the game.
Beware!!
This will absolutely change the way you used to play, so be prepared to learn how to manage the new system because your piorities will deffinetly shift around. And be prepared to be role-playing your story. Things will absolutely slow down, since you now need to sleep.
The Primitive Sleeping Spot
This is an on-demand way to get rest without having a bed or shelter.
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How to Build: You can now build a fully functional sleeping spot anywhere without using any resources.
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- To activate it, the player must be Sitting down, holding the Sneak-Button, and holding the Left Mouse Button while aiming at the same block for 5 seconds.
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Sleep Duration: It provides 4.5 hours of sleep.
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Destruction: It self-destroys after you wake up or move away from it more than 20 blocks.
- Guide: Crafting instructions are added to the handbook.
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Relaxing (Sitting Down):
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New Rule: Sitting down now prevents block breaking.
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This means you can no longer sit down and mine blocks to mitigate the energy cost. (There is a config option to turn this off if you want to).
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Energy Cap: You will not gain energy from sitting/relaxing if your energy level is above 75%.
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Sleepiness Relief: If your sleepiness is high (above 70%), relaxing by sitting down will now reduce that sleepiness in relation to the energy gained.
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Making it a viable management tool if you are caught out at night while "not tired enough to sleep".
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CRITICAL WARNING: If your sleepiness is "overloaded," you will gain almost no energy from relaxing.
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At this point, you must save your remaining energy to find a real place to sleep.
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Wellness Spa Bonus: You gain a boost to energy gained from relaxing by sitting when you are in water while being indoors, or when the outside temperature is above 20°C.
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(The boost is adjustable in the config "WaterSpaRelaxingSpeedModifier").
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Invigoration Requirement: You can only gain Invigoration from the Wellness Spa relaxing if your Energy is above 50% and your Sleepiness is below 50%.
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A full night's sleep remains the best way to get it.
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Low Energy Aid:
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When your energy is under 30%, walking consumes less and less energy the lower your energy gets.
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This is a safety measure to give you a better chance of getting back home.
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- Sitting Work Bonus: If your energy rate is elevated, performing only light tasks (using hands or light tools like a knife or shears) while sitting down will significantly reduce the energy cost for that work type.
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Climate:
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Water Counters Heat: Standing in water while in a hot climate will counter the energy rate increase from the hot weather.
- Sprinting/Jumping Counters Cold: Sprinting or jumping increases the body temperature.
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- Real-Time Config Settings:
- Tweaking config values are now possible during game-play.
- Adjust values in sleepneed.json, save the file, go into game and enter command /sleepneedreload and the new config will sync to server.
- Perfect for admins tweaking values.
New HUD Bars
| Mechanic: | HUD Color | Function | Distinction from Vanilla |
| Energy | Green | Represents capacity for physical labor. Drains from actions. Running out = Death (only when starving). | Governs long-term physical exertion. |
| Sleepiness | Purple | Represents the mental need for sleep. Fills up throughout the day. | Different from Tiredness; governs mental fatigue. |
| Invigoration | (Character page) | Represents vitality and feeling "refreshed." Hard to gain, easy to lose. | Contributes to Overall Health and boosts all positive stats. |
Core Mechanics
| Mechanic: | Details |
| Energy Drain | Drained by movement (walks drain very little, sprints/jumps a lot), tool use (axe > knife), and taking damage. |
| Energy Rate Increase |
The rate at which Energy drains increases ALOT when: - Body Temperature is outside the optimal range (37°C–37.8°C) and outside temperature is above 37C. - Satiety is below 30%. - Sleepiness is in the overloaded state. If it's HOT, standing in water removes the debuff to energy rate. If it's COLD, sprinting or jumping raises the body temperature. |
| Energy Regen (Sitting) |
Sitting slowly regenerates Energy, but the amount is limited by: High Sleepiness, current Energy level and if you are in water while it's hot or while inside. (Regen is strong when energy is below 40%, mild until 60% and weak from 60% to 75%. You can't regen more than 75%). |
| Sleepiness Overload | Sleepiness can fill past 100% (shown as a color change/refill), leading to penalties: Increased Energy drain rate and worsened Ranged Weapon Accuracy. |
| Sleepiness Control | Energy, Sleepiness (low is good), and Overall Health determine the rate of Sleepiness increase. Taking damage or using healing remedies increases Tiredness, allowing the player to sleep when injured. |
| Tiredness | Functions as vanilla: determines when the player can physically fall asleep. |
Starvation, Famine, and Death
| Status: | Effect |
| Hunger (Low Satiety) | Increasing Energy usage. |
| Starving | When Satiety is completely drained, the body uses up stored Nutrition Values (Protein, Fruit, Grain, etc.). Invigoration is aggressively penalized. |
| Famine/Death | Death occurs ONLY when all 5 Nutrition Values are at 0, satiety is at 0 AND the Energy bar reaches 0%. The player does not die from hunger/starving directly. |
| Health Penalty | Low Satiety/Starving severely increases the Energy drain rate and reduces Energy gain from sleeping. |
Invigoration and Overall Health
| Feature: | Details |
| Invigoration Gain |
If the player is sitting in water, while being inside or if outside temperature is above 20C, invigoration is gained slowly when regenerating energy while Energy is above 50% and Sleepiness is sufficiently low (< 50%). Cannot be gained while starving or when Overall Health is poor. |
| Invigoration Loss | Drains drastically (full to zero) when Energy drops below 30%. Also penalized by starvation. |
| Overall Health | Calculated as a ratio of Invigoration, Nutrition level (all 5 types), and Current Health. |
| Overall Health Benefits | Improves Healing Effectiveness, provides Extra Health Points, and increases Lung Capacity. |
Sleep Regeneration
| Status: | Effect on Sleep |
| Sleep Efficiency | Governed by Overall Health, Satiety and Energy Levels. |
| Energy Regen | Dependent on Sleepiness (lower = better) and Satiety. A "boost" to stats is applied if Energy is above 70%. |
| Satiety Penalty | If Satiety is below 20%, Sleepiness cannot be fully eliminated (cannot reach the "Refreshed" threshold). |
| Invigoration Boost | If Sleepiness is completely eliminated during a sleep session, the player gains a regeneration boost for the remaining sleep, which significantly increases Invigoration if Energy is also near full. |
Stat Penalties/Bonuses (Thresholds)
If Energy is above 70% (Energized) or below 30% (Exhausted), the player experiences changes in:
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Tool mining speed, Jump height, Walk speed
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Hunger rate, Ranged weapon speed/damage, Melee weapon damage
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Armor's effect on walk speed, Bow drawing strength, Animal harvest/butcher time.
Note: All positive stat changes are further boosted if the player is Refreshed (Sleepiness is below a config threshold).
Description
(Can also be found in the handbook in-game)
Summary: During the day you get sleepy and the actions you make cost you energy. That means you now need to sleep to gain your energy back and feel rested. If you neglect your sleep and stay up all night, it will have consequences.
Good to know:
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Hunger won't kill you directly: You can only die if hunger, nutrition and energy is at 0.
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Sitting down prevents the player from breaking blocks.
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If energy is low, you will have a significantly lower jump height. (Less than 1 block in height)
Overall health: Your overall health is consisting of how much invigoration, nutrition and current health you have. Overall health by itself, unrelated to sleepiness and energy, gives the following:
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Increased lung capacity.
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Extra health points.
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Increased healing effectiveness. It is a mean ratio of your invigoration level and your nutrition level multiplied with your current health ratio. This means that the most optimal health profile is full invigoration, full fruit, vegetable, grain, protein and dairy and full health.
Sleepiness: The purple HUD bar. Sleepiness fills opposite of the energy bar. This is because low sleepiness is a good thing, so when sleepiness goes up, it goes in the same direction as when energy goes down. Sleepiness can fill more than the bar shows, this is the overloaded state and is shown as another color filling up the sleepiness bar all over again. It will punish the player with increased energy rate and worsened ranged weapon accuracy the higher it goes. Sleepiness goes up about the same rate as tiredness, and tiredness determines when the player can sleep just like how it has always been. Your current sleepiness level, your energy level and your overall health determines how fast you gain sleepiness. A good amount of energy, a low amount of sleepiness and a good overall health will slow down the sleepiness increase per hour. If energy is getting low, naturally the sleepiness will increase faster.
Using healing remedies like poultice, will increase sleepiness and tiredness, so you can go to sleep when returning home injured and have patched up the wounds.
It is possible to reduce sleepiness a little when gaining energy from relaxing by sitting.
Energy: The green HUD bar. Energy should in theory never be lower than 30%. This is because the only way to die, is if your hunger-bar is empty and you are experiencing famine by having 0 in all of the 5 nutrition values like fruit, protein etc. and then run out of energy. So in other words, if you run out of energy you are basically starting to die from complete exhaustion.
Energy rate is controlling how fast your energy drains. Energy rate is decreased when feeling refreshed. Energy rate is increased ALOT when:
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Body temperature is below 37 C.
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When the weather temperature is extremely hot (above 37C).
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Being in water negates the energy rate increase from being hot.
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Staying inside negates the energy rate increase from being cold.
- Sprinting and jumping will increase body temperature.
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Overall health counters the energy rate increase from hot and cold weather.
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If satiety is below 30%.
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If sleepiness is in an overloaded state.
Energy drains when performing actions like walking, sprinting, jumping, using tools etc.. Actions have different energy costs. Jumping and sprinting costs alot of energy, where walking cost very little. Same goes for tools, where an axe cost more to use than a knife. Taking damage drains energy and invigoration, where if you have 0 energy and 0 satiety, you will also loose nutrition values fast.
You can regain a little energy by sitting, but the amount is based on your overall health and how much sleepiness you have. If sleepiness is high, you regenerate very little energy from sitting. Energy regenerates the most when below 40%. When above 40% energy you gain a little less, and above 60% energy you don't gain much. You can't regenerate more than 75% of the base maximum energy capacity. Being in water while inside or if outside temp is above 20C, you get a boost to energy gain from relaxing. But you won't be at your best before you have had a good nights sleep. You can't regain energy by relaxing while starving. But you can gain energy when starving by sleeping, but this is not as effective as going to sleep on a full stomach.
If energy is above 70% or below 30% of the base max energy level, you experience changes to the following stats:
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Tool mining speed
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Jump height
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Walk speed
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Hunger rate
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Ranged weapons speed
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Ranged weapons damage
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Melee weapons damage
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How much armor affects walk speed
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Bow drawing strength
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The time it takes to harvest/butcher an animal
All values are further boosted when being refreshed. Refreshed is when sleepiness is below 3.
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threshold is set in config.
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If the player is sitting down, it is not possible to breake any blocks.
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If energy is VERY low, you can't jump over most blocks.
Invigoration: Invigoration is best translated as being stimulated, vitalized, or energized. Invigoration is hard to obtain, but can be maintained. Invigoration is gained from sleep while energy is above 50% and sleepiness is less than 50%. It is possible to gain invigoration by sitting down relaxing in water. But only if being indoor or if outside temperature is above 20C. (Wellness relaxation) You can't gain invigoration while starving. When overall health is poor you gain very little. Invigoration is reduced drastically when energy is less than 30%. Invigoration will drain from full to 0, the same rate as energy goes from 30% to 0%. Invigoration is also punished by starvation, but not as aggressively, since you can starve and be hungry while having plenty of energy.
Sleeping: Sleep efficiency is governed by your overall health and the sleep duration provided by the bed type. Sleepiness decreases in relation to energy. The more energy you have, the more sleepiness is decreased during sleep. If energy is above 70% there is a boost. When satiety is less than 20%, you can not decrease sleepiness further than the threshold for feeling refreshed e.g. can't decrease sleepiness to less than 3 (default). If you decreased sleepiness completely during sleep, you then gain a boost to how much energy you regenerate for the rest of the sleep session. This also increases invigoration ALOT when energy is also almost full during sleep. Energy regeneration from sleeping is depending on your sleepiness level and your satiety, so if you have high sleepiness and/or low satiety you gain less energy.
See Primitive Sleeping Spot in handbook for how to craft a primitive bed without resources.
Set energy level: /setenergy [player] [value]
Set sleepiness level: /setsleepiness [player] [value]
Set invigoration level: /setinvigoration [player] [value]
Set tiredness level: /settiredness [player] [value]
Reload config file: /sleepneedReload
I can highly recommend playing with Victy's Real Time Firepit, StepUp, HoD, Expanded Stomach, Ana's Taste Mod, All of Salty's (that you like), Nature's Call and Vigor, since they add alot to the realism.
If you are playing with HoD or just alot of mods, then you may have to go in to HoD config and set "IncreaseMarkDirtyThreshold": true.
An alternative if you are not playing with HoD, is to use Rubberbandaid.
The mod is highly configurable with the config file, where you can disable most of these changes and modify almost all variables. You can now find instructions on what the config values mean directly in the config file. You can make changes to the config file sleepneed.json while playing, just save the file and enter the command "/sleepneedreload".
If you notice that any of the configs is not behaving as intended, please let me know.
A special thanks
I did not have any knowledge about coding or how to set it all up and get going. So i wan't to thank the developers of this beautiful game to make a dedicated wiki helpinging me to get started with modding.
I also wan't to thank jayu for teaching me how to build a code mod with entity behaviors, config files and GUI. He dosn't know he helped me, but it was a huge help looking at the code for some of his mods.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
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| 3.0.2 | sleepneed | 61 | 8 hours ago | SleepNeed_3.0.2.zip | 1-click install | ||
DELETE config + cache!!!This update requires you to delete the ModConfig\SleepNeed folder. Alternatively just deleteting the sleepneed_sync.json should be enough. Backup your settings and re-apply to newly generated config files is the safest way.
Should for real now be compatible on multiplayer servers. Share logs if you experience issues.
Changelog: - Added self destruct on the Sleeping Spot when player is more than 20 Blocks away, just so that there isn't anything left behind. - Balanced and play tested functionality, if only Energy or Sleepiness is enabled. - Added command /sleepneedReload to be able to make changes to the server config file and test it while in-game. 1. Minimize game and make the changes you want in the config file sleepneed.json Beware: Turning Energy or Sleepiness behaviors off/on needs a full restart. - Now sprinting/jumping while freezing raises body temperature. Added "SprintingWarmth" to config. | |||||||
| 3.0.1 | sleepneed | 325 | Nov 23rd at 12:30 PM | SleepNeed_3.0.1.zip | 1-click install | ||
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The mod should now be working on multiplayer servers. | |||||||
| 3.0.0 | sleepneed | 161 | Nov 20th at 11:22 PM | SleepNeed_3.0.0.zip | 1-click install | ||
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Version 3.0.0: I really put alot of effort into this new release. I feel like a bump from 2.0.3 to 3.0.0 is an understatement :p Updated the handbook guide and added crafting instructions for the sleeping spot. New Feature: The Primitive Sleeping Spot Balance: Relaxing Balance: Energy New Feature: Wellness Spa Relaxing Character page: - Overall Health now has a bar in Character page beneath the Invigorated bar. - Added relaxation speed indicator, showing (energy gained / in game hour.) - Added relaxation type indicator, showing if it is wellness or regular relaxing. | |||||||
| 2.0.3 | sleepneed | 514 | Oct 30th at 3:44 PM | SleepNeed_2.0.3.zip | 1-click install | ||
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Changed the default value in config for wake delay, to make sure that when using Salty's Reborn, the time skip is finished before sleepiness resumes accumulating. | |||||||
| 2.0.2 | sleepneed | 164 | Oct 27th at 10:05 PM | SleepNeed_2.0.2.zip | 1-click install | ||
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New mechanic: Energy loss from attack damage will only apply after a set amount of seconds. Simulating that fight or flight mode. Default = 60s. (Added config to enable or disable the adrenaline rush and setting the duration) New Temperature Logic: Energy rate increase when body temperature was high is changed to when outside temperature is above 37C. (Turns out body temperature is hard capped at max 37.8C) Config changes: I did a complete makover of the config files, check it out! Remember this mod was made for my personal preference, so don't be shy to change how you want it in config.
Disabled invigoration drain when healing by default. Can still be enabled in config. Same reason as with energy, since invigoration is tanked from taking damage. Added config "DrainEnergyWhenHealing" to be able to disable energy drain when healing. Default = false. (If you are playing with the mod SlowTox, you gain accumulated healing from drinking, and that will drain energy even though you have full health. If you don't like that, set this to false.) Compatibility fix: Now you revive with the set amount of energy and sleepiness even when using Salty's Reborn.
Optimized: No more rubberbanding when using the mod alone. If using mods like HoD then you might have to go and set "IncreaseMarkDirtyThreshold": true in HoD config.
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| 2.0.1 | sleepneed | 359 | Oct 14th at 8:42 AM | SleepNeed_2.0.1.zip | 1-click install | ||
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Fixed reported issue with not being able to disable energy depended jump height. | |||||||
| 2.0.0 | sleepneed | 593 | Oct 2nd at 7:29 PM | SleepNeed_2.0.0.zip | 1-click install | ||
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This is it, i know it has been a long wait but the balance was hard to get right. I had to play for several hours getting a feel and see what i liked, thought was too easy or just got obliterated by. I hope you like it, because i personally do!
SINGLE PLAYER ONLY!!!!! - Because multiplayer servers has a weird way of handling sleep, because of you not being able to time skip before everyone sleeps.
Change Log: - Added effect to the HUD showing the actual overload. - Added config descriptions in the config files. - Added logic to the following: - Relaxing by sitting now scales with amount of current energy. Higher energy regenerates less when sitting down. This is to simulate, that if already full of energy, you gain very little by sitting down and relaxing. But if you are exhausted, you can actually gain alot from a 30 minute break. - Energy drain from taking damage is now scaled by the actual damage value compared to the base max health value. (default 15 hp, if you start with more you may have to adjust EnergyDrainFromDamageMultiplier and InvigoratedDrainFromDamageMultiplier in config to not making it too easy. - When taking damage you now gain tiredness. This means, that you can get home injured and sleep it off instantly. Using healing like poultice is also considered damage for the amount of hp it heals, so you can get home, use some bandage and go to sleep to restitute. - Sleepiness gain is now influenced by energy level, current sleepiness level and overall health (see mod desciption). That means if low on energy, in an overloaded state of sleepiness or in bad health, you gain sleepiness faster and when the opposite you gain sleepiness at a slower rate. - Hunger is now a part of how much energy and invigoration you gain from sleeping. So no more going to bed starving as an exploit. - Added config to set the wanted amount of energy and sleepiness after death. Using Salty's Reborn will ignore these configs. But i totally enjoyed me playing The Revenant :D - ALOT of balance changes. I personally like playing it like this, not to intrusive but you rush crafting your bed for a reason.
This version should be compatible with every update in 1.21. For this mod to not being compatible with a new update, they would have to change the fundamental way of handling entity players stats, updating the physics relating to jumping or updating the HUD bar GUI. | |||||||
| 1.0.0 | sleepneed | 749 | Aug 17th at 3:00 PM | Empty | SleepNeed_1.0.0.zip | 1-click install | |
Caelthran Did you delete the mod from the cache folder? And can you post the new log you are getting? :)
Slikkelas
hi! i'm still having issues with the 3.0.2, i've posted the crash on the issue tab on ghithub, it looks like it happen on an old world, but not on a new one
Slikkelas Will do mate, if you wanna add me on discord its "kiyorausagikiotrademarklolol" and ill send you some example art.
Slikkelas ouch. sucks to all that work then figure out the easy way after... but at least you know now.
Dont worry take your time :)
im playing on singleplayer
Katzvielle Thanks for the log! I had some issues that was hard to solve, so i had to redo the whole aproach. I then realized i could do it much more simple and reliable, but was busy with family. This week i will try see if i can get it done and that will also fix the issue you are seeing.
Are you on a multiplayer server or singleplayer?
MaskedRabbit I would love an original cover not made by AI! If it fits the theme of the mod and encourage people to check it out, i would be more than happy to credit you in the description :)
i keep getting this error. can you help?
[Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.Entities.Entity.GetBehavior[T]() in VintagestoryApi\Common\Entity\Entity.cs:line 1774
at SleepNeed.Systems.BtCore.OnServerGameTick(Single dt) in C:\Users\admin\Documents\Google Drive\Mod Creation by Slikkelas\Vintage Story\SleepNeed\SleepNeed\SleepNeed.Systems.cs:line 392
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 102
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 859
gonna turn Vintage Story into Project Zomboid :blushing:
Hi, just waiting for the next update patiently and thought that you could use some new cover art for your mod.
I do traditional art often using graphite, pastel, charcoal and pen. And if you'd like id be more than happy to make you a few pieces free of charge in replacement of the AI vers.
Slikkelas thankyou so much☺️
Katzvielle You absolutely can. In the client config file there is described how to tweak the bars position. You can't do it in game though, so you will have to try a couple of times to get it alligned properly. I will see if i can implement a way to move them while in game for the next update :)
Rimsire Tiredness is vanilla, but if you wanna turn off sleepiness wait for the next update. I am working on the mods functionality when playing with only energy or sleepiness, if thats desired. If sleepiness didn't go down much when sleeping, you have either low satiety, low energy or sleepiness has been in the overloaded state when you entered sleep.
is there a way i can move the energy bar somewhere else?
i play with rustbound magic and the magic bars are in the same spot as the energy and overlaps it.
great mod by the way 😁
Is there a way to turn off Tiredness? Sleepiness seems to go up way faster then it goes down, despite what the handbook says.
Ps. i have a community server i am working on at the moment that you can use to playtest your mod if you like
Looking forward to it Slikkelas thank you for making this mod and refining it :)
MaskedRabbit Gabriel_Vk Thanks for the logs! I have been rewriting the entire structure on sync between server and client. I am in the final testing phase, but it takes time. But i hope it will be compatible on multiplayer after this :)
i can send you a copy of the crash file data, running it through chatgpt does confirm that the causation is due to the aforementioend blocking the ability to destroy blocks whilst sitting. and even changing it from true to false in the config does not fix this neither.
So the feature that prevents people from losing fatigue by sitting and mining is causing crashes that arent fixable through the .json file.
I'm still getting the same log when first creating a world with high respawn radius, after the crash i can enter the created world just fine
But i got this crash after some time playing/testing in a dedicated server
Gabriel_Vk It should be working now :)
The download button isn't working
Gabriel_Vk, Vedrit, ParazitCetiri
I have adressed the logs from you all, and the mod should now in theory also be compatible in multiplayer.
Can you please test it on your server and let me know? :)
Venusgate Glad the config is working out for you!
I think it's in a good spot right now. The only thing I did to the config files was tweaked it so, energy per total distance, including relaxing, walking is better block/energy than running by about 20%. (tweaked up sprint energy consumption and tweaked down walking).
If only to force me to stroll once in awhile instead of minmax daylight :P
Venusgate Damn this is so embarrassing...
I was trying to cut corners after writing changelog and updating the handbook with the new stuff, that i thought i could use AI to highlight the changes that new players should know using this mod and make a "Tips and Tricks" section. Somehow i didn't see that it added (a temporary boost) to the invigoration section. That is completely on me for not noticing, sorry for that.
Invigoration is functioning the same as previous releases. What it says in the handbook and in the description section on the mod page is up to date. You gain it from sleep, but can regain a "little" amount if wellness relaxing, but only when energy and sleepiness is on the good side of 50% capacity.
I really appreciate your feedback. Personally i like the balance as is, but i am a slow role-player in my game :D
I suggest if you start with adjusting base MaxEnergy from 900 to 1000, and MaxSleepiness from 14 to 15, you will feel less micromanaging while playing, without toying too much with the balance :)
Gabriel_Vk Thank you so much for the log, i will be fixing it right away! :)
It didnt seem like my invigoration pool was increasing when i was under the wellness boost, but sleepiness did decay. I did try it at various energy/sleepiness rates, and my world was always above 20°C
I might also be confused what "Invigoration boost" means. Is it a hidden buff to invigoration gain from sleep, or is it supposed to be a direct invigoration gain outside sleep?
Overall, the new changes are good. The mod itself feels a little overtuned, because a lot of my focus is on energy management, but I think this has more to do with day length than the mod itself. This mod might pair well with longer in-game days.
When creating a world with a high respawn radius the server crashes (singleplayer server)
Venusgate Before this update, when sitting down and clayforming i would after a while have full energy and almost full invigoration. This felt like cheating, since invigoration should only be a sign of good sleep hygeine (going to bed before all is drained completely).
So to counter this, i made the wellness relaxation be the only way to get invigoration other than sleeping. And also you will only be able to gain invigoration from wellness relaxation from 50% energy up to 75%, while also if above 60% energy, the energy gain from relaxing is slowed down significantly.
This makes it a nice little bonus to gain some invigoration while wellness relaxing, but not a viable way to just afk in water and get full buffs.
Invigoration is making up 50% of the Overall Health stat, so it's powerfull to be invigorated.
If you do not take any damage, keep energy above 30% and never let satiety go to 0. Then you can have your invigoration level indefinetly, so it's not a boost, it's a sign of good overall health.
I like the idea of random messages when adrenaline kicks in :)
I'm a little confused on how the wellness bonus procs invigoration boost, and why.
You are realistically only 'bathing' when your sleep is low to get this boost, but you can't use the boost unless you sleep?
If that's true, it might be worth changing it in one of two ways: remove or flip the sleepiness restriction, or instead of the boost proc, just grant flat ingivoration, capped out at, say +50.
If the former, I recommend doing the same thing your did with the adrenaline proc message; when you are under the effect of invigoration boost, have a text say something like "Ah! This is the life! (Invigoration boost activated)" and "Back to the grind (invigoration boost deactivated)" or something more immersive.
Also, strictly only if you are inspired by the idea: randomized messages could be entertaining, instead of the same message each time. AKA (adrenaline boost): "Yipekaiye!," "Oh $#!7!," "RUNRUNRUNRUNRUN!" "I could do this all day!" (etc etc)
Venusgate Let me know what you think :)
/me checks patch notes of one of my favorite mods
/me draws eyebrows back on
ParazitCetiri Vedrit Thank you so much for the logs, i am releasing a big update very soon and have adressed some things in relation to server-client and GUI, which i believe was the issue you experienced on a multiplayer server.
In contrast to other modders, i am not active on discord and are happily receiving error logs here or on GitHub :)
Livinginfictions The config for almost all mods for Vintage Story is located in %appdata%/VintagestoryData/ModConfig. To get to the folder you just open any folder and type in %appdata% in the folder address at the top, just like when you go to a website in your browser.
The config has clear descriptions on the things you can change and how to change it :)
Note: Vintage Story uses a "Tiredness" value to determine when you can sleep. This has nothing to do with "Sleepiness" from this mod. This is to avoid abusing just sleeping at command till everything is fully restored. You can turn up how much you regenerate when sleeping in the config.
Hey, i'm hoping you can help me. I can't find the config file to adjust any of the settings? I've got through every json file in the zip and none of them, including the handbook, have any files that allow me to change setings. I'm using the Homo Sapiens mod and my character is v smol, which means any time i get tired i literally can't get home bc the jump height is reduced to Under a block. Where is the config file/how do I find it so i can adjust settings?
OH, also, I'm confused because my character's energy keeps hitting zero, but I already had a whole nap during the day so now I can't sleep again bc the game says "i'm not tired yet"
I'd really like for this mod to work in MP, but it unfortunately crashes after connecting to the server SleepNeed MP Crash - Pastebin.com
Hope it helps
Aww man, didn't realize it doesn't work in multiplayer at all. I've tried only hosting with this mod isolated but the same thing happens.
I can upload my logs, i've already posted the client crash handler here: https://imgur.com/a/n3w9a8a
Honestly, even if you could sit down and recover a part of your energy up to a % (say like <60% or something), it would be great since our server has like 4-5 people and getting everyone to sleep at the same time is pretty easy.
Let me know if i can help in any way since it is a wonderful mod! Best of luck!
3xDabLord That's a huge compliment, thanks!! After playing for a while i agree with you. I have nerfed it to 250% from 450% pr. degree, since cold in itself should be very cribbling but going down easily to 31C body temp is brutal.
Venusgate I have taken your notes in to concideration together with my own observations from game play and are releasing a new version soon, where i adressed all of it. In general i like the difficulty as it is, so i am very careful not making it too easy :p
Cribbing off 3x a little, maybe the 30% mark could use a "sustainment" mode where walking consumes barely any energy, and sitting reduces the energy drain penalty.
eg: above 30% walking consumes .85/s, below 30%, walking consumes .09/s (not curbed for energydrain rate), but sprinting and tool usage still consimes the same. Above 30%, siting produces no energy consumption rate dampener, below30%, sitting capts energy consumption at 400%, or whatever it would take to regain maybe 0.5 energy/s - as well as arrest, slightly relieve sleepiness above 80%.
In effect, what this does: allows players a sloggywayout of ending up in a bad situation.
immersively what this does: sets the 30% benchmark as a"take a walking break from sprinting." And allow for narcoleptic-style sustainment.
This is fantastic - might be my favourite Vintage Story mod yet just because of how much depth an energy mechanic adds to the game. Won't be able to go back to the vanilla game after this.
The standard settings do feel a bit overtuned in terms of how punishing it is though, and I'm speaking as someone who tends to enjoy hardcore survival mechanics -- the temperature energy loss especially feels very overkill, especially because how easy it is to dip below 37 degrees early on when on a temperate climate start. Maybe having a more tiered energy loss system depending on how cold/warm you are rather than a flat modifier when you dip above/below a set temp would work? In any case, the config file is very clear so it's easy to set it up in a way that works for you. Thank you!
Slikkelas Yeah, I was maybe 45 seconds from home, sprinting, but too low on energy to risk getting closer and being jumped during the speed reduction.
This isn't a complaint at all, just a funny turn of events brought about by my own poor planning.
pabadger My mod is safe to add and remove, so don't be afraid of trying for yourself.
I tried Bodyfat together with expanded stomach and sleepneed and it seems to work very well together. Turned fat accumulation off in expanded stomach though.
Does anyone know if this is compatible with Tasshroom's Bodyfat mod?
Venusgate Thing is, that adrenaline only postpone the accumulated energy hit from the attack itself. You will still use energy in a normal way from other actions.
So i hope you can find some to eat while walking home, since you can only die when both satiety and energy is depleted :D
Good luck!
I am sitting in the forest in the fark in november. Due to deperation, I am at 20% energy. I realize with the adrenaline feature, getting hit will make it so I can probably get home before the energy loss kills my runspeed.
I'm literally hoping something small bites my ass so I can RUN RUN RUN.
already figured out :D damm that is nice feature :D
Damonicus1986 How much satiety did you have when going to sleep? Also if you have low energy and sleepiness in the overload, you won't be fully rested after a night on a hay bed.
got it. thanks for explanation. but there is one thing i noticed. after sleeping energy gets restored to 1/5th of full bar and sleepyness the same tho i cannot go sleep more as it says you not tired enough to sleep now... is that a bug ?
Damonicus1986 When the Client needs to read the current value from the server, e.g. health, satiety, the stats shown in character page and so on the server marks the value dirty to ensure that the value gets updated between them. Vintage Story has a hard limit on how many simultaneous "mark dirty" calls that can happen per tick on player entities before a trigger is hit that forces a full resync of all attributes to the client which is what causes the rubber band effect or lag as most would call it.
The default for the game is 10 "mark dirty" per tick and the setting in HoD or Rubberbandaid sets it to 20.
The issue is, that when mods together marks alot of things dirty to ensure that stats or custom HUD bars are showing the real value and not a delayed value, rubber banding occurs (Feels like the player is sling back a bit when it occurs doing movement, given the name rubber banding).
I mostly eliminated the rubberbanding when playing with my mod alone in the latest update, but when adding mods (+200 in my case) then too much is marked dirty at once and it can benefit to raise the limit for when a full sync should happen, as Chronolegionaire have done as a fix in his mod.
but what does that HoD config and set "IncreaseMarkDirtyThreshold": true. do exactly ?
Venusgate Glad you like it!
eerino I had only played the game for about 12 hours before realising there was no reason to ever go to sleep in this beautifully immersive game. So i started at the wiki and they have a guide on how to set up the coding invironment in Visual Studio. That was a game changer, since i would never have figured that out myself. From there i just looked at different mods code trying to figure out if i could understand what was going on between client and server, how config files are made and how the games API in general is used. Looking through the API's in dnSpy gives you an idea what is possible and then you can get creative from that.
But i think having a goal in mind from the start really speeds things up in learning. Having a single problem to solve, and then move on to the next after that teaches you so much more than just creating for the learning.
AI is utterly shit at coding, so no shortcuts there. But i have used it to ask questions about what the stuff means and digging in to understanding what is going on in general and get it to explain it to me like i was a child :)
It has been so much fun and i can only highly recommend it!
woah can't wait to try this out
Just wanted to let you know, the adrenaline feature is a perfect change. Well implemented and balanced.
"I did not have any knowledge about coding or how to set it all up and get going. So i wan't to thank the developers of this beautiful game to make a dedicated wiki helpinging me to get started with modding.
I also wan't to thank jayu for teaching me how to build a code mod with entity behaviors, config files and GUI. He dosn't know he helped me, but it was a huge help looking at the code for some of his mods."
Holy hell, this is impressive and very motivating! I have wanted to start the adventure of teaching myself to make a VS mod. I knew a small amount of HTML back in the myspace days. Enough to have fun with my profile, but otherwise know nothing. I have some questions if your willing? Like did you start with small simple mods to build up your skills or just start this one until it worked and added more? If you’re cool with it, I’d love to chat. If you don't want to post yours, my discord is flaxstax. Lmk! :)
Venusgate Interesting thought, i don't play with that mod but i can have a look at how it implements effects of caffeine.
ThatFolfy I have play tested with SlowTox and chose to disable energy drain from healing because of it, but as of now you will take a hit to energy if you take damage from intoxication (being too drunk). When intoxication is over you gain sleepiness from the accumulated health SlowTox gives when there is no more alcohol in the system. I call this a hangover lol.
Thoughts on mod integration with mods like Teas for delayed sleepiness accumulation rate from caffiene? Like for 4 in-game hours, sleepiness accumulation halved, after four hours, accumulation chunks or is at 200% for 2 hours.
Deathscreton Loved your bear story :D Adrenaline when in combat is now implemented!
Check out the change log
Was just nearly mauled to death by a bear. Despite having full chain, he managed to out-energy me. I only survived since I was able to scare him off. Then, revanant style, he came back for seconds. He scampered off after a few more attacks, but I was literally at 1 hp, lmao.
While I appreciate having the values to adjust to make the game more manageable (specifically energy drain from damage), it feels cheaty to do so. I saw someone recommend an adrenaline type system which I think is a great idea. Provide users with a brief boost of energy, like a buff after encountering a certain amount of damage (so it doesn't proc from something silly like falling, or having a small landside damage you). This would work well with BloodyStory that allows bleeding damage instead of outright damage; think of it as a last stand type of thing. Or keep the energy stores from collapsing altogether due to damage/swinging, and then have the user hit with tiredness/energy loss after the buff runs out. You could even extend this to certain types of "sweet foods" that provide a boost in energy with a small crash later.
Realistically, i'd love to see some way to artifically boost your energy stores as well; think an energy drink of some sort.
Thank you for the mod!
XyrVexus I did not know that invoking a method also marks it dirty. I will tidy it up as much as i can, because i deffinetly double mark it alot of places then.
Thanks alot!
The issue with lag / rubber banding is likely due to the number of attributes, frequency at which they are updated, and and duplicate markpathdirty calls. When a certain threshold of dirty paths is crossed, the server updates ALL attributes of the player, causing the player's position, movement, etc, to be modified. That threshold is what Rubberbandaid raises. So to avoid this:
thanks for the info! im a newer player and I did not know that! great mod author :)
BleakBadly No problem, most mods have a config file and it's located in %appdata%/VintageStoryData/ModConfig.
I have descriptions for every config setting in the file, so you can read how to use them :)
sorry i dont know how to find the config file. i could only find a file that is for the journal. could you tell me how and where the file is located in the mod files and how its called? thank you
BleakBadly Glad to hear it worked!
Everything is configurable in the config file. You can disable the restrictions to jump height and also decrease the energy cost from jumping.
I must say it's an interesting thought about "adrenaline". Maybe i will find a clever way of implementing it.
hey I reinstalled rubberbandaid and it works now. Still I think that the green bar drains too quickly like every time I hop a block it drains fast. Especially eraly game its punishing. Also when it goes below 30% it makes it I cant jump blocks anymore. So essentially I get stuck in place when at low energy and I am doomed to die there, cant even walk back home because of some elevated block. Please if you could make it to be able to jump normally when at low energy and for energy to maybe drain slower. Also when in an attack situation adrenaline should kick in. That means when i get attacked, energy level should be diregarded until i finish the attack and the crash you know? like in real life when adrenaline kicks in. thank you
BleakBadly Sad to hear. As of now i don't have any other fix for you :(
But i am trying to optimize it with not calling "MarkDirty" as much, but haven't cracked it yet.
sorry I installed rubberbandaid but it did not fix the issue
ThatFolfy I promise I will look into it :)
BleakBadly Try install the mod Rubberbandaid, it should fix the issue. I could add config to turn off if energy should go down when taking damage and a multiplier if people wanna turn it down a bit.
unfortunately this mod makes the game lag every 2 seconds i dont knwo why. stutters. also I find that the health mechanic is too punishing in the early game. thank you for your hard work though! maybe in the future will be more optimized,
Slikkelas Interesting, but that's not the experience I'm getting. It happens after I drink any amount of alcohol and it kicks in, even as little as 1l of any wine. According to SlowTox intoxication level chart, this shouldn't even get me near the threshold where it would start to cause health damage, and I've just checked in-game that it doesn't, yet the energy still drops like crazy. I'd try tweaking either the amount of energy lost from damage, or the damage from being drunk, but that doesn't seem to be what causes this interaction.
Slikkelas oh nice, I'll just use it with the command for now. Thank you! I love the uniqueness of it's death mechanic and add this new zombie or immortality to Seraphs.
DatVegan I also use that mod and have had some crazy moments like from The Revenant movie. I quite like it, but i see how it puts you in a bad position if it's not desired.
Only thing i can do is to advise you to use /setsleepiness when you die, to set sleepiness at a lower level.
@Slikkelas it worked perfectly thank you !
Is there a way to make this compatible with Salty's Reborn mod? Instead of respawning the player passes 5 days in a comatose like state and wake up after. It's lore based and I love it, but waking up like this means you technically the player hasn't ''slept'' in 5 days (despite literally sleeping yourself alive'' making tiredness completely full, thus making any sort of running from the scene of death impossible. Any way to maybe make tiredness not accumulate while the player is ''dead'' while time passes?
Skorun Try install the mod Rubberbandaid, it should fix the issue.
ThatFolfy I tried replicate what you are experiencing. The SlowTox mod adds intoxication as a ramp up effect, where higher levels damages the player more and more. This mod lowers energy when you take damage, so when you are hurting from intoxication your energy goes down.
I tried drink a little amount of various alcohols and energy didn't go down, only when drinking so much you start taking damage.
So what is your experience? Does 1 sip of wine tank energy or what is it? :)
The mod causes little lags (every 2 seconds when I walk) on my solo game, I don't know why. It seems to be server side, it really feels like lag du to connexion (??), no stutter due to CPU or RAM.
Hey, I might just be blind, but I can't find any information on this mod's interaction with alcohol? Each time my character drinks anything intoxicating, my energy levels absolutely TANK after the stuff kicks in. Going to sleep doesn't help, as I'm using SlowTox along with it, and the energy loss from the alcohol heavily outweighs the amount regained from sleeping. Is that intended behaviour? Would there be any way for me to adjust this, somehow? Right now I've resorted to using the "/setenergy" command, but that's obviously not ideal.
traugdor Well hello!
It is not by accident, i really wanted it to be playable on multiplayer aswell but people had null errors crashing their game. I couldn't test it because i do not play on multiplayer and then i realised, that it would take a whole new session of rewriting and balancing to make it work, since people can't skip time if not sleeping at the same time.
Thats why i then stated it is for Single Player only :)
If you or others are willing to share logs when trying to run it on multiplayer, i can atleast sort out the null's and make it so it dosn't crash.
Then in theory people can try use the config to set it up to their likings for multiplayer.
Hello!
Expanded Stomach dev here!
I think, just from looking at your code, since you tie the sleepiness to an entity behavior and track the internal values using the entity's watched attributes, then it should work in a multiplayer setting, however each player will need to manage their own sleep.
I think... you accidentally coded it to work in a multiplayer setting!
KentHD Thanks!
This is such a thoughtful system! You deserve more downloads and recognition.
Teagan Thanks for letting me know, it is now fixed :)
Slikkelas I tried disabling the jump debuff from low energy. I set the config "EnableEnergyXependedJumpHeight": false
but it doesn't disable it
DatVegan I see the frustration. I play with the mod myself and if the possibility to find any food is limited then you are correct in that you can't really reduce sleepiness or gain energy if starving. I made it this way, because in a vanilla playthrough you would have died from the hunger alone. So this mod is buying you time, but at a high cost.
If Sleepiness is in the overload and energy is almost depleted + hunger bar is at 0. Then your only option is to hopefully be able to find some food, eat and get some sleep. In this case it could maybe be beneficial to only eat till hunger bar is at 50% so you can sleep multible times without having the hunger at 0. When you are sleeping, it reduces hunger rate back to default 100% during the sleep to balance it out a bit.
All in all, you gotta go look for that food, and if you die in the process you will respawn with sleepiness and energy at 50%. Where sleepiness is 50% of capacity + overload. This can be tweaked in the configs also.
But you made an early mistake in letting the energy and sleepiness getting out of hand.
I have had runs where i ended like you and died. Also had a scenario where i finally found some cattail roots and was able to slowly recover by taking it slow and sleep as soon as i could multible times. But i can see how this is not desired for everyone. I enjoyed it though, since i think it was the exact situation i would have been in, if i was trying to survive in the wild.
All modifiers with 1.0 as default has a calculation in the code and the 1.0 is the baseline from that, so if you e.g. change it to 1.1 it will be 10% more than default.
Remember that there is commands to not make a restart absolutely nescesary if you don't wanna loose your world :)
I am playing in abrand new world now and noticing the values are a little unbalanced. Even with getting full sleep every day on a hay bed, and almost never running and only walking, after 3 days my energy is so low constantly that my hunger rate is 300%. And I already tweaked it tat general energy loss is at 50% of the usual. I read the config and noticed it can go up to 450% total. Seems a bit overkill. I keep tweaking the numbers until I find something that works. I also read in the config that everything from walking to running uses a modifier of 1. Does that mean that they have different values and these are only modifiers, or do they drain energy equally fast? I love how the mod makes sleep necessary and limits me sprinting everywhere, but it feels like balancing could use some tweaks. So thanks for the configs, is very important!
Yeah the default numbers a definitely unbalanced it seems. At 1/3 of my energy, tiredness high, hunger low. Once a player is in this scenario, they cannot escape it as all variables worsen one another. Can't get food because of low energy, can't sleep because of hunger, can't regain energy from sleep due to low hunger. Tweaking the numbers while already in this vicious cycle can only do so much, back to a new world to restart!
Slikkelas It's definitely fun. Most of the grass in the world is fresh grass and very little is dry so it's a race against time 😆 I restarted and found enough dry grass this time but options are always a good thing. I play with a lot of mods that bring more immersion and realism. Definitely a challenge
Teagan Sounds like fun with a lot of panic on what to do :D
DatVegan It's definitely brutal with Art of Growing. I think I will need to do a simple recipe that uses rush mats to make a hay bed. Kinda janky but it will work.
I ended up stranded on a shore with no energy after 2 days and no bed 😅
this reminds me of Nat's Survival Expanded, which included an exaustion/sleep mechanic along several other things.
It was abandoned so I've been trying to figure out how to update that one because I enjoyed the layer of difficulty it added, but due to my inexperience with modding, I've been unable to.
This mods brings back an aspect of that mod, and I'm elated about it.
DatVegan I see your point and agree, originally i looked in to adding a way to sleep on the ground. But the game is set to check if a block is a bed to be able to sleep, so it's pretty hardcoded in terms of being able to sleep on the ground. I then realised that the challenge has to be first securing a base, and then thinking about food. That is how they do in all the wilderness survival shows. So being able to sleep on the ground would just make this mod an annoyance and not an immersive addition.
I must admit i don't play with Art of growing, so i totally hadn't anticipated that a mod would make dry grass a time consuming process :D
Wilihey I'm glad you like it!
I'd like to raise the issue of sleeping on the floor again. It is true that in vanilla making a bed does not take too much effort. But given most players who download this mod probably also have other mods, it is worth thinking ''what if they have mods that further increase difficulty?''. For example, playing with Salty's immersive mining, gather resources takes longer. And with Art of Growing, grass needs to be dried and bundled before being able to make a bed. A process that takes multiple days. Making it impossible get a bed before needing to sleep. So having an option for sleeping on the floor is not a bed option, as long as there are severe punishments for it in terms of fatigue, or hunger rate, etc. I'd love to use this mod, but due to mismatch in pacingg of gathering resources I would not be able to play with it. I could do a test run to see what would happen if I literally only focus on getting a bed with these mods (and others which make survival harder) but I wreckon I'd starve before getting a bed. Will get back on this.
After testing, the cost of a bed with the Art of Growing mod is still 24 dry grass. Just some extra coiled rope. Nothing too costly, so I can use the mod!
really good mod i like it, i became very very slow when traveling from my mine to my base because i let my energy get to 0, and i had to craft a hay bed and sleep under a tree, very debilitating but i like the fact i have something else to manage :)
very good mod overall
Sidfu I like the idea, don't know if i will ever get to it though.
Hemlock32 I changed the mod page to highlight it more :)
All i know is that people gets a crash when playing on a server. Please leave a client-main + server-main copy of logfiles on Github or here and i can try figure out why it dosn't work. But i won't join a multiplayer server to test it, since i wanna finally play my own world after months of hard work to get this mod made :D
Rex87 Thank you so much for the feedback, i really apreciate it!
I made this mod thinking about basic human metabolism. In vanilla VS you take damage as soon as the hunger bar reaches 0. With this mod you would have to have the hunger bar, the nutrition bars and the energy bar reaching 0 to take damage. To make this balanced there had to be mechanics adressing the hunger rate and also energy rate. Only in the extreme scenarios with sleepiness being overloaded, energy being less than 30% or hunger bar being less than 30% you start to have issues.
The jumping height is to make you realize that you are utterly exhausted and should rest. Sit down and gain some energy to be able to make that jump. That way you will start to think about how you get home and think carefully about the path you are taking. That said, personally i play with StepUp because that feels more natural to me than having to jump to get forward over a single block all the time.
Regarding the endurance in Project Zomboid, you should check out the mod Vigor, since it does exactly that.
For balance purposes, sleeping on the ground was not really desired since making a bed takes a very short time. The priorities in wilderness survival should be having a place to sleep, or keeping some sort of bedroll with you. "We should set up a camp for the night". No person just lays down on the ground when they wanna sleep. But i see your point and thought heavily about it when making the mod.
In the config file try check out these settings:
- "HungerLevelMatters" -- Turns off the whole hunger aspect of the mod. It also removes the penalty and boost to hunger rate.
- "HungerRateGainFromLowEnergy" -- If you want to only remove the downside to increased hunger rate and keep everything else, then leave "HungerLevelMatters" = true, and then set this to 0.
This is just an example on what you can do in config and i have a thorough explanation to every config inside the config file.
In the end the default settings are made for my own personal use, but i enshured that everyone can get the experience they want from it :)
I love how the majorly important aspect of the mod that its singleplayer only is hidden off away from the central body of the text, where nobody is looking.
Also, it being unusable in multiplayer is, quite dumb
that could be amazing mod but mechanics of it on normal hunger rate settings make no sense and it's way too tough for no reason, when you get tired you lose hunger extremely fast, if you are hungry you lose energy really fast, the drain rates are extremely fast and managing that is just insane.
also the fact that when you get too tired you are unable to jump on one block is just straight up bs mechanic for me, in game where world is made out of blocks you should be able to jump on 1 block just fine because it's crucial gameplay mechanic to traverse any terrain.
the mod could still slow down the player when tired, maybe add vignette to show how tired the character is, lower damage, slower attacks etc but it really shouldn't be attached to hunger in any way.
really good way of fatigue does Project Zomboid there we get 2 different stats to manage, fatigue and endurance, fatigue is sleep mechanic and endurance is stamina, stamina will temporarily make the character slow and unable to do things and fatigue is sleep and slowly rises over time but regeneration of endurance makes it rise faster so if you are very active during the day you may need to sleep sooner and when it reaches 60% character starts to get debuffs till 90% when character is so tired than endurance completely stops regenerating and you are forced to sleep or be unable to do things and possibly die from lack of strength to fight, and obviously this isn't related to hunger in any way.
also sleeping is not always possible, because of no bed etc, not sure if that's possible but being able to sleep on ground with some penalties of doing that would also be huge improvement to this mod.
this comment isn't a rant I just wanted to help improve the mod and from desctription I see there are configs for this but I'm not sure what to really change, presets would be nice maybe.
wonder if you could do something like ambiotic factor does fo rsleep in MP. in single player when you sleep the time goes by likc you sleep and engery fills but in MP instead you lay there till engery refills. it refills at a high rate while laying down.
Slikkelas - That was a very good decision, since it would be nearly impossible to maintain enough sleep on a multiplayer server. I assume it also simply won't work on multiplayer regardless?
Toudi Angooh The mod is not made for multiplayer.
same crash as Angooh when connecting to a localhost server
no crash when launching single-player game
would be cool if this was named "Need For Sleep" kinda like need for speed
Angooh Are you in a single-player world?
I'm getting this error/crash:
Any Ideas? Slikkelas
thank you :)
traugdor ahahah! thanks! I don't know why I skipped the Mod Compatibility tab xd
Nalier in the description above HoD and Vigor are recommended for use because of added realism to the game.
I wonder... this will work with Hydrate or Diedrate and Vigor mods? Both of them add a bar to the HUD (thirst and stamina).
Finally i felt competent enough to update. Make sure to read the change log and updated mod description.
Sorry for the wait everybody, but i wanted to make sure it was hopefully the only update i had to make in 1.21 since it should be compatible for many versions to come :)
Remember that this mod is okay to enable or disable as much as you want, but please backup your save file just in case.
Glad to see you haven't abandoned this mod :)
Slikkelas take your time man, thanks for the mod.
I got a new job right as body fat needed a new 1.21 update and it took about 8 hours to even test to make sure all the features were working from .net7 to 8, not even counting the actual programming.
Sarkuz I know, i know :D Have been busy with work and life, but am working hard tonight. There is some features i want for the mod, but it wont be long before i will release the update. Thanks for being patient :)
@Slikkelas we eagerly await it! :D
"I'm working hard on balancing which requires alot of testing"
thank you so much! We really appreciate the effort and care you're putting into your mod. It's worth the wait!
Slikkelas Woohoo :) your amazing dude/dudette
@Slikkelas 0: yesss, that's super exciting! i'll be keeping an eye out
berserkus I already have it updated for 1.21, but I'm working hard on balancing which requires alot of testing. I have also been making descriptions directly in the config file and making changes that are more stable for upcoming game versions.
Gonna release the update soon :)
much needed mechanic, really looking forward to trying it out once it works with 1.21🙏 (probably failing because of the changes to entity stuff if i had to guess)
Can confirm it doesn't work on 1.21
mod incroyable merci beaucoup vous etes super !!! svp mettez le mod a jour !
Suggestion: Have a tooltip pop up when hovering cursor over the stats in the Character page. For example, hovering on Hunger Rate will list all the modifiers currently affecting it.
Awesome work, although the default balance is absolutely brutal (partly because of other mods). I think one of the best things you can do for this is make it easy to adjust config in-game.
I like the idea of passing out... but only for single player. It would be a nice optional feature.
In multiplayer, passing out would be a problem for all the players out of schedule with one another. So it would be good to make sure you could recover consistantly even if it means laying in a bed and going AFK for a moment while other players refuse to sleep.
LunaGore Here is fine, i will happily hear requests!
If you open the config file you can disable walkspeed boost and slow effects at EnableEnergyDependedWalkSpeed, or you can just set WalkSpeedDebuffFromLowEnergy to 0.
Forgive me if i don't remember the exact config names :D
Not sure if you prefer feature requests here or on github but the slowness when you've depleted your energy is annoying for me and I'd much rather have the option to sit (G) and regain a little back enough to be able to make it home for a nap or just completely pass out like in Stardew Valley (could possibly work like Salty's Reborn mod where a significant amount of time passes).
SecretFoxfire Exactly, luckily i feel i am super close to having it in a good state.
All the config instructions is in the mod .zip folder, so please mess around with the settings and tell me what you came up with, but don't invest too much time as of now, since i am tweaking values more in deapth than just multipliers :)
Slikkelas Yes, the mod is clearly very complicated! It's hard to balance something like this. It will probably take a lot of testing to find the right settings. The config file is very helpful for that, because you can have us players make changes and test them out with different options until a balance is found. If you can find the time to write explanations for what each of the options do and what the possible ranges are for values, that would be extremely helpful! For example, for each one, something like "How fast you regain energy when sleeping. Higher values = faster regeneration. 0.1 - 10.0" I'm sure writing that for each one would take some time, but if we players can see clearly what each config option controls and how to use it, we can then all test out different configurations and help you find the ideal balance for the mod.
I'll be looking forward to the update. Enjoy your holiday!
SecretFoxfire That is not intentional haha! It will be fixed. The combination of config settings has been hard to foresee how everything behaves.
I have read all the feedback and crash logs i have received and am working on fixing it so that this can be used on multiplayer servers and be compatible with 1.21.
I will admit that it is awfully balanced as of now, so i am gonna do my best to sort it out and deliver a more finished experience that will be challenging, but not frustrating. This is my first mod for any game, so i have learned alot and your feedback is valuable.
The mod is safe to add and remove as you please, so remove it for now and wait for an update in 2 weeks time, because I'll be going on a holiday next week.
Well it looks like if you disable sleepiness, you stop regaining energy when you sleep. It just breaks completely. I really want to use this mod but I think I might have to remove it unless someone can figure out how to adjust the config file to remove sleepiness but still let energy recharge when you sleep. ;_;
Slikkelas - Days are longer in the summer and shorter in winter and I wonder if day / night cycle affect sleepiness at all or is it just measured by hours being awake? And if not, than maybe that's something to consider for further mod versions :)
Swedneck - The modpage states it's for VS version 1.20.12, not .21
this mod crashes my game on startup in 1.21.0-rc.6
21.8.2025 15:26:52 [Error] Exception: Field not found: 'Vintagestory.GameContent.EntityBehaviorHealth.MaxHealthModifiers'.
at SleepNeed.Energy.EntityBehaviorEnergy.SlowTick(Single dt)
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 102
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 859
Slikkelas You made one hell of addicting mod. I tried it and found it very unbalanced, I have since reinstalled since it feels soo wrong to play without it. However I as well would love better explanations for the mechanics and especially the config options. I've been trying to tweak stuff myself but it's mainly just guesswork so it would be nice to have a firm explanation what which setting does. Very interested to see how this goes, having some sleep mechanics was way overdue for the game.
The only thing I noticed is that sadly the sleepiness bar is in the same spot the breathing bar for underwater is, it would be great if there could be an adjustment so these bars don't overlap.
bar overlaps with the rustbound magic bars
Trying this mod out, I like the concept, and the work put in is impressive, but as others have said, it seems to drain too fast, especially at the start of the game when you're still trying to find your first food and materials, and some of the info isn't very clear. I am guessing the green bar is energy and the small purple one is sleepiness, but it's not clear how the sleepiness meter works. The sleepiness bar is filled long before I can sleep in the game, so it's flashing and I'm moving slowly, but I'm not allowed to sleep because the game says I'm not tired enough yet. I only have a straw bed of course, and it will be that way for a long time (I'm using a lot of mods that slow down progress), so I'm tired by 7 pm, but if I sleep then I'll wake up in the middle of the night and still be tired/sleepy. If I stay up later, till 9 or 10, then the sleepiness meter stays completely full all night and when I wake up in the morning it's still full and flashing. I'm being penalized for being sleepy but it's impossible for me to sleep.
The config file has a lot of values but it's not clear how they all work. I can increase the maximum of the energy bar easily, but I don't see a way to change the sleepiness bar aside from turning it off completely. There are a lot of multipliers for how different things affect energy and sleepiness, but I'm not sure what the numbers mean, or if I should increase or decrease them. And I have no choice but to completely disable the sleepiness bar. I just slept through the night and it still says 14.8/12. I can't sleep again. It seems it is impossible to sleep enough in a grass bed to stop this bar from overfilling, because you can't sleep that often and you can't sleep for very long until you upgrade the bed. I wish I could understand the rest of the config file. I have no idea if "SleepRegenerationFactor" for example should be increased or decreased to help this issue.
Maybe it seems impossible because I play with much longer days than the default? I will see if increasing the energy bar maximum is enough, but I'm afraid I have to have sleepiness turned off if there's no way to increase the maximum on that. If there's a way to change how fast it drains, it would be good to know, but I don't understand what all the values and numbers in the config file mean. If anyone knows how to help me adjust it, that would be very helpful. I do like the idea of putting a limit on how much you can do in a typical day, and making sleep necessary, but if it just makes it so I can't do anything for half the day, it's not really usable for my playstyle.
Dagurmawth B0YAR Thank you for the logs, i have copied them and will work on it :)
El_Neuman Thank you so much for the lang translation, i will add it to the mod!
Sovakiin Glad you are enjoying it, deffinetly a good idea to give a bit more technical desciption so people know what is what.
Lunion I see the frustration and you have some valid points. As of now i don't want to add any objects to the game, since i want it to be as simple as possible for compatibility reasons. I agree that it is draining energy way too fast and have made some changes to that. But the core mechanic will stay the same because early game is meant to be a rough time. You have poor nutrition and poor conditions when starting out, but as soon as you get going with a proper home and good variety of meals, it should all be easier with increased max energy capacity and improved sleep. This mod will change the way you play from what you are used to though. I initially started with food being an energy source, but went with satiety having an impact on energy rate, and energy having an impact on hunger rate instead. This seemed more realistic to me :)
Sarkuz That is totally correct. To add to this, when energy is close to zero you are EXHAUSTED and you will therefore not be able to decrease as much sleepiness as if energy was at a more stable level. This is simulating that if you are totally exhausted in real life, you do not feel as well rested from only 6 hours of sleep in a hay bed, as if you where not as exhausted and got the same hours of sleep. When sleeping, energy regeneration depends on overall health (invigoration + nutrition + current health) and sleepiness. Sleepiness decrease depending on overall health and energy level. So it is all connected. If you stay within the sleepiness bar and have energy above 1/3 when going to bed, you should have a much easier time. Energy is what kills you if you run out, so being close to zero is fatal and that is also why jump height is below 1 block at that point.
I will admit it is a bit unbalanced right now in terms of how fast energy is being used, so i will soon come with an update so it is more friendly from the get go.
IgnisPolonia EnergySpeedModifier is only used in the code, when it is set to a number above 0. If it's 0, then the global hunger rate is used and that is 1.0, and is set when creating the world. So 0.5 will indeed slow down energy cost.
When I change EnergySpeedModifier to less than 1 in config??? Edit: Energy SpeedModifer is json folder confing mod. I found but value that is deafault is "0,0". I must change to "0,5" when im want half slower energy?
So, do I have it correct that energy decreases with exertion, and it decreases faster and regenerates less the less sleep you have? And the best way to regnerate it is not so much resting or eating, but sleeping? So basically, you get a good night's rest, energy shoots back up, and you go around your day for a while until nightfall, at which point energy has probably decreased close to zero? I've been messing around with it, and trying to get a handle on the intended functionality so I can tweak the settings to my liking.
Oh that would be awesome, drinking coffee from the acorns mod or some of expanded foods being energizing or stave off sleepyness.
Hello, thanks for the mod, like the others said energy drains quite quickly. Specially in two scenarios, when you just started the game and exploration. In both cases you don't have a lot of activies to do siting to wait the energy recover. So the only solution would be bringing with you a proper bed, something you don't have in the early game (besides the trader ones, doing that right now, just building my initial base next to them for that)
I have some ideas for those two problems. A possible solution for the early game would probably start with some Invigoration, since it reduces energy consumption. Another idea would be proper/higher tier footwear could reduce energy consumption from walking/running. The last idea, would be some sort of "food" item that would convert nutrition for either an instant boost of energy or a energy regeneration over a period of time, even if you are not siting. And if you don't have nutrition it probably would do damage or reduce total hp?
Once again thanks for the mod, the combo with vigor and HoD are a great combination for some good survival gameplay.
Aversome! mod compatibilyty to Hydrate and Vigor - very very good dear autors! Six Hud bar im my pulpit looks aversome! But Energy gonna to fast form me...
1.21 crashes, tested it with other mods and on its own. Either way, great idea for a mod, thank you for making it.
Her's russian lang json file :)
{
"sleepneed": "Потребность во сне (Сервер)",
"sleepneed_sync": "Потребность во сне (Синхр.)",
"sleepneed_client": "Потребность во сне (Клиент)",
"playerinfo-sleepiness": "Сонливость",
"playerinfo-energy": "Энергия",
"playerinfo-energy-boost": "Бодрость",
"blockhelp-close": "Закрыть",
"blockhelp-open": "Открыть",
"energyguide-title": "Механика выживания: Энергия и Сон",
"energyguide-text": "<strong>Пособие по выживанию</strong><br><i>Управление энергией и сном</i><br><br>Примечание: Этот мод создаёт более глубокий опыт выживания, дополняя существующую механику игры.<br>Изменено поведение голода, здоровья и питания. Мод полностью настраиваем через конфиг-файл — можно отключить большинство изменений и изменить почти все переменные. В папке мода есть файл Config-Instructions.txt с описанием параметров.<br><br><strong>Сонливость</strong><br>Теперь у персонажа есть базовая потребность во сне.<br>Эта потребность отслеживается через новую переменную <i>сонливость</i> с отдельной шкалой на интерфейсе.<br>Сонливость растёт с течением времени: первые часы дня вы чувствуете себя бодро, но при полной шкале наступает перегрузка.<br>Состояние перегрузки резко снижает точность стрельбы, имитируя сонливость. Также оно сильно ускоряет расход энергии, что связано со следующей переменной.<br>В Vintage Story уже есть параметр усталости, определяющий, когда можно спать. Усталость и сонливость — это разные факторы, показывающие, что можно плохо выспаться: усталость прошла, но энергии мало и вы чувствуете сонливость. Это особенно важно при нарушении режима сна: можно накопить «долг сна» и не восстановиться полностью без раннего отхода ко сну и бережного расхода энергии.<br>В игре есть 3 уровня кроватей с разной продолжительностью сна: чем лучше кровать, тем сильнее восстанавливается энергия и уменьшается сонливость, что побуждает улучшать спальное место.<br><i>Если энергия отключена через конфиг, то перегрузка от сонливости снижает скорость ходьбы, точность и скорость стрельбы, имитируя сонливость. По умолчанию эти параметры регулируются системой энергии.</i><br><br><strong>Энергия</strong><br>Энергия имеет собственную шкалу и уменьшается при действиях: ходьбе, беге, прыжках, работе с инструментами и без них. <i>Топор или кирка расходуют больше энергии, чем нож или резец.</i><br>Отдых сидя постепенно восстанавливает энергию, что побуждает делать паузы для еды, крафта инструментов или сортировки ресурсов при низкой энергии.<br>Но единственный по-настоящему эффективный способ восстановления энергии — хороший ночной сон.<br>Расход энергии увеличивается при перегрузке от сонливости, перегреве или переохлаждении, а также при голоде.<br>При низкой энергии движения замедляются, и даже маленькие препятствия становятся непреодолимыми.<br>Скорость работы с инструментами, меткость оружия и даже сбор добычи ухудшаются. Вы будете получать больше урона от врагов и наносить меньше урона оружием. При высокой энергии действует обратный эффект.<br>Энергия влияет на скорость голода: при низкой энергии вы голодаете быстрее.<br><br><strong>Бодрость</strong><br>Последняя переменная — бодрость.<br>Когда сонливость снижается до нормы, а энергия восстанавливается достаточно, сон может продолжаться, и появляется бодрость. <i>Бодрость можно также восстановить сидя, если сонливость низкая, а энергии достаточно.</i><br><br>Бодрость увеличивает ёмкость лёгких, эффективность лечения и запас энергии. Она снижает расход энергии и даёт небольшой бонус к здоровью. Сила эффекта зависит от здоровья и питания игрока.<br>Бодрость легко потерять: при получении урона, голоде или низкой энергии она быстро снижается.<br>После смерти бодрость падает до 0.<br>Лечение снадобьями также расходует энергию и бодрость, показывая, что организму нужно время на восстановление.<br>Среднее соотношение бодрости и питания с учётом здоровья считается общим показателем состояния игрока и влияет почти на всё, что связано с энергией и сонливостью.<br><br><strong>Голод</strong><br>Голод (пустая шкала сытости) теперь не убивает сразу.<br>При голоде расход энергии сильно растёт, а показатели питания (фрукты, белки, зерно) уменьшаются очень быстро, как и энергия.<br>Когда истощены и питание, и сытость, наступает голодание: любая активность может привести к смерти. Если энергия достигнет 0 в этот момент, здоровье начнёт быстро падать и персонаж погибнет.<br>"
}
Lovely mod, have enjoyed using so far :)
Might be good to label the bars so we know what is what on the HUD.
Moffom, I love AI images for mods, they're much better than no images.
Same error
Game Version: v1.20.12 (Stable)
18.08.2025 10:46:55: Critical error occurred in the following mod: sleepneed@1.0.0
Loaded Mods: allclasses@1.3.5, autotoolbar@0.1.1, barkbeetle@1.0.3, BetterGrass@0.0.3, betterloot@1.1.4, scrapblocksrebalance@1.1.0, bettertraders@0.0.10, bigcooking@0.1.1, blackguardadditions@1.1.7, bola@1.2.2, booktrader@1.0.3, bradyladder@1.1.0, bushmeatrecipe@1.0.4, buzzwords@1.8.0, buzzybees@1.1.4, cavesymphony@1.1.3, chargedjump@1.0.4, cheesemoredelicious@1.0.0, chickenfeed@1.1.8, chiseltools@1.14.21, claycasting@1.2.3, clayworks@0.4.7, clicktopick@2.0.0, clickuptorches@1.1.1, coldstorage@1.0.0, combinethefat@1.0.0, crackedrockweak@1.0.1, craftablecompanion@1.2.1, craftsticks@1.0.1, crockmod@1.0.0, cutthefat@1.0.1, darcesdriftersredone@1.2.2, diversediets@1.0.0, hqzlights@1.1.1, driedpeat@1.1.0, dryablegroundstorage@1.0.1, edeninstinct@1.0.0, fancysky@1.1.6, fieldsandplateaus@1.0.8, firestarters@1.4.4, flickeringlights@0.1.1, footsteps@1.0.0, forestsymphony@1.0.4, fagothic@1.1.3, fagreenwich@1.2.3, falandsknecht@1.1.2, fatemplar@1.2.3, gildedsteel@1.1.2, grasstoropes@1.1.8, handtohand@1.0.4, hangingoillamps@1.0.3, blackguardheavyd@1.2.3, honeypressmittim@1.0.2, immersivecorpsedrop@1.0.3, immersivemining@0.2.8, immersiveorecrush@2.2.2, improvedsheep@1.0.1, jonasboat@1.0.1, lanternsarelighters@1.0.0, largercrock@1.0.2, litbrig@0.7.6, manualdough@1.1.4, manualquenching@1.0.7, manualscraping@1.2.3, manualshingle@1.0.1, metalleaf@1.1.1, morefuel@1.0.8, morecalcinedflint@1.0.0, moreftsat@1.0.0, moremolds@1.4.25, shroomies@1.3.4, mycodiversity@1.0.4, nomadtents@1.0.1, ornamentalfish@5.0.1, overhaullib@0.2.16-pre.3, sitatellis@1.0.2, pipeleaf@1.11.0, plainsandvalleys@1.0.11, plumpkins@1.0.9, primitivesurvival@3.8.0, rcapacitiveglider@0.0.1, rdrygrass@0.1.0, rmobadvancedinteractions@1.0.1, rpermskin@0.0.3, rseeds@0.0.3, rstick@0.0.1, recyclablebags@1.0.0, repairablelocust@1.4.1, rlmoonsun@0.1.3, royalscurtains@0.0.1, dzsalvageplus@1.1.1, scrollrackable@1.3.2, fseasonedfirewood@1.2.5, shelfobsessed@1.5.0, shivertweaks@6.0.0, so@1.0.0, soapandlye@1.2.4, sortablestorage@2.3.1, soundofconfession@1.0.6, specificclutter@1.0.0, spyglass@0.5.2, stoneharvesting@1.0.5, stonemallet@1.0.1, strelgeooverhaul@1.0.1, tankardsandgoblets@1.1.2, temporalsymphony@2.1.1, theresinsauce@0.1.3, torchholdersmithingplus@1.0.0, traderssellcrowbars@0.0.2, translocatorengineeringredux@1.5.8, upgradeablelocust@1.0.3, vpemmican@1.1.0, game@1.20.12, vsimgui@1.1.8, wgmt@1.1.0, wildcultivation@1.1.2, alchemy@1.6.55, altmapiconrenderercontinued@1.4.0, animalcages@3.2.2, apeflowerpots@1.2.6, apelanterns@1.1.2, attributerenderinglibrary@1.0.3, skinpack1@0.0.1, beeswaxingot@1.0.1, betterentityinteraction@1.0.4, betterfpcamera@1.3.0, betterhoe@1.1.3, betterpoultice2@1.0.10, betterruins@0.4.15, betterstonepath@1.0.4, billposting@1.0.1, blacksmithenhancements@1.1.4, boozeexpantion@1.0.0, bowinlefthand@1.0.0, bradycrudebuilding@1.3.2, brickedbloomery@1.0.2, butchering@1.9.2, carryon@1.9.9, colorfulcandles@1.2.3, commonlib@2.6.1, configlib@1.5.3, craftablecartography@0.2.14, cratelockfix@1.0.0, danatweaks@3.4.5, driedpeatraddon@0.0.2, edeninstinctaddonclasstraits@20.6.1, eggpiemod@0.1.0, emotemenupatched@1.0.6, envelopes@1.5.1, expandedstomach@1.0.3, extrainfo@1.9.10, fatcandles@1.0.1, floatingfish@1.0.3, foodshelves@2.2.1, fromgoldencombs@1.8.13, genelib@1.1.9, gourmand@1.7.0, handydaub@1.0.0, hayhive@1.0.0, HoDnokeg@2.0.19, hudclockpatch@1.0.7, huntingknife@1.0.8, immersivelighting@1.0.1, immersivewoodchopping@0.8.1, immersivewoodsawing@0.2.8, insanitylib@1.0.3, jonastools@1.2.0, jopainting@1.4.1, kilnspreading@1.0.2, maltiezbows@1.0.5, maltiezcrossbows@1.2.0, maltiezfirearms@0.14.2, mannequinstand@1.0.5, medievalexpansionpatch@1.2.2, metalpots@1.5.4, morepiles@2.1.12, mountDestroyLeaves@1.1.3, dyecoaldye@1.2.1, oneroof@1.11.0, oreveintracers@1.2.0, petai@3.4.3, purposefulstorage@1.3.0, pyrogenesis@1.0.3, realsmoke@0.6.3, riftwardtweaks@2.5.1, rockandstone@1.0.0, roomtools@1.3.1, occult@1.0.1, saltandsands@1.1.1, scaffolding@1.0.1, scarecrow@1.6.10, simplefootstepsredux@1.0.3, sleepneed@1.0.0, slowtox@2.3.2, smithingplus@1.6.5, solidirondoor@1.0.1, stirlingmotor@1.0.1, tabletopgames@2.10.5, tanningredux@1.0.1, tasshroombodyfat@0.0.9, terraprety@7.0.5, th3dungeon@0.4.3, thecritterpack@1.1.1, thievery@1.1.6, toolsmith@1.2.5, vanillaarmory@1.7.7, vanillamoremolds@1.1.2, variantmeals@1.3.0, vigor@0.4.2, vintagesymphony@1.0.2, creative@1.20.12, survival@1.20.12, weatherthestorm@1.1.0, wildfarmingrevival@1.3.8, windchimes@1.1.1, xblood@1.6.5, xlib@0.8.16, aminerscraft@1.1.0, apanserbjornstory@0.9.6, bookbinders@1.3.1, cats@3.2.0, chickenpet@1.1.1, detailedanimals@0.5.6, drkssling@1.1.5, em@3.2.3, foxtaming@1.6.2, harepet@1.2.2, immersiveinventoryspoilage@1.2.1, playercorpse@1.11.1, porridgewithmilk@1.0.0, shearlib@1.1.2, snowshoes@2.0.0, stainedbeams@1.2.1, stonepiles@1.1.5, stonequarry@3.4.3, toomanyshingleblocks@1.2.0, vintagesymphonyassets@1.1.0, wearandtear@1.5.9, wolftaming@3.0.8, xskills@0.8.19, tailorsdelight@1.9.8, ashes@1.2.0, wool@1.6.4, xskillsnewclassesexp@0.1.0, dressmakers@1.6.0
Involved Harmony IDs: com.chronolegionnaire.hydrateordiedrate, sleepneed
System.NullReferenceException: Object reference not set to an instance of an object.
at SleepNeed.HarmonyPatches.CharExtraDialogs.CharacterExtraDialogs_UpdateStatBars_Patch.Postfix(CharacterExtraDialogs __instance) in C:\Users\admin\Documents\Google Drive\Mod Creation by Slikkelas\Vintage Story\SleepNeed\SleepNeed\SleepNeed.HarmonyPatches.CharExtraDialogs.cs:line 133
at Vintagestory.GameContent.CharacterExtraDialogs.UpdateStats_Patch3(CharacterExtraDialogs this)
at Vintagestory.API.Datastructures.SyncedTreeAttribute.PartialUpdate(String path, Byte[] data) in VintagestoryApi\Datastructures\AttributeTree\Other\SyncedTreeAttribute.cs:line 268
at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntityAttributeUpdatePacket(Packet_EntityAttributeUpdate p) in VintagestoryLib\Client\Systems\Entities.cs:line 381
at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntityBulkAttributesPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\Entities.cs:line 323
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Grimeald Thanks for letting me know. I may look at the API and see if i can figure out what is different between 1.20.12 and 1.21.
Crashing whenever players open their character page on server.
Running on 64 bit Windows 10.0.19045.0 with 32553 MB RAM
Game Version: v1.20.12 (Stable)
8/18/2025 12:11:40 AM: Critical error occurred in the following mod: sleepneed@1.0.0
Loaded Mods: acorns@0.5.3, aculinaryartillery@1.2.5, aleshrooms@1.0.1, americanfrontiersman@1.8.2, APR@1.0.0, bellheadshivers@1.0.0, betterbricks@1.1.1, bettercrates@1.8.0, bigcooking@0.1.1, canoemod@1.0.2, cellardoor@1.4.0, chiseltools@1.14.21, clayfromdirt@1.0.6, clicktopick@1.0.6, clickuptorches@1.1.1, coinagetraders@1.1.0, cruciblecapacity@1.0.1, dye_recipes_fix@1.1.0, earlybeehivekiln@1.0.1, explosive@0.1.0, extrachests@1.9.0, farmcrops@1.1.1, fernslikegrass@1.2.2, forestsymphony@1.0.3, foundrymod@1.0.0, freelook@1.0.1, hangingoillamps@1.0.3, hotspringheal@1.0.1, icyexc@1.0.0, immersivecorpsedrop@1.0.3, lightlevelone@1.0.0, manualscraping@1.2.2, millwright@1.1.8, smokeandpowderredux2@1.2.10, morecalcinedflint@1.0.0, moreclassesrevised-v1-0-4@1.0.4, nobearjetpacks@1.0.2, noisybears@1.1.0, pipeleaf@1.9.0, plumpkins@1.0.3, primitivesurvival@3.8.0, quicklimepk@1.1.0, GrindLess@1.1.2, RelightTorches@1.0.0, saddleblanketbeds@0.0.4, satup@0.1.0, Sergsmetaltongs@2.2.1, shelfobsessed@1.4.0, sca@1.0.1, soapandlye@1.2.4, temporalsymphony@2.1.1, temporal_gears_stack@1.0.0, torchholdersmithingplus@1.0.0, translocatorengineeringredux@1.5.8, usefultraders@2.2.0, vintageengineering@0.3.13, game@1.20.12, vsimgui@1.1.7, weedgardens@1.0.1, abcsredux@1.0.9, airthermomod@0.1.2, alchemy@1.6.50, ancienttools@1.6.0-pre.3, animalcages@3.2.2, apewindows@1.2.0, wrenchroof@1.2.0, attributerenderinglibrary@1.0.3, awearablelight@1.1.31, flags@1.1.9, beesmoker@1.0.1, betterfirepit@1.1.5, betterruins@0.4.6, betterstonepath@1.0.3, blacksmithenhancements@1.1.4, bowtornlootoverhaul@1.0.1, breedablefish@1.0.19, bushfat@1.0.1, butchering@1.9.1, canjewelry@0.4.23, carryon@1.9.0-pre.1, coinage@1.12.2, commonlib@2.6.1, composter@1.1.1, configlib@1.4.4, coreofarts@0.2.2, crudetoflintarrow@1.0.1, caffCuniculture@1.0.10, danatweaks@3.4.5, drifterlootoverhaul@1.0.1, expandedfoods@1.7.4, fatcandles@1.0.1, fieldsofsalt@1.2.2, floatingfish@1.0.3, foodshelves@2.1.2, fromgoldencombs@1.8.13, glassroof@1.1.0, grenades@1.2.1, grog@1.0.2, hardcorewater@1.3.2, healothers@1.1.1, healthbar@1.0.7, herbarium@1.4.0, hydrateordiedrate@2.1.2, insanitylib@1.0.3, jaunt@2.0.0, joyofsailing@1.4.0, kegrevivedagain@1.1.0, kemono@0.1.1, kevinsfurniture@1.6.1, kilnspreading@1.0.2, kscartographytable@1.0.2, ladder@1.0.2, lavoisier@1.3.1, liquidcontainers@1.3.1, maketea@0.3.1, medievalexpansionpatch@1.0.1, metalpots@1.4.3, morepiles@2.1.9, nogenchat@1.2.0, nemi@1.1.0, noticeboard@1.1.1, offhandnohunger@1.2.7, panandprospect@1.0.0, passthruchutes@1.0.2, pelaguswinds@1.0.0, petai@3.4.3, playerlist@2.1.5, purposefulstorage@1.3.0, respawntools@1.4.2, rockchisel@1.0.1, saltandsands@1.1.1, scarecrow@1.6.8, simpleemotemenu@1.1.0, simpletailoring@1.1.6, sleepneed@1.0.0, slowtox@2.3.1, smithingplus@1.6.5, specialexpandedbags@1.0.5, squeezehoneycombintobarrel@1.0.0, stepupcontinued@0.0.1, stickydirt@0.1.1, stillnecessaries@1.2.1, stonebakeoven@1.1.6, storageoptions@1.0.4, substrate@1.1.2, temporalstormtimer@1.1.1, thecritterpack@1.0.9, tieredsuperiority@1.2.0, trailmodcupdate@1.2.1, typing_indicatorfix@1.0.1, unconscious@1.8.3, vanillaarmory@1.7.7, Verticality@0.3.1, vinconomy@0.4.0, vintageafk@1.3.0, creative@1.20.12, survival@1.20.12, whatbagwasthatagain@1.0.2, updatedwildcraftxskillspatch@0.2.1, wildcraft_basket@1.0.0, wildfarmingrevival@1.3.6, xlib@0.8.12, zippysskysteel@1.2.1, advancedchests@0.2.4, alchemistry@1.0.2, artofcooking@0.2.3, bedsofsediment@1.0.1, bloodisegg@1.1.0, cats@3.0.0, chemistrylib@1.1.0, draconis@1.0.0-rc.5, em@3.2.0, feverstonewilds@1.5.0-rc.2, instantfirepits@5.0.0, petbackback@1.1.0, playercorpse@1.11.1, reforgedtools@1.2.4, sandwich@1.2.8, sausages@0.0.8, shearlib@1.1.2, tavernadditions@1.1.0, thebasics@5.0.1, wearandtear@1.5.9, wkfa@0.1.0, wildcraftfruit@1.4.2, wildcraftherb@0.0.1, wildcrafttree@1.3.1, wolftaming@3.0.6, xdiseases@0.1.1, xskills@0.8.12, zrustdrops@1.2.2, bricklayers@3.0.2, tailorsdelight@1.9.7, wildcraftherbfix@0.0.1, wool@1.6.4, dressmakers@1.6.0
Involved Harmony IDs: com.chronolegionnaire.hydrateordiedrate, sleepneed
System.NullReferenceException: Object reference not set to an instance of an object.
at SleepNeed.HarmonyPatches.CharExtraDialogs.CharacterExtraDialogs_UpdateStatBars_Patch.Postfix(CharacterExtraDialogs __instance) in C:\Users\admin\Documents\Google Drive\Mod Creation by Slikkelas\Vintage Story\SleepNeed\SleepNeed\SleepNeed.HarmonyPatches.CharExtraDialogs.cs:line 133
at Vintagestory.GameContent.CharacterExtraDialogs.UpdateStats_Patch3(CharacterExtraDialogs this)
at Vintagestory.API.Datastructures.SyncedTreeAttribute.PartialUpdate(String path, Byte[] data) in VintagestoryApi\Datastructures\AttributeTree\Other\SyncedTreeAttribute.cs:line 268
at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntityAttributeUpdatePacket(Packet_EntityAttributeUpdate p) in VintagestoryLib\Client\Systems\Entities.cs:line 381
at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntityBulkAttributesPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\Entities.cs:line 323
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 741
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 8/17/2025 11:59:28 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.12.0, time stamp: 0x66470000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x7b8
Faulting application start time: 0x01dc10020feec320
Faulting application path: D:\Vintagestory\Vintagestory.exe
Faulting module path: D:\Vintagestory\Lib\openal32.dll
Report Id: 98ceffee-ebd7-446d-b874-1f2942e70276
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 8/17/2025 9:36:52 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.12.0, time stamp: 0x66470000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x1e50
Faulting application start time: 0x01dc0fed0ce460fc
Faulting application path: D:\Vintagestory\Vintagestory.exe
Faulting module path: D:\Vintagestory\Lib\openal32.dll
Report Id: c6b6a512-19f6-4772-9abe-961cf507ef0f
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 8/17/2025 3:57:58 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.12.0, time stamp: 0x66470000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x34f8
Faulting application start time: 0x01dc0fc8af9fb2d7
Faulting application path: D:\Vintagestory\Vintagestory.exe
Faulting module path: D:\Vintagestory\Lib\openal32.dll
Report Id: 9721e367-333f-466c-91e8-e044f7614a18
Faulting package full name:
Faulting package-relative application ID: }
Crashes on 1.21
Cheers.
mod seems alright but the AI-generated thumbnail is cringe
I have often wondered about the sleep mechanics in this game where so many other aspects seem meticulously implemented. I wouldn't be surprised if this were on their radar, but I'm stoked to see a mod!
@Slikkelas I'm exploring the mod's settings, and it's mind-blowing - the sheer scale of effort put into it is truly phenomenal
0w0 If you burn through energy too fast you can decrease the EnergySpeedModifier to less than 1 in config.
I will look into xSkills and see what it modifies so i can make them work together.
Sianks The mod is meant to make you think about your actions and preserve energy. This is why i made it so during the day you can sit down when doing tasks that allow it, to regenerate some energy.
El_Neuman i made shure the energy cost is calculated with the calender speed, so it seems like the energy cost is too agressive for your liking. You can tune everything in the config. I will balance it the further i play with it and update.
When energy gets almost depleted you don't have energy for a full jump. If you sit down and relax you can regenerate some and you can then get out.
It's all configurable in the config file, where you can disable almost everything if you don't like it.
This is not so useful for Multiplayer games, maybe a change thats configurable in settings where you can lie in bed for 1.5 min so you get energy back while all other players do whatever they do
Mmm I like the concept but I'm burring through my energy way too quickly with just walking around my area and cutting overgrown hedges; However, I think it eats up A Lot more when I got caught up in the roses. I may also be having issues with Xskills as I've a bug where the huge stomach is in a constant state of flux and I've taken the scout skill which may be burning through the E as well
UPD: I’m playing with the setting
time calendarspeedmul 0.3. It seems the mod isn’t designed for this, because the day lasts about 1.5 times longer than normal, which makes fatigue set in faster compared to the standard game speed (0.5).I’ve also run into another problem: when fatigued, the player can’t jump onto a block. How can I disable or avoid this? I got stuck in a basement with no way to climb out. :D
SovietSwede It dosn't reduce hunger drain directly, but sleeping regenerates energy and having energy above 70% reduces the hunger rate gradually to only 50% at full energy.
Hunger dosn't kill you without also having 0 in all nutritions and 0 energy, so imo it is not as punishing to have 0 satiety when waking up and having to eat anyway.
Everything is configurable, if you don't like a sertain feature.
Wow! Looks like a great mod, can't wait to try it out.
i have a question. Does sleeping reduce hunger drain?
Sleeping in the vanilla game feels extra painful because it acts as a highway to hunger.
LunaGore I do not know, since i don't play with xSkills. But my guess would be that the xSkills perk will work just fine, since for compatibility i did not change anything related to the vanilla tiredness behavior.
Will this work alongside xSkills "Well-rested" perk?
"Why is there no penalty for staying up all night?" God YES, i think the same! Need to test it, but anyway thank you very much!