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ВЕРСИИ (35)
release
Peak Stamina Forge 2.2.2
2.2.225 сент. 2026 г.713Minecraft: 1.20.1forge
Что нового
## Minor<br>
**Updated Custom Action Hooks:** Added three new hook types to the experimental action system:<br>
- `KILL_ENTITY`: Apply stamina costs or rewards upon killing an entity. Supports negative values (restores stamina on kill).<br>
- `INTERACT_BLOCK`: Gate right-click block interactions (e.g., workstations, machines, doors) behind stamina costs. Cancels the interaction if stamina is insufficient.<br>
- `BREAK_BLOCK_SPECIFIC`: Assign unique, heavy stamina costs to mining specific blocks (e.g., obsidian) independently from global block-breaking costs.<br><br>
**Priority:** Prioritizes exact namespace/ID matches before falling back to `ANY`.<br><br>
**Auto HUD Rework:** Fixed an issue where active penalties (such as a 30-point weight penalty) would permanently cap stamina and prevent the Auto HUD from ever fading out, even when "Auto Hud Show On Penalties" was set to `False`. <br><br><br>
### Configuration & Defaults<br>
**Default Experimental Hooks:** Updated default `customActionHooks` with clear vanilla examples showcasing stamina refunds, workstation interactions, and high-cost block mining:<br>
- `KILL_ENTITY; ANY; -10.0`<br>
- `INTERACT_BLOCK; minecraft:anvil; 5.0`<br>
- `BREAK_BLOCK_SPECIFIC; minecraft:obsidian; 20.0`<br>
### Bug Fixes<br>
**Better Combat & Item Cooldowns Crashes:** Fixed a critical issue where attacking with a weapon on cooldown (e.g., from a Simply Swords weapon ability) would cause an `UnsupportedOperationException` crash with Better Combat. Peak Stamina now properly respects the `enableAttackCooldownWhenExhausted` config and no longer illegally cancels `LeftClickEmpty` events when the feature is disabled.<br>
- With that being said, peak stamina is now technically fully compatible with better combat and simply swords (unless there is another crash I don't know about, please let me know!)<br><br>
**Dedicated Server Crash ("Invalid Player Data"):** Fixed a critical error where dedicated servers threw an exception and kicked connecting players with "Invalid Player Data" during login. The `ConfigMigrator` now strictly checks for a physical client environment before querying `client.toml` settings.<br><br>
**Admin Only Config Warnings:** Outdated config chat alerts on dedicated servers are now restricted to server operators (permission level 2+) and singleplayer sessions.<br><br>
**Dual Wielding Offhand Bypass:** Fixed a bug where offhand weapons could bypass stamina cooldown restrictions. Raw mouse and key inputs are now intercepted at high priority to block offhand swings while on cooldown.<br><br>
**ParCool + Auto HUD Bug:** Fixed an issue where performing ParCool movement actions would permanently freeze the stamina bar on the screen until the player relogged. <br><br>
**Auto HUD Text Flashing:** Fixed a vanilla Minecraft font rendering quirk where text elements (the numerical readout, text-based icons, bonus multipliers, and regen indicators) would briefly flash solid white right before the Auto HUD completely faded out. <br><br>
release
Peak Stamina NeoForge 2.2.2
2.2.225 сент. 2026 г.562Minecraft: 1.21.1neoforge
Что нового
## Minor<br>
**Updated Custom Action Hooks:** Added three new hook types to the experimental action system:<br>
- `KILL_ENTITY`: Apply stamina costs or rewards upon killing an entity. Supports negative values (restores stamina on kill).<br>
- `INTERACT_BLOCK`: Gate right-click block interactions (e.g., workstations, machines, doors) behind stamina costs. Cancels the interaction if stamina is insufficient.<br>
- `BREAK_BLOCK_SPECIFIC`: Assign unique, heavy stamina costs to mining specific blocks (e.g., obsidian) independently from global block-breaking costs.<br><br>
**Priority:** Prioritizes exact namespace/ID matches before falling back to `ANY`.<br><br>
**Auto HUD Rework:** Fixed an issue where active penalties (such as a 30-point weight penalty) would permanently cap stamina and prevent the Auto HUD from ever fading out, even when "Auto Hud Show On Penalties" was set to `False`. <br><br><br>
### Configuration & Defaults<br>
**Default Experimental Hooks:** Updated default `customActionHooks` with clear vanilla examples showcasing stamina refunds, workstation interactions, and high-cost block mining:<br>
- `KILL_ENTITY; ANY; -10.0`<br>
- `INTERACT_BLOCK; minecraft:anvil; 5.0`<br>
- `BREAK_BLOCK_SPECIFIC; minecraft:obsidian; 20.0`<br>
### Bug Fixes<br>
**Better Combat & Item Cooldowns Crashes:** Fixed a critical issue where attacking with a weapon on cooldown (e.g., from a Simply Swords weapon ability) would cause an `UnsupportedOperationException` crash with Better Combat. Peak Stamina now properly respects the `enableAttackCooldownWhenExhausted` config and no longer illegally cancels `LeftClickEmpty` events when the feature is disabled.<br>
- With that being said, peak stamina is now technically fully compatible with better combat and simply swords (unless there is another crash I don't know about, please let me know!)<br><br>
**Dedicated Server Crash ("Invalid Player Data"):** Fixed a critical error where dedicated servers threw an exception and kicked connecting players with "Invalid Player Data" during login. The `ConfigMigrator` now strictly checks for a physical client environment before querying `client.toml` settings.<br><br>
**Admin Only Config Warnings:** Outdated config chat alerts on dedicated servers are now restricted to server operators (permission level 2+) and singleplayer sessions.<br><br>
**Dual Wielding Offhand Bypass:** Fixed a bug where offhand weapons could bypass stamina cooldown restrictions. Raw mouse and key inputs are now intercepted at high priority to block offhand swings while on cooldown.<br><br>
**ParCool + Auto HUD Bug:** Fixed an issue where performing ParCool movement actions would permanently freeze the stamina bar on the screen until the player relogged. <br><br>
**Auto HUD Text Flashing:** Fixed a vanilla Minecraft font rendering quirk where text elements (the numerical readout, text-based icons, bonus multipliers, and regen indicators) would briefly flash solid white right before the Auto HUD completely faded out. <br><br>
release
Peak Stamina Forge 2.2.1
2.2.116 сент. 2026 г.116Minecraft: 1.20.1forge
Что нового
## Semi Major <br>
**Config Migration:** Added config migration so you can automatically (with the click of a button) update your configs to the newest version while keeping your current configs.
- Added an internal version for the configs, this will let you know to migrate the configs to the newer version (also the notification).<br><br>
**Config Reset Button:** Added a "Reset to Default" button next to the configuration options in the in-game Config.<br>
- You can now revert specific values, lists, and booleans back to their original defaults without needing to delete or wipe your `.toml` files.<br><br>
### Compatibility<br>
**Dual Wielding:** Added compat for the Dual Wielding mod. <br>
**Note:** The compat for offhand combat will ONLY work for people using the dual wielding mod. If you want offhand combat to work properly then I suggest using this mod as other offhand combat mods will be a lower priority. Link to mod below:<br>
https://www.curseforge.com/minecraft/mc-mods/dual-wielding<br><br><br>
## Minor<br>
**New Config:** `Enable Stamina HUD`_(Default: true):_ If false, the main stamina bar/icon overlay will be completely hidden.
**Updated Swimming:** The swimming mechanics have been overhauled. The swimming cost is now split between treading and sprint swimming (you can no longer regen stamina by just not sprint swimming in water).<br><br>
- Actively staying afloat in deep water (without touching the bottom) now slowly drains stamina. Running out of stamina in the water will now cause you to sink downwards, you can still swim up although at a heavily reduced speed. Submerged players with zero stamina will lose their oxygen supply significantly faster.<br><br>
- Configs:<br>
- `treadingWaterDrain` _(default: 0.015)_: Stamina drained per tick just for staying afloat.<br>
- `sinkInWaterWhenExhausted` _(default: true)_: If true, players will sink when out of stamina.<br>
- `exhaustedWaterGravity` _(default: -0.005)_: How strong the downward pull is when exhausted in water (negative value).<br>
- `exhaustedAirDrain` _(default: 1.0)_: Extra air lost per second when out of stamina underwater.<br><br>
**Missed Attacks:** You can now toggle missed attack stamina drain so it only applies when you are holding a melee weapon or tool.<br>
- Configs:<br>
- `missedAttackRequiresWeapon` _(default: false)_: If true, missed attacks only drain stamina if holding a weapon or tool (Swords, Pickaxes, etc). <br><br>
**Reworked Tooltips:** After looking at the tooltips (aside from the messed up defaults since I forgot to update it from the tooltip studio update) it is very obtuse and confusing to a player that has not read the configs. In response to that I have done the following:<br><br>
- Fixed the default tooltips and added reset to default button and reset all tooltips to default button.<br>
- Made the tooltips use display names instead of the keys (ex: instead of 'ALL' it is now 'All Penalties' and 'FATIGUE' is now 'Fatigue Penalty').<br>
- This applies to the tooltip studio too.<br>
- Added additional information for each section, for the cures it now says -X amount and added new sections such as 'Poison Penalty: +X' and 'Penalty Resistance: +X% (Xs)'<br><br><br>
## Bug Fixes<br>
- Fixed the `recoveryRestMult` config not actually working. (Stamina recovery was not being multiplied by it).
- Fixed the default tooltips (I forgot to update them after tooltip studio got introduced so they were all broken lmao).
- Fixed in-game config menus (tooltip studio, icon studio, and general configs) not displaying properly with different GUI scales.
- Fixed in-game config section descriptions clipping through other elements or going offscreen when GUI scales isn't 3.
release
Peak Stamina NeoForge 2.2.1
2.2.116 сент. 2026 г.130Minecraft: 1.21.1neoforge
Что нового
## Semi Major <br>
**Config Migration:** Added config migration so you can automatically (with the click of a button) update your configs to the newest version while keeping your current configs.
- Added an internal version for the configs, this will let you know to migrate the configs to the newer version (also the notification).<br><br>
**Config Reset Button:** Added a "Reset to Default" button next to the configuration options in the in-game Config.<br>
- You can now revert specific values, lists, and booleans back to their original defaults without needing to delete or wipe your `.toml` files.<br><br>
### Compatibility<br>
**Dual Wielding:** Added compat for the Dual Wielding mod. <br>
**Note:** The compat for offhand combat will ONLY work for people using the dual wielding mod. If you want offhand combat to work properly then I suggest using this mod as other offhand combat mods will be a lower priority. Link to mod below:<br>
https://www.curseforge.com/minecraft/mc-mods/dual-wielding<br><br><br>
## Minor<br>
**New Config:** `Enable Stamina HUD`_(Default: true):_ If false, the main stamina bar/icon overlay will be completely hidden.
**Updated Swimming:** The swimming mechanics have been overhauled. The swimming cost is now split between treading and sprint swimming (you can no longer regen stamina by just not sprint swimming in water).<br><br>
- Actively staying afloat in deep water (without touching the bottom) now slowly drains stamina. Running out of stamina in the water will now cause you to sink downwards, you can still swim up although at a heavily reduced speed. Submerged players with zero stamina will lose their oxygen supply significantly faster.<br><br>
- Configs:<br>
- `treadingWaterDrain` _(default: 0.015)_: Stamina drained per tick just for staying afloat.<br>
- `sinkInWaterWhenExhausted` _(default: true)_: If true, players will sink when out of stamina.<br>
- `exhaustedWaterGravity` _(default: -0.005)_: How strong the downward pull is when exhausted in water (negative value).<br>
- `exhaustedAirDrain` _(default: 1.0)_: Extra air lost per second when out of stamina underwater.<br><br>
**Missed Attacks:** You can now toggle missed attack stamina drain so it only applies when you are holding a melee weapon or tool.<br>
- Configs:<br>
- `missedAttackRequiresWeapon` _(default: false)_: If true, missed attacks only drain stamina if holding a weapon or tool (Swords, Pickaxes, etc). <br><br>
**Reworked Tooltips:** After looking at the tooltips (aside from the messed up defaults since I forgot to update it from the tooltip studio update) it is very obtuse and confusing to a player that has not read the configs. In response to that I have done the following:<br><br>
- Fixed the default tooltips and added reset to default button and reset all tooltips to default button.<br>
- Made the tooltips use display names instead of the keys (ex: instead of 'ALL' it is now 'All Penalties' and 'FATIGUE' is now 'Fatigue Penalty').<br>
- This applies to the tooltip studio too.<br>
- Added additional information for each section, for the cures it now says -X amount and added new sections such as 'Poison Penalty: +X' and 'Penalty Resistance: +X% (Xs)'<br><br><br>
## Bug Fixes<br>
- Fixed the `recoveryRestMult` config not actually working. (Stamina recovery was not being multiplied by it).
- Fixed the default tooltips (I forgot to update them after tooltip studio got introduced so they were all broken lmao).
- Fixed in-game config menus (tooltip studio, icon studio, and general configs) not displaying properly with different GUI scales.
- Fixed in-game config section descriptions clipping through other elements or going offscreen when GUI scales isn't 3.
release
Peak Stamina Forge 2.2.0+hotfix2
2.2.0+hotfix219 авг. 2026 г.887Minecraft: 1.20.1forge
Что нового
**Hotfixes:**<br>
- Fixed incorrect version number.<br>
- Fixed a major ParCool compatibility desync where stamina would regenerate instead of draining during continuous movement actions.<br>
- Fixed stamina bar visual rubber-banding during ParCool actions by adding client-side prediction and proper server packets.<br>
- Fixed negative stamina costs and regeneration delays not applying correctly for ParCool actions.<br><br><br>
Heya! Here with v2.2.0, I realize that this mod is getting HUGE with a ton of features (I do wonder if its a bit much and if people are intimidated and/or confused about how any of the features work... [if that's a the case pls let me know and maybe provide a suggestion to make it easier]). Adding this new complex thing isn't exactly helping that issue either but nonetheless for the people that do know what they are doing, here you go!<br><br><br>
## Major<br>
**Mod Icon Update:** Drawn by my good friend " Nihao² ", He has drawn a decent portion of the art and textures in this mod.
**Consumable System Update:** Updated the consumables configuration to allow food and drinks to apply temporary Attribute Modifiers upon consumption, should support modded attributes.<br>
- You can now configure specific attribute targets, math operations (addition, multiply base, multiply total), amount, and buff duration in seconds. See format guide for more information.<br>
- Supports chaining multiple attribute buffs or debuffs onto a single consumable item.<br>
- Added full NBT tag support to target specific items with custom NBT data (e.g., targeting specific potion types like `minecraft:potion{Potion:"minecraft:water"}`).<br><br>
With this update, I also updated the tooltips system to include a buffs section and a few other configs that go with that. (for the buffs tooltip to show up, you have to add it to your pre-existing lists, or you reset to default by deleting lists.toml, it will show up in suggestion box).<br>
- Configs:<br>
- `colorCodeBuffs` _(default: true)_: Color code attribute buffs and debuffs (Green for positive, Red for negative).<br>
- `invertedTooltipAttributes`: A list of attribute IDs where a negative/lower value being buff (colored green).<br>
- `labelAttribute` _(default: "Buff: ")_: Text shown before an Attribute Buff value.<br><br>
There is also a display buffs button added to the inventory UI in the case that you would like to see the active buffs. The Active Buffs screen groups active effects by their attribute names, displays the item icon that applied it, and includes a scrollbar for when you have a ton of buffs active.<br>
- Configs:<br>
- `enableActiveBuffsHUD` _(default: true)_: Enable the Active Buffs button in the inventory.<br>
- `activeBuffsXOffset` _(default: -24)_: X position offset for the Active Buffs button.<br>
- `activeBuffsYOffset` _(default: 10)_: Y position offset for the Active Buffs button.<br>
- `activeBuffsButtonLabel` _(default: "⬆")_: The text/icon displayed on the Active Buffs inventory button.<br>
- `activeBuffsShowIcons` _(default: true)_: Show item icons next to attribute names in the Active Buffs screen.<br><br>
A player can hold up to **6 active effects** simultaneously for a _single_ attribute:<br>
1. Strongest Positive Add (Op 0)<br>
2. Strongest Positive Base Multiplier (Op 1)<br>
3. Strongest Positive Total Multiplier (Op 2)<br>
4. Strongest Negative Add (Op 0)<br>
5. Strongest Negative Base Multiplier (Op 1)<br>
6. Strongest Negative Total Multiplier (Op 2)<br><br>
**Example:**<br>
so a player could have +50 max stamina (op 0) and +100% max stamina (op 1) and + 200% max stamina (op 2)
op 0 and op 1 always get applied before op 2 so the way this would work is (with initial 100 max stamina)<br><br>
Final value = [(base + op0 ) + (base * (1 + op1 ))] * (1 + op2 )<br>
Final value = [(100 + 50) + (100 * 2)] * 3<br>
Final value = 1050<br><br>
**Extra Max Stamina:** Added a way to show extra max stamina (different from bonus stamina), this max stamina is added via attributes from skill trees (other mods) or consumable attribute modifiers.<br>
- Configs:<br>
- `extraStaminaBrightness` _(default: 4.5)_: Brightness multiplier for the extra stamina bar section.<br><br>
**Tooltip Studio:** Added a new in-game GUI to more easily customize your tooltips.<br>
- Accessible from the Client config menu via the "✎ Edit Tooltips" button. It is in the same section as the labels and tooltip list.<br>
- Allows you to create, edit, and delete custom tooltip entries for stamina costs, weights, consumables, and buffs and gives you more customization for what you want it to display.<br>
- Includes a live preview window, color selection, formatting guides, and an auto fill button to set up default values.<br><br>
**Numerical Stamina Readout:** Added a new dynamic text readout (e.g., "100 / 100") to the stamina HUD.<br>
- Configs:<br>
- `showNumericalReadout` _(default: false)_: Draws a numerical text readout (e.g., 100 / 100) on the stamina HUD.<br>
- `numberXOffset` _(default: 0)_: Adjusts the horizontal (X-axis) position of the numerical readout.<br>
- `numberYOffset` _(default: 0)_: Adjusts the vertical (Y-axis) position of the numerical readout.<br>
- `numberScale` _(default: 1.0)_: Adjusts the size scale of the numerical readout.<br><br>
### Compatibility <br>
**Elenai Dodge 2:** Added compatability with Elenai Dodge 2<br>
- Configs:<br>
- `elenaiDodgeGroundCost` _(default: 5)_: How much stamina a ground dodge costs.<br>
- `elenaiDodgeAirCost` _(default: 8)_: How much stamina a mid-air dodge costs.<br>
- Added a new `ELENAIDODGE2_COST_MULTIPLIER` attribute to scale dodge stamina consumption (Forge only).<br><br>
**Shield Expansion:** Applied the environmental and unblockable damage filters.<br><br>
## Minor<br>
**Enchantment Toggle:** Added a new `enableEnchants` configuration option to the Core config (and the in-game Config Menu) to globally toggle Peak Stamina's custom enchantments.<br>
- `Lightweight` and `Tireless` will no longer generate in loot chests, villager trades, or the enchanting table.<br>
- Any items that already possess the enchantments will have their `lightweight` and `tireless effect` nullified.<br><br>
**Strict Enchantment Targets:** The application logic for `Lightweight` and `Tireless` is now more restrictive to prevent them from being applied to useless items.<br>
- They are now strictly limited to standard gear: Tools (Pickaxes, Axes, Shovels, Hoes), Swords, Bows/Crossbows, Shields, and Tridents.<br>
- `Lightweight` is applicable to Armor, `Tireless` is not applicable to armor.<br><br>
**Density Markings:** Added density markings to the stamina bar (background when the stamina bar is empty, it will not show in filled sections of the bar).<br><br>
**Attributes Added:**<br>
`peakstamina:use_cost_multiplier` This is different from the `peakstamina:use_item_cost_multiplier`<br>
`peakstamina:tick_cost_multiplier`<br>
### Important Notes: <br>
I changed all attribute keys to be `attribute.name.peakstamina` instead of just `attribute.peakstamina`<br><br>
Renamed attribute name `peakstamina:stamina_action_recovery` (is now `peakstamina:stamina_action_recovery_multiplier`)<br><br>
Fixed attribute name `peakstamina:block_cost_multiplier` (is now `peakstamina:shield_block_cost_multiplier`)<br><br>
## Bugfixes<br>
- Tooltips system will actually update the use cost and tick cost when attributes are applied.<br><br>
- Weight system toggle actually works now (keep in mind that this only disables the weight penalty system, combat scaling and weight hud need to be turned off individually).<br><br>
- Partially recoded the parcool compat, it should be more stable and effective at determining which action the player is doing.
- Fixed [issue #12](https://github.com/Swiss8191/Peak-Stamina/issues/12)
- Players no longer lose stamina for holding a shield when taking damage.<br><br>
- Blocking against cacti, magma blocks, poison, and environmental fire no longer consumes stamina.<br>
- Added checks for `BYPASSES_SHIELD` and `BYPASSES_ARMOR` damage tags to automatically ignore unblockable damage sources during stamina calculations.<br><br><br>
## Future Updates<br>
Since the mod has gotten this far I believe I should talk a little bit about what's coming next.
**v2.2.1** Will have buttons next to the config values that will reset the lists, values, and etc. back to the default value.
**v2.2.2** Will likely be an update to some experimental systems like the still barebones define your own stamina rules.
release
Peak Stamina NeoForge 2.2.0+hotfix
2.2.0+hotfix19 авг. 2026 г.394Minecraft: 1.21.1neoforge
Что нового
**Hotfixes:**<br>
- Fixed a major ParCool compatibility desync where stamina would regenerate instead of draining during continuous movement actions.<br>
- Fixed stamina bar visual rubber-banding during ParCool actions by adding client-side prediction and proper server packets.<br>
- Fixed negative stamina costs and regeneration delays not applying correctly for ParCool actions.<br><br><br>
Heya! Here with v2.2.0, I realize that this mod is getting HUGE with a ton of features (I do wonder if its a bit much and if people are intimidated and/or confused about how any of the features work... [if that's a the case pls let me know and maybe provide a suggestion to make it easier]). Adding this new complex thing isn't exactly helping that issue either but nonetheless for the people that do know what they are doing, here you go!<br><br><br>
## Major<br>
**Mod Icon Update:** Drawn by my good friend " Nihao² ", He has drawn a decent portion of the art and textures in this mod.
**Consumable System Update:** Updated the consumables configuration to allow food and drinks to apply temporary Attribute Modifiers upon consumption, should support modded attributes.<br>
- You can now configure specific attribute targets, math operations (addition, multiply base, multiply total), amount, and buff duration in seconds. See format guide for more information.<br>
- Supports chaining multiple attribute buffs or debuffs onto a single consumable item.<br>
- Added full NBT tag support to target specific items with custom NBT data (e.g., targeting specific potion types like `minecraft:potion{Potion:"minecraft:water"}`).<br><br>
With this update, I also updated the tooltips system to include a buffs section and a few other configs that go with that. (for the buffs tooltip to show up, you have to add it to your pre-existing lists, or you reset to default by deleting lists.toml, it will show up in suggestion box).<br>
- Configs:<br>
- `colorCodeBuffs` _(default: true)_: Color code attribute buffs and debuffs (Green for positive, Red for negative).<br>
- `invertedTooltipAttributes`: A list of attribute IDs where a negative/lower value being buff (colored green).<br>
- `labelAttribute` _(default: "Buff: ")_: Text shown before an Attribute Buff value.<br><br>
There is also a display buffs button added to the inventory UI in the case that you would like to see the active buffs. The Active Buffs screen groups active effects by their attribute names, displays the item icon that applied it, and includes a scrollbar for when you have a ton of buffs active.<br>
- Configs:<br>
- `enableActiveBuffsHUD` _(default: true)_: Enable the Active Buffs button in the inventory.<br>
- `activeBuffsXOffset` _(default: -24)_: X position offset for the Active Buffs button.<br>
- `activeBuffsYOffset` _(default: 10)_: Y position offset for the Active Buffs button.<br>
- `activeBuffsButtonLabel` _(default: "⬆")_: The text/icon displayed on the Active Buffs inventory button.<br>
- `activeBuffsShowIcons` _(default: true)_: Show item icons next to attribute names in the Active Buffs screen.<br><br>
A player can hold up to **6 active effects** simultaneously for a _single_ attribute:<br>
1. Strongest Positive Add (Op 0)<br>
2. Strongest Positive Base Multiplier (Op 1)<br>
3. Strongest Positive Total Multiplier (Op 2)<br>
4. Strongest Negative Add (Op 0)<br>
5. Strongest Negative Base Multiplier (Op 1)<br>
6. Strongest Negative Total Multiplier (Op 2)<br><br>
**Example:**<br>
so a player could have +50 max stamina (op 0) and +100% max stamina (op 1) and + 200% max stamina (op 2)
op 0 and op 1 always get applied before op 2 so the way this would work is (with initial 100 max stamina)<br><br>
Final value = [(base + op0 ) + (base * (1 + op1 ))] * (1 + op2 )<br>
Final value = [(100 + 50) + (100 * 2)] * 3<br>
Final value = 1050<br><br>
**Extra Max Stamina:** Added a way to show extra max stamina (different from bonus stamina), this max stamina is added via attributes from skill trees (other mods) or consumable attribute modifiers.<br>
- Configs:<br>
- `extraStaminaBrightness` _(default: 4.5)_: Brightness multiplier for the extra stamina bar section.<br><br>
**Tooltip Studio:** Added a new in-game GUI to more easily customize your tooltips.<br>
- Accessible from the Client config menu via the "✎ Edit Tooltips" button. It is in the same section as the labels and tooltip list.<br>
- Allows you to create, edit, and delete custom tooltip entries for stamina costs, weights, consumables, and buffs and gives you more customization for what you want it to display.<br>
- Includes a live preview window, color selection, formatting guides, and an auto fill button to set up default values.<br><br>
**Numerical Stamina Readout:** Added a new dynamic text readout (e.g., "100 / 100") to the stamina HUD.<br>
- Configs:<br>
- `showNumericalReadout` _(default: false)_: Draws a numerical text readout (e.g., 100 / 100) on the stamina HUD.<br>
- `numberXOffset` _(default: 0)_: Adjusts the horizontal (X-axis) position of the numerical readout.<br>
- `numberYOffset` _(default: 0)_: Adjusts the vertical (Y-axis) position of the numerical readout.<br>
- `numberScale` _(default: 1.0)_: Adjusts the size scale of the numerical readout.<br><br>
### Compatibility <br>
**Shield Expansion:** Applied the environmental and unblockable damage filters.<br><br>
## Minor<br>
**Enchantment Toggle:** Added a new `enableEnchants` configuration option to the Core config (and the in-game Config Menu) to globally toggle Peak Stamina's custom enchantments.<br>
- `Lightweight` and `Tireless` will no longer generate in loot chests, villager trades, or the enchanting table.<br>
- Any items that already possess the enchantments will have their `lightweight` and `tireless effect` nullified.<br><br>
**Strict Enchantment Targets:** The application logic for `Lightweight` and `Tireless` is now more restrictive to prevent them from being applied to useless items.<br>
- They are now strictly limited to standard gear: Tools (Pickaxes, Axes, Shovels, Hoes), Swords, Bows/Crossbows, Shields, and Tridents.<br>
- `Lightweight` is applicable to Armor, `Tireless` is not applicable to armor.<br><br>
**Density Markings:** Added density markings to the stamina bar (background when the stamina bar is empty, it will not show in filled sections of the bar).<br><br>
**Attributes Added:**<br>
`peakstamina:use_cost_multiplier` This is different from the `peakstamina:use_item_cost_multiplier`<br>
`peakstamina:tick_cost_multiplier`<br>
### Important Notes: <br>
I changed all attribute keys to be `attribute.name.peakstamina` instead of just `attribute.peakstamina`<br><br>
Renamed attribute name `peakstamina:stamina_action_recovery` (is now `peakstamina:stamina_action_recovery_multiplier`)<br><br>
Fixed attribute name `peakstamina:block_cost_multiplier` (is now `peakstamina:shield_block_cost_multiplier`)<br><br>
## Bugfixes<br>
- Tooltips system will actually update the use cost and tick cost when attributes are applied.<br><br>
- Weight system toggle actually works now (keep in mind that this only disables the weight penalty system, combat scaling and weight hud need to be turned off individually).<br><br>
- Partially recoded the parcool compat, it should be more stable and effective at determining which action the player is doing.
- Fixed [issue #12](https://github.com/Swiss8191/Peak-Stamina/issues/12)<br><br>
- Players no longer lose stamina for holding a shield when taking damage.<br><br>
- Blocking against cacti, magma blocks, poison, and environmental fire no longer consumes stamina.<br>
- Added checks for `BYPASSES_SHIELD` and `BYPASSES_ARMOR` damage tags to automatically ignore unblockable damage sources during stamina calculations.<br><br>
- Updated the weight system to properly read vanilla containers (Shulker Boxes, Bundles) using the new `DataComponents.CONTAINER` system, fixing a major issue where filled containers weighed 0.<br><br>
- Fixed a HUD flickering and logic desync issue caused by "Cure All" consumables accidentally clearing "Instant" penalties (like low thirst or extreme temperatures).<br><br>
- Fixed an issue where custom string IDs extracted from NBT (like TACZ ammo/attachments) were failing to match their configured weights in the auto-weigher.<br><br>
- Fixed an issue where actions configured with a negative stamina cost (meant to restore stamina) would fail to work if the player was at exactly 0 stamina.<br><br>
- Fixed a client-side network spam issue where swinging a weapon while it was on cooldown would constantly send missed attack packets to the server.<br><br>
- Fixed the `showRegenBorder` client config flag being ignored for the HUD rendering.<br><br>
- Patched a nullability crash in the stamina sync networking packet.<br><br>
- Removed duplicate config reload listeners that were causing caches to refresh twice.<br><br>
- Cleaned up a duplicate loop in the exhaustion penalty logic that was applying debuff effects twice.<br><br>
- Fixed improper tag name for c:tools/bow<br><br><br>
## Future Updates<br>
Since the mod has gotten this far I believe I should talk a little bit about what's coming next.
**v2.2.1** Will have buttons next to the config values that will reset the lists, values, and etc. back to the default value.
**v2.2.2** Will likely be an update to some experimental systems like the still barebones define your own stamina rules.
release
Peak Stamina 2.1.0+hotfix
2.1.0+hotfix24 июл. 2026 г.255Minecraft: 1.21.1neoforge
Что нового
Sorry for the long wait! Updates will start slowing down as my university starts up again. I will try for at least one update a month, you can also expect a new mod being released sometime within the next month or so, it will overhaul entity AI to and will use player sound and its line of sight to see you instead of vanillas 360 degree rotation! It will have sneaking mechanics and back stabbing (toggleable) so as long as you dont make too much noise and stay out of their line of sight, you can sneak through hordes of monsters (if you wear armor that reduces the noise and visibility). Or just create a distraction.<br><br><br>
## Hotfix
- Fixed stamina being drained for just holding a shield (not in active blocking) and taking damage.
## Major Features<br>
**Custom icons:** Added custom icons and an in-game Icon Studio. Made new icons for the default Hunger, Fatigue, Weight, and Poison penalties using the new icon studio.<br><br>
The custom icons are saved inside `custom_icons.json` in the peakstamina config folder. I suggest not touching that file and instead use the in-game icon studio to delete, modify, or create icons instead.<br><br><br>
## Minor Features<br>
Added config that lets you toggle whether items used to attack/miss will have a cooldown if you use it when out of stamina.<br><br>
Configs:<br>
* `enableAttackCooldownWhenExhausted`: Different from `itemInterruptionCooldown` this one targets weapons, swords, axes, etc. (Default: `false`)<br>
* `exhaustedAttackCooldownDuration`: How long the cooldown for weapons is when swung while out of stamina. (Default: `80`) <br><br>
**Suggestion box categories:** Added categories to the suggestions box.<br><br>
**Icon picker sheet:** When picking an icon for a penalty, you can now click the "Select Icon" button to open a sheet showing all available default (emoji) and custom icons.<br><br>
**New Attributes:**<br>
- parcool_cost_multiplier<br>
- walljumptxf_cost_multiplier<br>
- shieldexp_bonus_gain_multiplier<br>
- shieldexp_parry_cost_multiplier<br>
- combatroll_cost_multiplier<br>
- max_poison_penalty_multiplier<br>
- max_fatigue_penalty_multiplier<br>
- max_hunger_penalty_multiplier<br>
- max_weight_penalty_multiplier<br>
renamed penalty_amount_multiplier to max_global_penalty_multiplier<br>
renamed stamina_usage to global_stamina_usage<br>
renamed sprint_speed to exhausted_sprint_speed<br><br>
Commands were updated and overhauled.<br><br><br>
## Bugfixes<br><br>
Fixed parcool actions only draining normal stamina and ignoring your bonus stamina.<br><br>
Fixed parcool tick drain (CONTINUE type) not draining stamina.
release
Peak Stamina Forge 2.1.0
2.1.018 июл. 2026 г.287Minecraft: 1.20.1forge
Что нового
Sorry for the long wait! Updates will start slowing down as my university starts up again. I will try for at least one update a month, you can also expect a new mod being released sometime within the next month or so, it will overhaul entity AI to and will use player sound and its line of sight to see you instead of vanillas 360 degree rotation! It will have sneaking mechanics and back stabbing (toggleable) so as long as you dont make too much noise and stay out of their line of sight, you can sneak through hordes of monsters (if you wear armor that reduces the noise and visibility). Or just create a distraction.<br><br><br>
## Major Features<br>
**Custom icons:** Added custom icons and an in-game Icon Studio. Made new icons for the default Hunger, Fatigue, Weight, and Poison penalties using the new icon studio.<br><br>
The custom icons are saved inside `custom_icons.json` in the peakstamina config folder. I suggest not touching that file and instead use the in-game icon studio to delete, modify, or create icons instead.<br><br><br>
## Minor Features<br>
Added config that lets you toggle whether items used to attack/miss will have a cooldown if you use it when out of stamina.<br><br>
Configs:<br>
* `enableAttackCooldownWhenExhausted`: Different from `itemInterruptionCooldown` this one targets weapons, swords, axes, etc. (Default: `false`)<br>
* `exhaustedAttackCooldownDuration`: How long the cooldown for weapons is when swung while out of stamina. (Default: `80`) <br><br>
**Suggestion box categories:** Added categories to the suggestions box.<br><br>
**Icon picker sheet:** When picking an icon for a penalty, you can now click the "Select Icon" button to open a sheet showing all available default (emoji) and custom icons.<br><br>
**New Attributes:**<br>
- parcool_cost_multiplier<br>
- walljumptxf_cost_multiplier<br>
- shieldexp_bonus_gain_multiplier<br>
- shieldexp_parry_cost_multiplier<br>
- combatroll_cost_multiplier<br>
- max_poison_penalty_multiplier<br>
- max_fatigue_penalty_multiplier<br>
- max_hunger_penalty_multiplier<br>
- max_weight_penalty_multiplier<br>
renamed penalty_amount_multiplier to max_global_penalty_multiplier<br>
renamed stamina_usage to global_stamina_usage<br>
renamed sprint_speed to exhausted_sprint_speed<br><br>
Commands were updated and overhauled.<br><br><br>
## Bugfixes<br><br>
Fixed parcool actions only draining normal stamina and ignoring your bonus stamina.<br><br>
Fixed parcool tick drain (CONTINUE type) not draining stamina.
release
Peak Stamina Forge 2.0.0+hotfix
2.0.0+hotfix20 июн. 2026 г.480Minecraft: 1.20.1forge
Что нового
Hotfix 2
- Fixed Crash on startup for dedicated servers [issue #10](https://github.com/Swiss8191/Peak-Stamina/issues/10)
- Fixed some suggestion boxes not showing all possible options. (a good example of this is the suggestion box for weight not showing minecraft:oak_log.) <br><br><br>
Hey! Never thought I would make it to this point but here I am. Version 2.0.0 was quite a struggle but its here and with some QOL changes and some other requested features. If you have any bugs (or suggestions) please let me know by either posting a comment or making an issue in github, enjoy! <br><br><br>
## Major Features <br>
**In-game config menu:** Added an in-game config menu (made it myself, no dependencies) that you can access in Menu -> Mods -> Peak Stamina -> Config. You can see som ephotos of what it looks like in the gallery. <br><br>
It features:<br>
* **Categorized Sidebar:** A sidebar to jump between different categories and sub sections, with scroll tracking. <br><br>
* **Search Bar:** Instantly filter and find specific settings by their name or description, utilizing a clean top-right dropdown search menu. <br><br>
* **Setting Descriptions:** Hovering directly over a setting name displays detailed <br><br>descriptions. If a setting is disabled, the tooltip will tell you exactly which master toggle you need to turn on first. <br><br>
* **Quick Navigation:** You can click a category or a sub category to instantly go to that section. <br><br>
* **Advanced List Editor:** Complex string lists open in a dedicated sub-screen with a format guide that will appear when you click the button on the top right, syntax validation, and an autocomplete suggestion system. <br><br>
**Custom UI texture sheet:** Created a dedicated texture sheet that you can freely paint over to create resource packs and anything else, as long as you correctly label the starting X and Y coordinates, as well as the width and height of the texture. A tutorial on how to use it is included in the `.txt` file inside the assets folder. <br><br>
**Customizable regen indicators:** Moved away from code created textures into pixel art so people can use resource packs with it for the regen indicators. You can select to use the default `>>>` text or use the custom texture on the texture sheet. <br><br>
Configs:<br>
* `regenIndicatorStyle`: Regen Arrow Style: DEFAULT (uses >>> ), CUSTOM (uses your custom texture made in the sprite sheet) or OFF. (Default: `RegenIndicatorStyle.DEFAULT`)<br>
* `showRegenBorder`: If true, draws a slightly dark border around the regen indicators (>). (Default: `true`) <br><br>
## Minor Features <br>
**Updated exhaustion penalties:** Exhaustion penalties can now accept status effects.<br><br>
Configs:<br>
* `customExhaustionPenalties`: List of Attribute Penalties to apply when Stamina hits 0… You can also apply Potion Effects. (Default: `["minecraft:generic.movement_speed;-0.10;2", "minecraft:generic.attack_speed;-0.15;2", "minecraft:generic.attack_damage;-0.15;2", "minecraft:slowness;0;30"]`) <br><br>
**Dynamic weight display:** Weight display in the inventory can now be in `kg`, `lbs`, or `custom` (the mod will automatically convert `lbs` to `kg` or `kg` to `lbs` when switching). <br><br>
Configs:<br>
* `enableWeightHUD`: Enable the dynamic Weight/Encumbrance text on the inventory screen. (Default: `true`)<br>
* `displayUnit`: The unit of measurement to display for weight. (Internal logic remains in lbs). (Default: `WeightUnit.kg`)<br>
* `customUnitLabel`: If displayUnit is CUSTOM, what label should be shown? (e.g., 'oz', 'stones'). (Default: `"kg"`)<br>
* `customUnitMultiplier`: If displayUnit is CUSTOM, what should the internal lbs value be multiplied by. (Default: `1.0`) <br><br>
**Tooltip weight units:** Added units to the weight display in item tooltips. This will also natively follow your configured weight measurement. <br><br>
Configs:<br>
* `enableTooltips`: Enable stamina information on item tooltips. (Default: `true`)<br>
* `advancedTooltipsOnly`: Only show tooltips when advanced tooltips are enabled (F3+H). (Default: `false`)<br>
* `labelWeight`: Text shown before the Weight value. (Default: `"Weight: "`)<br>
* `customTooltips`: Define multiple tooltips to display on items. (Order here dictates order shown in-game). (Default: `["WEIGHT;BOTTOM;DARK_GRAY;WHITE", "ATTACK_COST;BOTTOM;DARK_GRAY;WHITE", ...]`) <br>
**Weight HUD offset changes:** Changed the name of `weightHUDX` to `WeightXOffset` and `weightHUDY` to `WeightYOffset`. The default values were changed from -49 and -75 to 0 and 0. The HUD will remain in the exact same spot; the old values were just where it was on the screen, while the new values act as an offset from that point. <br><br>
Configs:<br>
* `weightXOffset`: X position offset for the Weight HUD (0 is the center of the screen). (Default: `0`)<br>
* `weightYOffset`: Y position offset for the Weight HUD (0 is the center of the screen). (Default: `1`) <br><br>
**Config auto refresh:** Made universal penalties and similar lists auto refresh. Changes will be applied in game when the file is saved or a new row is added in the config menu. <br><br>
Configs:<br>
* `universalPenalties`: Universal Compatibility with Scaling Penalties… Allows you to link external mod data (NBT tags or Potion Effects) to the stamina system. (Default: `["NBT;thirstLevel;<;6;0;20.0;38143;💧", "NBT;targetTemperatureLevel;>;2;4;15.0;16724016;🔥", ... ]`) <br><br>
* `universalBuffs`: Universal Compatibility for granting Bonus Stamina. Uses same logic as universal penalties. (Default: `["EFFECT;minecraft:strength;PASSIVE_OVER;-1;20.0;1.0", "EFFECT;minecraft:resistance;BURST_OVER;-1;100;25.0", ... ]`) <br><br>
**File reorganization:** Organized the mod's files into specific folders so it's much easier to navigate and update things moving forward. <br><br>
**Version number fix:** The version number displayed in the Minecraft mods tab is now correctly formatted. <br><br>
**Added mod compatibilities:** Added native stamina integration for a few other mods. <br><br>
## Compatibilities <br>
**Shield Expansion:** Added compatibility for stamina drain during parries and blocking. <br> <br>
Configs:<br>
* `shieldExpParryMult`: Multiplier for the stamina block cost when successfully parrying. 0.0 = Free parry, 0.5 = Half stamina cost, 1.0 = Normal block cost. (Default: `0.0`)<br>
* `shieldExpParryBonus`: Flat amount of Bonus Stamina (Yellow Bar) to grant when successfully parrying. Set to 0.0 to disable. (Default: `15.0`)<br><br>
**Wall-Jump! TXF:** Added compatibility for wall-jumping actions. <br><br>
Configs:<br>
* `wallJumpActionCosts`: Wall-Jump! TXF Action Stamina Costs. Types: START = One-time cost when action begins, CONTINUE = Cost per tick while action is active. (Default: `["WallJump;START;10.0", "DoubleJump;START;15.0", "WallCling;START;3.0;CONTINUE;0.15"]`) <br><br>
* `speedBoostExtraLvl1`: Extra stamina drained per tick for Speed Boost Level 1. (Default: `0.02`)<br>
* `speedBoostExtraLvl2`: Extra stamina drained per tick for Speed Boost Level 2. (Default: `0.05`)<br>
* `speedBoostExtraLvl3`: Extra stamina drained per tick for Speed Boost Level 3. (Default: `0.1`)<br><br>
* `dropOnEmptyWallCling`: If true, the player will be forced to let go of the wall if they run out of stamina. (Default: `true`)<br>
release
Peak Stamina NeoForge 2.0.0+hotfix2
2.0.0+hotfix220 июн. 2026 г.244Minecraft: 1.21.1neoforge
Что нового
Hotfix 2
- Fixed Crash on startup for dedicated servers [issue #9](https://github.com/Swiss8191/Peak-Stamina/issues/9)
- Fixed crashing when missing an attack [issue#8](https://github.com/Swiss8191/Peak-Stamina/issues/8)
- Fixed/Changed the internal weight being kg instead of lbs for consistency.
- Fixed some suggestion boxes not showing all possible options. (a good example of this is the suggestion box for weight not showing minecraft:oak_log.)
- Fixed the default configs for tags being in forge: instead of c:
- Fixed the incorrect tag id from c:tools/shields to c:tools/shield, the shield draining should work again when using the tag costs. <br><br><br>
Hey! Never thought I would make it to this point but here I am. Version 2.0.0 was quite a struggle but its here and with some QOL changes and some other requested features. If you have any bugs (or suggestions) please let me know by either posting a comment or making an issue in github, enjoy! <br><br><br>
## Major Features <br>
**In-game config menu:** Added an in-game config menu (made it myself, no dependencies) that you can access in Menu -> Mods -> Peak Stamina -> Config. You can see som ephotos of what it looks like in the gallery. <br><br>
It features:<br>
* **Categorized Sidebar:** A sidebar to jump between different categories and sub sections, with scroll tracking. <br><br>
* **Search Bar:** Instantly filter and find specific settings by their name or description, utilizing a clean top-right dropdown search menu. <br><br>
* **Setting Descriptions:** Hovering directly over a setting name displays detailed <br><br>descriptions. If a setting is disabled, the tooltip will tell you exactly which master toggle you need to turn on first. <br><br>
* **Quick Navigation:** You can click a category or a sub category to instantly go to that section. <br><br>
* **Advanced List Editor:** Complex string lists open in a dedicated sub-screen with a format guide that will appear when you click the button on the top right, syntax validation, and an autocomplete suggestion system. <br><br>
**Custom UI texture sheet:** Created a dedicated texture sheet that you can freely paint over to create resource packs and anything else, as long as you correctly label the starting X and Y coordinates, as well as the width and height of the texture. A tutorial on how to use it is included in the `.txt` file inside the assets folder. <br><br>
**Customizable regen indicators:** Moved away from code created textures into pixel art so people can use resource packs with it for the regen indicators. You can select to use the default `>>>` text or use the custom texture on the texture sheet. <br><br>
Configs:<br>
* `regenIndicatorStyle`: Regen Arrow Style: DEFAULT (uses >>> ), CUSTOM (uses your custom texture made in the sprite sheet) or OFF. (Default: `RegenIndicatorStyle.DEFAULT`)<br>
* `showRegenBorder`: If true, draws a slightly dark border around the regen indicators (>). (Default: `true`) <br><br>
## Minor Features <br>
**Updated exhaustion penalties:** Exhaustion penalties can now accept status effects.<br><br>
Configs:<br>
* `customExhaustionPenalties`: List of Attribute Penalties to apply when Stamina hits 0… You can also apply Potion Effects. (Default: `["minecraft:generic.movement_speed;-0.10;2", "minecraft:generic.attack_speed;-0.15;2", "minecraft:generic.attack_damage;-0.15;2", "minecraft:slowness;0;30"]`) <br><br>
**Dynamic weight display:** Weight display in the inventory can now be in `kg`, `lbs`, or `custom` (the mod will automatically convert `lbs` to `kg` or `kg` to `lbs` when switching). <br><br>
Configs:<br>
* `enableWeightHUD`: Enable the dynamic Weight/Encumbrance text on the inventory screen. (Default: `true`)<br>
* `displayUnit`: The unit of measurement to display for weight. (Internal logic remains in lbs). (Default: `WeightUnit.kg`)<br>
* `customUnitLabel`: If displayUnit is CUSTOM, what label should be shown? (e.g., 'oz', 'stones'). (Default: `"kg"`)<br>
* `customUnitMultiplier`: If displayUnit is CUSTOM, what should the internal lbs value be multiplied by. (Default: `1.0`) <br><br>
**Tooltip weight units:** Added units to the weight display in item tooltips. This will also natively follow your configured weight measurement. <br><br>
Configs:<br>
* `enableTooltips`: Enable stamina information on item tooltips. (Default: `true`)<br>
* `advancedTooltipsOnly`: Only show tooltips when advanced tooltips are enabled (F3+H). (Default: `false`)<br>
* `labelWeight`: Text shown before the Weight value. (Default: `"Weight: "`)<br>
* `customTooltips`: Define multiple tooltips to display on items. (Order here dictates order shown in-game). (Default: `["WEIGHT;BOTTOM;DARK_GRAY;WHITE", "ATTACK_COST;BOTTOM;DARK_GRAY;WHITE", ...]`) <br>
**Weight HUD offset changes:** Changed the name of `weightHUDX` to `WeightXOffset` and `weightHUDY` to `WeightYOffset`. The default values were changed from -49 and -75 to 0 and 0. The HUD will remain in the exact same spot; the old values were just where it was on the screen, while the new values act as an offset from that point. <br><br>
Configs:<br>
* `weightXOffset`: X position offset for the Weight HUD (0 is the center of the screen). (Default: `0`)<br>
* `weightYOffset`: Y position offset for the Weight HUD (0 is the center of the screen). (Default: `1`) <br><br>
**Config auto refresh:** Made universal penalties and similar lists auto refresh. Changes will be applied in game when the file is saved or a new row is added in the config menu. <br><br>
Configs:<br>
* `universalPenalties`: Universal Compatibility with Scaling Penalties… Allows you to link external mod data (NBT tags or Potion Effects) to the stamina system. (Default: `["NBT;thirstLevel;<;6;0;20.0;38143;💧", "NBT;targetTemperatureLevel;>;2;4;15.0;16724016;🔥", ... ]`) <br><br>
* `universalBuffs`: Universal Compatibility for granting Bonus Stamina. Uses same logic as universal penalties. (Default: `["EFFECT;minecraft:strength;PASSIVE_OVER;-1;20.0;1.0", "EFFECT;minecraft:resistance;BURST_OVER;-1;100;25.0", ... ]`) <br><br>
**File reorganization:** Organized the mod's files into specific folders so it's much easier to navigate and update things moving forward. <br><br>
**Version number fix:** The version number displayed in the Minecraft mods tab is now correctly formatted. <br><br>
**Added mod compatibilities:** Added native stamina integration for a few other mods. <br><br>
## Compatibilities <br>
**Shield Expansion:** Added compatibility for stamina drain during parries and blocking. <br> <br>
Configs:<br>
* `shieldExpParryMult`: Multiplier for the stamina block cost when successfully parrying. 0.0 = Free parry, 0.5 = Half stamina cost, 1.0 = Normal block cost. (Default: `0.0`)<br>
* `shieldExpParryBonus`: Flat amount of Bonus Stamina (Yellow Bar) to grant when successfully parrying. Set to 0.0 to disable. (Default: `15.0`)<br><br>
**Wall-Jump! TXF:** Added compatibility for wall-jumping actions. <br><br>
Configs:<br>
* `wallJumpActionCosts`: Wall-Jump! TXF Action Stamina Costs. Types: START = One-time cost when action begins, CONTINUE = Cost per tick while action is active. (Default: `["WallJump;START;10.0", "DoubleJump;START;15.0", "WallCling;START;3.0;CONTINUE;0.15"]`) <br><br>
* `speedBoostExtraLvl1`: Extra stamina drained per tick for Speed Boost Level 1. (Default: `0.02`)<br>
* `speedBoostExtraLvl2`: Extra stamina drained per tick for Speed Boost Level 2. (Default: `0.05`)<br>
* `speedBoostExtraLvl3`: Extra stamina drained per tick for Speed Boost Level 3. (Default: `0.1`)<br><br>
* `dropOnEmptyWallCling`: If true, the player will be forced to let go of the wall if they run out of stamina. (Default: `true`)<br>
release
Peak Stamina Forge 1.9.19
1.9.1918 мая 2026 г.298Minecraft: 1.20.1forge
Что нового
## **Minor Features**<br><br>
### Weight Inventory Readout<br>
Somehow I didn't think to add this till now. You can now see your total weight in lbs in your inventory above your character model. It will turn yellow if it crosses the threshold and red if you are maxed out in the threshold. It will come with its configs. <br><br>
These settings are located in your client config (`client.toml`) under the `Encumbrance UI` section:<br>
- `enableWeightHUD` (Default: `true`): Master switch to toggle the readout on or off.<br>
- `weightHudX` & `weightHudY`: Adjust the X and Y offsets to freely move the text wherever you prefer on your screen.<br><br>
### Enchantments<br>
Two new custom enchantments have been added. Both enchantments can be found in enchantment tables or as loot, and their exact reduction values (Tiers I - III) can be fully configured in the main configuration file.<br><br>
These settings are located in your common config (`common.toml`) under the `Enchantments` section:<br>
- **Tireless:** Can be applied to any tool, weapon, bow, or shield. It significantly reduces the stamina cost of swinging, mining, drawing, and blocking.<br>
- **Lightweight (Weightless):** Reduces the calculated weight of the enchanted item to lower your overall encumbrance. It can be applied to almost anything! _(Note: If you apply this to a placeable block, placing and breaking the block will cause it to lose the enchantment)._<br><br>
### Slow Climb Toggle<br>
- Added a new configuration option (`enableSlowClimb`) allowing you to disable the slow climb mechanic if you prefer vanilla ladder speeds. (Default: `true`).<br><br>
**Minor Config Change:** For the default tooltips, made all of them use the mode UNDER_NAME instead of BOTTOM.<br><br>
Sorry for the wait! Im currently travelling and fighting against the great firewall of China.
release
Peak Stamina NeoForge 1.9.19+hotfix
1.9.19+hotfix18 мая 2026 г.265Minecraft: 1.21.1neoforge
Что нового
## **Minor Features**<br><br>
### Weight Inventory Readout<br>
Somehow I didn't think to add this till now. You can now see your total weight in lbs in your inventory above your character model. It will turn yellow if it crosses the threshold and red if you are maxed out in the threshold. It will come with its configs. <br><br>
These settings are located in your client config (`client.toml`) under the `Encumbrance UI` section:<br>
- `enableWeightHUD` (Default: `true`): Master switch to toggle the readout on or off.<br>
- `weightHudX` & `weightHudY`: Adjust the X and Y offsets to freely move the text wherever you prefer on your screen.<br><br>
### Enchantments<br>
Two new custom enchantments have been added. Both enchantments can be found in enchantment tables or as loot, and their exact reduction values (Tiers I - III) can be fully configured in the main configuration file.<br><br>
These settings are located in your common config (`common.toml`) under the `Enchantments` section:<br>
- **Tireless:** Can be applied to any tool, weapon, bow, or shield. It significantly reduces the stamina cost of swinging, mining, drawing, and blocking.<br>
- **Lightweight (Weightless):** Reduces the calculated weight of the enchanted item to lower your overall encumbrance. It can be applied to almost anything! _(Note: If you apply this to a placeable block, placing and breaking the block will cause it to lose the enchantment)._<br><br>
### Slow Climb Toggle<br>
- Added a new configuration option (`enableSlowClimb`) allowing you to disable the slow climb mechanic if you prefer vanilla ladder speeds. (Default: `true`).<br><br>
**Minor Config Change:** For the default tooltips, made all of them use the mode UNDER_NAME instead of BOTTOM.<br><br>
### Fixes<br>
- Fixed the en_us lang file not being properly read and therefore leaving every peak stamina attribute and future items as the translation key instead of a clear name.<br>
- Fixed incorrect comments that was left in when copying config files from forge to neoforge (specifically the universal integrations section examples where it said forgecaps).<br><br>
Sorry for the wait! Im currently travelling and fighting against the great firewall of China.
release
Peak Stamina Neoforge 1.9.18
1.9.181 мая 2026 г.305Minecraft: 1.21.1neoforge
Что нового
The 1.21.1 neoforge version of the mod. Contains all the same features as the forge version.
release
Peak Stamina 1.9.18
1.9.1822 апр. 2026 г.267Minecraft: 1.20.1forge
Что нового
Sorry for the long time between updates! It was finals season.
## Major Features<br><br>
### Custom Tooltips<br>
This allows you to define which stamina related statistics appear on item tooltips in game. These settings are located in `config/peak_stamina/client.toml`.<br><br>
- `enableTooltips` (Default: `true`): Master switch to enable or disable stamina information on item tooltips.<br><br>
- `advancedTooltipsOnly` (Default: `false`): If true, stamina tooltips will only appear when F3+H (Advanced Tooltips) is active in-game.<br><br>
- `customTooltips`: A list that defines which statistics are shown, their placement, and their colors.<br><br>
- **Format**: `"CONTENT_TYPE;PLACEMENT;LABEL_COLOR;VALUE_COLOR"`.<br><br><br>
- **Content Types**: `WEIGHT`, `ATTACK_COST`, `MISSED_ATTACK_COST`, `USE_COST`, `TICK_COST`, `BLOCK_COST`, `INSTANT_STAMINA`, `BONUS_STAMINA`, `REGEN_MODIFIER`, `CURES`.<br><br><br>
- **Placements**: `BOTTOM` (end of tooltip) or `BELOW_NAME` (directly under the item name).<br><br><br>
- **Colors**: Standard Minecraft color names (e.g., `DARK_GRAY`, `WHITE`, `GOLD`, `GREEN`).<br><br>
You can also define the specific text that appears before each value in the tooltip using the following keys:<br><br>
- `labelWeight`: Text shown before the Weight value (Default: "Weight: ").<br>
- `labelAttackCost`: Text shown before the Attack Cost value (Default: "Attack Cost: ").<br>
- `labelUseCost`: Text shown before the Use Cost value (Default: "Use Cost: ").<br>
- `labelTickCost`: Text shown before the Tick/Active Cost value (Default: "Active Cost: ").<br>
- `labelBlockCost`: Text shown before the Block Cost value (Default: "Block Cost: ").<br>
- `labelMissCost`: Text shown before the Missed Attack Cost value (Default: "Miss Cost: ").<br>
- `labelInstant`: Text shown before the Instant Stamina value (Default: "Restores: ").<br>
- `labelBonus`: Text shown before the Bonus Stamina value (Default: "Bonus: ").<br>
- `labelRegen`: Text shown before the Regen Modifier value (Default: "Regen: ").<br>
- `labelCures`: Text shown before the Cures value (Default: "Cures: ").<br><br>
----------
### Custom Stamina Actions<br>
Located in `config/peak_stamina/experimental.toml`, this system allows you to define specific triggers that consume or regenerate stamina based on player events. This is in the experimental section since it is pretty bare bones right now, I will likely revisit it at some point.<br><br>
- **Format**: `"EVENT_TYPE;ARGUMENT;COST"`.<br><br>
- **Event Types and Arguments**:<br>
- `MOUNT`: Triggers when mounting an entity (e.g., `minecraft:horse`, `minecraft:boat`, or `ANY`).<br>
- `INTERACT_ENTITY`: Triggers when right-clicking an entity (e.g., `minecraft:villager`, or `ANY`).<br>
- `HURT`: Triggers when taking damage (e.g., `fall`, `onFire`, `mob`, `arrow`, or `ANY`).<br>
- `FISH`: Triggers when successfully catching something (use `ANY`).<br><br>
- **Cost**: Positive values drain stamina, while negative values regenerate it.<br><br>
----------
### Combat Roll Compatibility<br>
Native integration has been added for the Combat Roll mod, located in `config/peak_stamina/lists.toml` under the parcool compat section.<br><br>
- `combatRollCost`: Defines how much stamina is consumed per roll.<br><br>
----------
### Minor Change <br>
- **Reworked Attribute**: Reworked the slow climb attribute to be based off config instead of attribute value. This means that the default 0.4 speed is tied to the config and the attribute is base mult of 1 now.
release
Peak Stamina 1.8.18
1.8.181 апр. 2026 г.317Minecraft: 1.20.1forge
Что нового
## Minor Update
**Weight system Update:** Completely rewrote the weight handler to support complex mods (like TACZ) purely through the config, alongside some highly requested quality-of-life additions.<br><br>
- `nbtWeightPaths`: A new config list that extracts hidden IDs (like `tacz:9mm` or equipped scopes on guns) from an item's NBT data and assigns them specific fallback weights.<br><br>
- _Example 1 (Ammo):_ Adding `"tacz:ammo;AmmoId;0.05;true"` tells the weight system to look inside the base `tacz:ammo` item to find the specific `AmmoId`. If the ammo isn't configured individually, it defaults to a fallback weight of `0.05` per bullet.<br><br>
- _Example 2 (Attachments):_ Adding `"tacz:modern_kinetic_gun;AttachmentSCOPE.tag.AttachmentId;0.5;false"` tells the system to dig through a gun's NBT folders (specifically, it opens the `AttachmentSCOPE` folder, then the `tag` folder inside of it, to read the `AttachmentId`) to check for an equipped scope. If a scope is found, it checks your explicit weights or defaults to adding `0.5` weight. If no scope is equipped, it adds `0.0` weight (because the final flag is `false`).<br><br>
- Special NBTs Support: The standard `customItemWeights` list now supports those extracted raw string IDs, allowing you to assign weight to nested items and attachments. (The reason this is needed is because mods like TACZ use a single base registry ID like `tacz:ammo` for all bullets, hiding the specific ammo type under an NBT label).<br><br>
- Once the NBT paths are set up above, you can simply add `"tacz:9mm;0.02"` or `"tacz:sight_exp3;0.8"` directly into your standard `customItemWeights` list to balance them perfectly!<br><br>
**New command:** `/stamina reload`: A new command to instantly refresh all weight caches, tag caches, and NBT configs in game without restarting your server.<br><br>
- _Example:_ Tweak your item weights in the `lists.toml` file, save the file, and type `/stamina reload` in chat. Your new weights will apply to player inventories immediately!
release
Peak Stamina 1.8.17 hotfix2
1.8.1728 мар. 2026 г.147Minecraft: 1.20.1forge
Что нового
This stuff and fixed the config for barYOffset still being 24...
Also removed a duplicate enum.
## Minor Feature
**ICON HUD Style:** Added this new stamina hud style since someone requested it, as well as some configuration options to customize it.<br><br>
* `hudStyle`: A setting to toggle between the `BAR` and the `ICON` style.<br><br>
* `iconXOffset` & `iconYOffset`: Offsets the ICON hud style by the amount you specify<br><br>
**Important note:** For those of you that downloaded a previous version, I have finally 'fixed' the offset configuration of `barXOffset` and the default is now 0 instead of 24. Please change your config file yourself or delete it and reload it.
release
Peak Stamina 1.8.16
1.8.1620 мар. 2026 г.103Minecraft: 1.20.1forge
Что нового
## Minor Feature<br><br>
Added new combat stamina configs and introduced Dynamic Weapon Weight scaling. Combat settings are in a new section underneath the depletions section in `peakstamina/common.toml`<br><br>
* `attackCostScalesWithWeight`: If true, the stamina drained per attack is modified by the weapon's weight.<br><br>
* `attackWeightNormalizer`: The baseline weapon weight that results in exactly a 1.0x stamina cost multiplier. Default is 3.0 (roughly a Stone Sword).<br><br>
* `attackWeightScaleFactor`: How intensely weight affects the attack cost. 1.0 = direct scaling, 0.5 = half impact, 2.0 = double impact.<br><br>
* `attackWeightMinMultiplier`: The minimum possible stamina cost multiplier from weight scaling. Prevents light weapons from becoming entirely free to swing.<br><br>
* `attackWeightMaxMultiplier`: The maximum possible stamina cost multiplier from weight scaling. Prevents excessively heavy weapons from draining all stamina instantly.<br><br>
* `missedAttackCostScalesWithWeight`: If true, the stamina drained per missed attack is modified by the weapon's weight.<br><br>
* `missedAttackWeightNormalizer`: The baseline weapon weight that results in exactly a 1.0x stamina cost multiplier for missed attacks.<br><br>
* `missedAttackWeightScaleFactor`: How intensely weight affects the missed attack cost.<br><br>
* `missedAttackWeightMinMultiplier`: The minimum possible stamina cost multiplier for missed attacks.<br><br>
* `missedAttackWeightMaxMultiplier`: The maximum possible stamina cost multiplier for missed attacks.<br><br>
Refer to the [Wiki](https://github.com/Swiss8191/Peak-Stamina/wiki/PS%3A-Combat%2C-Sleep%2C-and-Elytra) for more information and a more indepth explanation.
release
Peak Stamina 1.8.15
1.8.1514 мар. 2026 г.1,4 тыс.Minecraft: 1.20.1forge
Что нового
### Minor Feature<br><br>
Completely changed how configuration lists are cached. The mod no longer checks config states every single tick. Instead, it uses a highly efficient, event driven `ConfigReloadHandler` that instantly rebuilds caches only when a `.toml` file is actively saved.<br><br>
* In other words, changing values inside any of the config files `common.toml`, `lists.toml`, `client.toml`, and `experimental.toml` will no longer require you to close the instance and reopen the instance to load in the new values. Now you can just adjust the values in the configs then save the file and it will be applied in game (may take a few seconds).<br><br>
### Performance
Some optimizations have been made.<br><br>
* **PackedUp Compat Caching:** optimized backpack weight calculations. Added an NBT hashing cache system to prevent expensive Java reflection calls from running every 20 ticks per player. <br><br>
* **Recursive Weight Calculation:** Optimized NBT fetching inside `WeightHandler`. The system now grabs item NBT tags once per recursion depth instead of querying them repeatedly. <br><br>
### Bug Fix
Fixed a bug where swinging at the air/missing an attack would not drain stamina.
release
Peak Stamina 1.8.14
1.8.146 мар. 2026 г.127Minecraft: 1.20.1forge
Что нового
## Major Features
### Universal Buffs
You can now grant players Bonus Stamina based on NBT tags or Potion Effects, this essentially works the same way as universal penalties (in the universal compat section). Configs can be found in `config/peakstamina/lists.toml` <br><br>
* `universalBuffs`: Supports `PASSIVE` (regen over time), `BURST` (instant on threshold), or `BOTH`. Also supports `MULTIPLIER` scaling so the buff grows based on effect amplifier or NBT value.<br><br>
* There's also a toggle for whether passive Bonus Stamina pauses while the player is actively draining stamina.<br><br>
### Experimental Mob Stamina (Lite)
Mobs can have stamina now. It's whitelist based and optimized in a way that it shouldn't have any major performance impacts, nonetheless it is still experimental and disabled by default. Configs can be found in `config/peakstamina/experimental.toml`<br><br>
* **Exhaustion Profiles:** `exhaustionProfiles` templates that define which attributes get debuffed when a mob tires out. Custom mod attributes are supported.<br><br>
* **Dynamic Projectiles:** Ranged mobs shoot slower, weaker arrows with worse drop when exhausted (scales based off their attack attribute reduction).<br><br>
* **Stamina:** Mobs use stamina only when they attack you (hitting a shield counts) and for ranged mobs that use bows and crossbows (unsure about modded) it uses stamina to shoot and doesn't matter if it hits you or not.<br><br>
* **Visual Cues:** Exhausted mobs emit sweat particles. Can be toggled off in the config. <br><br>
## Minor Features
`itemCosts`, `itemCostTags`, and `consumableValues` now reload when you reload configs. Basically you no longer need to restart your server or instance to load in the new config values for those, just run /reload as a command and it will apply the changes you made. <br><br>
Reformatted the lists config so its easier to read (weight especially)
## Performance
Fixed a handful of issues, NBT data was being processed way too aggressively, and the server was syncing stamina to clients far more often than it ever needed to. Both are sorted now. You should notice smoother TPS, less RAM pressure, and a meaningful drop in network traffic, especially on multiplayer or in heavy packs. <br><br>
For the more tech inclined: item lookups are now O(1) cached at startup instead of O(N) parsed on every action, NBT serialization is throttled cutting GC (garbage collection) overhead by ~95%, and stamina sync packets are down 80-90%. <br><br>
*A rough picture of how much unnecessary work the old system was doing in the background.* <br><br>
| What Changed | Old System | New System |
|---|---|---|
| Config lookups per action | Scaled with modpack size | Always 1 operation |
| Player data saves per 5 seconds | 100 full saves | ~5 saves |
| Stamina sync packets per minute | 1,200 packets | ~61 packets |
None of this is particularly visible, but it was all adding up in the background especially on servers and heavy modpacks. This update cuts out the vast majority of that.
release
Peak Stamina 1.7.14
1.7.1427 февр. 2026 г.127Minecraft: 1.20.1forge
Что нового
Figured I finally add some more stuff to the client config lol, this is disabled by default since I imagine most people would want to know their stamina at all times. <br><br>
## **Auto HUD (not related to the auto hud mod btw)**
The stamina bar now has a built-in, Auto HUD system! It will hide itself when your stamina is full and animate back onto the screen the moment you gain bonus stamina or dip below your configured thresholds.<br><br>
Configs can be found in `peakstamina/client.toml`
* `autoHudMode`: Choose how the bar animates in and out. Options are FADE, SLIDE, or BOTH.<br><br>
* `autoHudSlideDir`: The direction the bar travels when sliding away (UP, DOWN, LEFT, RIGHT).<br><br>
* `autoHudEasing`: The mathematical curve used for the slide animation. Choose from LINEAR, SMOOTHSTEP, EASE_OUT_SINE, or EASE_OUT_EXPO. (what each does will be explained in the config comments) <br><br>
* `autoHudFadeInSpeed` & `autoHudFadeOutSpeed`: Independent speed controls for how fast the bar becomes transparent or solid.<br><br>
* `autoHudSlideInSpeed` & `autoHudSlideOutSpeed`: Independent speed controls for how fast the bar physically moves in and out.<br><br>
* `autoHudSlideDistance`: Exactly how many pixels the bar moves when sliding off-screen.<br><br>
* `autoHudLingerTime`: How long (in ticks) the bar stays visible after you stop actively draining or regenerating stamina.<br><br>
* `autoHudThreshold`: Automatically wakes the bar up if your stamina drops below this specific percentage.<br><br>
* `autoHudShowOnPenalties`: Forces the bar to stay safely visible on-screen if you have any active penalties (hunger, poison, fatigue, weight).<br><br>
release
Peak Stamina 1.7.13 hotfix
1.7.1321 февр. 2026 г.126Minecraft: 1.20.1forge
Что нового
all that below and the hotfix is to add all the missing attributes to my en_us lang file (im sorry I keep forgetting >_<)
## **Updated Bonus Stamina**
Made it so that its possible to fully configure the bonus stamina ingame via attributes. In addition, the bonus stamina can now STACK ontop of each other and the overlapping bar gets hue shifted (works with all configurable colors of the bonus stamina bar) and a '2x' or '3x' will appear to show how many bonus stamina bars are there.<br><br>
Attributes
* `BONUS_STAMINA_CAPACITY`: Multiplies the maximum amount of bonus stamina a player can hold (e.g., a value of 1.5 allows you to hold 150% of your max stamina in bonus stamina).<br><br>
* `BONUS_STAMINA_DECAY_RATE`: Multiplies how fast the bonus stamina decays over time.<br><br>
* `BONUS_STAMINA_DECAY_DELAY`: Multiplies how long it takes before the bonus stamina begins to decay.<br><br>
* `EXCESS_CONVERSION_MULTIPLIER`: Multiplies the conversion rate of instant stamina overflow into bonus stamina.<br><br>
<br><br>
## **Updated Weight System**
The math behind the `WEIGHT_LIMIT` attribute has been changed.
<br><br>
The maximum weight capacity now increases twice as fast as the threshold where penalties begin. This means as you gain more weight limit attribute bonuses, the "encumbrance zone" (the gap between starting to get weight penalty and hitting maximum penalty) naturally stretches out, making the weight system significantly more forgiving at higher levels instead of it being the same at all levels.
release
Peak Stamina 1.7.12 full
1.7.1217 февр. 2026 г.135Minecraft: 1.20.1forge
Что нового
## **New Feature Bonus Stamina System**
A bonus stamina mechanic has been implemented. This allows players to exceed their normal maximum stamina cap temporarily. Bonus stamina appears as a Gold/Orange (default, you can change it in client config) on top of the standard stamina bar. All actions will first drain bonus stamina before the standard stamina
When consuming items that restore stamina (INSTANT), if your main stamina bar is full or fills up during the process, the remaining excess stamina restore is converted into Bonus Stamina.
Configs
* `enableExcessStaminaConversion` (Default: `true`): If true, restoring stamina past the Max Stamina limit via consumables will convert the excess amount into Bonus Stamina.
* `excessConversionRate` (Default: `0.5`): The percentage of excess normal stamina that becomes bonus stamina. 0.5 = 50% conversion (e.g., 10 points of overflow becomes 5 points of Bonus Stamina).
* `bonusStaminaDecayDelay` (Default: `20`): The delay in ticks (20 ticks = 1 second) before Bonus Stamina starts decaying after being gained or used. Default is 1 second.
* `bonusDecayScalesWithAmount` (Default: `true`): If true, the decay rate is treated as a percentage of your _current_ bonus stamina (burns faster when you have more). If false, it decays by a flat amount.
* `bonusStaminaDecayRate` (Default: `0.04`): The amount of Bonus Stamina lost per second. If scaling is enabled, `0.04` represents a 4% loss per second. If scaling is disabled, it represents a flat amount lost per second.
The Bonus Stamina HUD is fully customizable in the `client-config`.
<br><br>
## **New Feature Missing Attack Depletion costs**
Randomly swinging your items into the air will cost a configurable amount of stamina (You can disable this btw).
<br><br>
## **Updated Consumables section**
The consumables section can now have the `BONUS;value` type and arg. What it does is that the consumable when eaten will give X amount of bonus stamina ontop of the stamina recovered by INSTANT (conversion rate is configurable, see above).
<br><br>
## **IMPORTANT CONFIG UPDATE**
I have split the config into three files inside the `peakstamina` folder, the files are named below:
`peakstamina/common.toml`: "simple" mechanics, multipliers, and scalar values.
`peakstamina/client.toml`: Visual settings, HUD layout, and colors.
`peakstamina/lists.toml`: data lists (item weights, costs, consumables) are now separated to prevent them from cluttering the main settings. as well as making it easier for you to copy and paste your lists over.
Happy Lunar new years! (eve) ^-^
release
Peak Stamina 1.7.12 Partial
1.7.125 февр. 2026 г.1,3 тыс.Minecraft: 1.20.1forge
Что нового
### Updated Feature: Item Cost Types
A new interaction type, `USE_ON_BLOCK`, has been introduced to the stamina system. Stamina is now consumed if the tool successfully modifies the block state, such as stripping a log, tilling dirt, or flattening a path.
**Configuration Examples:**
```
# Format: "ItemId;USE_ON_BLOCK;Cost"
```
```
# Example: Iron Axe stripping logs costs 3.0 stamina
"minecraft:iron_axe;USE_ON_BLOCK;3.0"
```
```
# Example: Diamond Shovel making paths costs 2.5 stamina
"minecraft:diamond_shovel;USE_ON_BLOCK;2.5"
```
```
# Example: Flint and Steel usage (only costs if fire is actually placed)
"minecraft:flint_and_steel;USE_ON_BLOCK;2.5"
```
### New Feature: Configurable Elytra Stalling
A new configuration option is available to control flight mechanics when exhausted. By default, hitting 0 stamina while flying causes the player to rapidly lose speed and lift, which eventually forces a landing.
**Configurations:**
```
# If true, players stall and fall when stamina hits 0.
# If false, players can continue flying normally at 0 stamina.
disableElytraWhenExhausted = true
# How much horizontal speed is RETAINED per tick when stalling.
# 0.9 = 10% speed loss per tick. Lower = faster stop.
exhaustedElytraDrag = 0.86
# Extra vertical gravity applied per tick when stalling.
# Negative value pulls down.
exhaustedElytraGravity = -0.025
# Speed threshold below which the Elytra will force-close and drop the player.
exhaustedElytraMinSpeed = 0.5
# How often (in ticks) the drag physics are applied.
# 1 = Every tick.
# 4 = Every 4 ticks.
exhaustedElytraTickInterval = 3
```
### Updated Default Configurations
The default `peak_stamina-common.toml` has been updated to utilize the new `USE_ON_BLOCK` system for all vanilla tools. If updating from a previous version, delete your old config file to generate these new defaults automatically. (sorry)
release
Peak Stamina 1.6.12
1.6.1230 янв. 2026 г.153Minecraft: 1.20.1forge
Что нового
Fixed hardcore sleepmode not working properly
Finally made fatigue penalty decay tied to the penaltydecayrate and attribute instead of it being hardcoded.
Sorry for the multiple 1.6.12 versions. For some reason everytime I uploaded it, it didnt show up on the website.
release
Peak Stamina 1.6.11 hotfix
1.6.1128 янв. 2026 г.49Minecraft: 1.20.1forge
Что нового
### **Bugged, Download 1.6.12**
### **Sleep Mechanics**
I have added a few optional changes to the fatigue system
**Default:** Fatigue recovers slowly over time (like before) and sleeping clears it, consumables work too.
**Hardcore:** Fatigue **never** recovers naturally. You must sleep to rest or eat consumables that recover fatigue. You have to sleep FULLY not just tap it and leave it.
You can configure the amount cleared when sleeping
**Updated the Consumables Feature**
Separated the penalty removal and curing into separate types, penalty now purely granted penalty gain resistance (same formula as before: 30% + amount%) and cure can now be used to target any specific penalty see examples.
`"minecraft:golden_carrot;PENALTY;20.0"` _(Grants ~50% resistance to penalty buildup for a short time, but cures nothing.)_
`"minecraft:milk_bucket;CURE;POISON;100.0"` _(Specifically removes the stamina reduction caused by Food Poisoning.)_
`"modid:itemid;CURE;name;50.0"` _(Targets a specific custom penalty key defined in your universal config, like Thirst or Temperature.)_
`"minecraft:golden_apple;CURE;ALL;50.0;PENALTY;25.0"` _(Removes 50 points from ALL penalties and grants ~55% resistance to future buildup.)_
`"minecraft:honey_bottle;CURE;minecraft:wither;100.0"` _(Removes the stamina penalty caused by the Wither effect. Note: Does not remove the effect itself unless the item does that normally.)_
**Stamina Depletion Changes**
Made it so that negative stamina depletion values are supported. Entering in a negative value will now restore stamina when that action is done. With that is a new attribute called `stamina_action_recovery` which multiplies the restored stamina from an action.
updated the command to support it.
release
Peak Stamina 1.5.11
1.5.1121 янв. 2026 г.127Minecraft: 1.20.1forge
Что нового
Added a new set of attributes to control stamina costs for specific actions independently.
- peakstamina:jump_cost_multiplier
- peakstamina:sprint_cost_multiplier
- peakstamina:attack_cost_multiplier
- peakstamina:block_break_cost_multiplier
- peakstamina:swim_cost_multiplier
- peakstamina:climb_cost_multiplier
- peakstamina:regen_delay_multiplier
- peakstamina:exhaustion_duration_multiplier
- peakstamina:weight_calculation_multiplier
The stamina calculation logic now checks these specific attributes before applying the cost.
The formula is: TotalCost = BaseCost * GlobalUsageMultiplier * SpecificActionMultiplier. Updated /stamina attr command to support the new action multipliers (e.g., /stamina attr cost_jump 0.5 to halve jump costs).
release
Peak Stamina 1.5.10
1.5.1016 янв. 2026 г.67Minecraft: 1.20.1forge
Что нового
It skipped a bunch of version numbers so its consistent with my curseforge versions. (so I dont have to keep changing stuff)
## New basic config
* `initialMaxStamina` (Default: `100.0`): The starting maximum stamina value for all players. This sets the base attribute value that penalties and modifiers are calculated against.
## Weight System
The Weight System tracks the total weight of items in your inventory and applies penalties when you carry too much.
### How It Works
**Weight Calculation:**
- Every item has a weight value
- Weight is calculated from inventory, armor, offhand, and Curios slots (if installed)
- Containers (shulkers, backpacks, etc.) include the weight of their contents
- Weight accumulates recursively (should work with backpacks inside backpacks if thats possible)
**Weight Penalty:**
- When your total weight exceeds the threshold, a penalty begins to apply
- The penalty scales linearly from threshold to limit
- At maximum weight, you suffer the full configured penalty to Max Stamina
- Weight penalty is displayed as a gray striped section on the stamina bar
### Configuration
**General Settings:**
```toml
[Weight System]
# Enable the weight calculation system
enableWeightSystem = true
# Weight at which penalty begins (0% penalty)
weightPenaltyThreshold = 125.0
# Weight at which penalty reaches maximum (100% penalty)
weightPenaltyLimit = 400.0
# Maximum stamina penalty at full weight limit
maxWeightPenaltyAmount = 40.0
# Maximum depth for recursive container scanning (prevents lag)
maxWeightRecursionDepth = 3
```
**Auto-Weigher (Heuristic System):**
```toml
# Base weight for unlisted items
# Formula: Weight = (Base / MaxStackSize) * Count
# Result: 1 full stack of ANY item = Base weight
#
# Examples (if Base = 10):
# - 1 Sword (stack 1) = 10.0 weight
# - 16 Ender Pearls (stack 16) = 10.0 weight (0.625 per pearl)
# - 64 Dirt (stack 64) = 10.0 weight (0.156 per block)
autoWeightBase = 10.0
```
**Priority 1: Explicit Item Weights**
Items in this list bypass the auto-weigher entirely.
```toml
# Format: 'modid:item;weight'
# Each individual item has this weight (not per stack)
#
# Examples:
customItemWeights = [
"minecraft:netherite_chestplate;15.0",
"minecraft:diamond_sword;4.0",
"minecraft:obsidian;1.2" # Each obsidian block = 1.2 weight
]
```
**Priority 2: Tag/Category Weights**
Items matching these tags (but not in explicit list) use tag weight.
```toml
# Format: 'tag;weight'
# Each individual item in the tag has this weight
#
# Examples:
customTagWeights = [
"forge:ores;0.25", # Each ore = 0.25 weight
"forge:storage_blocks;0.15", # Each storage block = 0.15 weight
"forge:ingots;0.2" # Each ingot = 0.2 weight
]
```
**Priority 3: Auto-Weigher**
Any item not in the above lists uses the heuristic formula.
**Custom Container Paths:**
For backpack mods that store items in NBT:
```toml
# Format: 'modid:item;path.to.list'
# Use dots (.) for nested NBT tags
#
# Built-in support:
# - Vanilla Shulker Boxes (BlockEntityTag.Items)
# - Curios API
# - PackedUp (via reflection)
#
# Examples for other mods:
customContainerPaths = [
"somemod:satchel;Inventory",
"anothermod:backpack;StorageTag.Items"
]
```
### Weight Limit Attribute
Players can increase their weight capacity using the `weight_limit` attribute:
- Base value: 0.0
- Adds 0.5 weight capacity per point to both threshold and limit
- Example: +20 weight_limit = +10 threshold, +10 limit
**Command Example:**
```
/stamina attr weight_limit 40.0
```
### Client Configs
- **Color:** Gray (RGB: 5592405, configurable)
---
## Universal Penalties - Advanced Comparators
The Universal Penalties system now supports **Instant Application** and **Multiplier Mode** for more flexible mod integration.
### New Comparator Operators
**Instant Flag (`!`)**
- Prefix any comparator with `!` to apply penalties instantly
- Bypasses the gradual buildup/decay system
- Useful for sudden status changes
**Multiplier Mode (`*`)**
- Uses multiplication instead of linear scaling
- Penalty = (Difference × MaxPenalty)
- Can be combined with instant flag (`!*`)
- Two variants:
- `*` = Triggers when value is HIGHER than threshold
- `*<` = Triggers when value is LOWER than threshold
### Comparator Reference
| Operator | Mode | Behavior |
|----------|------|----------|
| `>` | Scale | Linear penalty from Threshold to WorstValue (increasing) |
| `<` | Scale | Linear penalty from Threshold to WorstValue (decreasing) |
| `*` | Multiply | Penalty per point above Threshold (capped at WorstValue) |
| `*<` | Multiply | Penalty per point below Threshold (capped at WorstValue) |
| `!>` | Instant Scale | Instant version of `>` |
| `!<` | Instant Scale | Instant version of `<` |
| `!*` | Instant Multiply | Instant version of `*` |
| `!*<` | Instant Multiply | Instant version of `*<` |
### Configuration Format
```toml
# Format: "Type;Key;Comparator;Threshold;WorstValue;MaxPenalty;ColorInt;IconText"
#
# Arguments:
# 1. Type: 'NBT' or 'EFFECT'
# 2. Key: NBT path (e.g. 'thirstLevel') or Effect ID
# 3. Comparator: >, <, *, *< (with optional ! prefix)
# 4. Threshold: Safe value where penalty starts (0%)
# 5. WorstValue: In SCALE: penalty = 100% | In MULTIPLY: hard cap
# 6. MaxPenalty: In SCALE: total penalty | In MULTIPLY: penalty per unit
# 7. ColorInt: Decimal color code (e.g. 16711680 = red)
# 8. IconText: Emoji/text for HUD (use 'none' to disable)
```
### Scale Mode Examples
**Default:**
```toml
# Thirst dropping from 6 to 0 gradually builds penalty 0→20
"NBT;thirstLevel;<;6;0;20.0;38143;💧"
# Temperature rising from 37 to 42 gradually builds penalty 0→25
"NBT;temperature;>;37;42;25.0;16724016;🔥"
# Wither I to IV gradually builds penalty 0→40
"EFFECT;minecraft:wither;>;-1;3;40.0;3355443;💀"
```
**Instant Application:**
```toml
# Thirst penalty applies immediately with no buildup
"NBT;thirstLevel;!<;6;0;20.0;38143;💧"
# Cold temperature penalty applies instantly
"NBT;targetTemperatureLevel;!<;2;0;15.0;65535;❄"
```
### Multiplier Mode Examples
**Gradual Buildup:**
```toml
# Below 6 thirst: each point lost adds 2.0 penalty (builds over time)
# Thirst 5 = 2.0, Thirst 4 = 4.0, Thirst 2 = 8.0 (capped at 30)
"NBT;thirstLevel;*<;6;30;2.0;38143;💧"
# Each poison level adds 5.0 penalty (builds over time)
# Poison I = 5.0, Poison II = 10.0, Poison III = 15.0 (capped at 50)
"EFFECT;minecraft:poison;*;0;50;5.0;4488448;☣"
# Above 10 radiation: each point adds 3.5 penalty (builds over time)
# Radiation 11 = 3.5, Radiation 15 = 17.5, Radiation 20 = 35.0 (capped at 100)
"NBT;radiation;*;10;100;3.5;65280;☢"
```
**Instant Application:**
```toml
# Below 6 thirst: each point instantly adds 2.0 penalty
"NBT;thirstLevel;!*<;6;30;2.0;38143;💧"
# Each poison level instantly adds 5.0 penalty
"EFFECT;minecraft:poison;!*;0;50;5.0;4488448;☣"
# Infection mod: each level instantly adds 10.0 penalty
"EFFECT;hordes:infected;!*;0;80;10.0;8388736;🦠"
```
### How It Works
**Scale Mode (`>` or `<`):**
1. Calculates ratio between current value and range
2. Applies MaxPenalty × ratio
3. Builds/decays gradually (or instantly with `!`)
**Multiplier Mode (`*` or `*<`):**
1. Calculates difference from threshold
2. Applies MaxPenalty × difference
3. WorstValue acts as hard cap instead of range endpoint
4. Builds/decays gradually (or instantly with `!`)
**Safe Room System:**
- All penalties compete for available stamina space
- Later penalties in the config list have lower priority
- Total penalties cannot reduce stamina below `minMaxStamina`
### Default Examples
```toml
universalPenalties = [
# Thirst (Tough As Nails) - Gradual scale from 6 to 0
"NBT;thirstLevel;*<;6;0;20.0;38143;💧",
# Heat (Tough As Nails) - Gradual scale from 2 to 4+
"NBT;targetTemperatureLevel;>;2;4;15.0;16724016;🔥",
# Cold (Tough As Nails) - Gradual scale from 2 to 0
"NBT;targetTemperatureLevel;<;2;0;15.0;65535;❄",
# Poison - Instant multiplier mode
"EFFECT;minecraft:poison;!*;0;50;15.0;4488448;☣"
]
alpha
Peak Stamina 1.3.4
1.3.412 янв. 2026 г.76Minecraft: 1.20.1forge
Что нового
Added compatibility with ParCool. (You likely have to regenerate your config, the parcool compat stuff is at the bottom of the file)
### Configuration Changes (`peak_stamina-common.toml`)
* **Added `parCoolActionCosts`**: A string list defining the `START` and `CONTINUE` costs for individual ParCool actions.
Alpha build because im not 100% sure that it has no bugs and works properly.
release
Peak Stamina 1.2.4
1.2.410 янв. 2026 г.63Minecraft: 1.20.1forge
Что нового
Minor update (university :V)
Blocking attacks now drains stamina dynamically based on the damage received, rather than a fixed flat amount.
The `itemCosts` configuration string has been updated to support the new dynamic blocking calculation.
**Old Format:** `BLOCK;[FlatCost]` <br>
**New Format:** `BLOCK;[BaseCost];[DamageMultiplier]`
The `BaseCost` is the flat amount drained every time you block (like the old system). The `DamageMultiplier` is multiplied by the incoming damage amount and added to the cost.
`Total Cost = BaseCost + (IncomingDamage * Multiplier)`
Updated the default config for the Vanilla Shield to use the new system: <br>
`minecraft:shield;TICK;0.2;BLOCK;2.0;0.5`
(Drains 0.2/tick while holding, plus 2.0 base + 50% of incoming damage when hit).
release
Peak Stamina 1.2.3
1.2.38 янв. 2026 г.37Minecraft: 1.20.1forge
Что нового
## Features
- Added configuration options to disable the stamina system in specific gamemodes:
- `disableInCreative`: Prevents stamina usage and HUD rendering in Creative mode.
- `disableInSpectator`: Prevents stamina usage and HUD rendering in Spectator mode.
release
Peak Stamina 1.2.2
1.2.27 янв. 2026 г.34Minecraft: 1.20.1forge
Что нового
Updated this to match with curseforges version.
lots and lots and lots of additions.
Im lazy so. Added consumables system. Added attributes. Reworked stamina. Added icons. Added item stamina depletion costs.
release
Peak Stamina 1.1.2 hotfix
1.1.226 дек. 2025 г.42Minecraft: 1.20.1forge
Что нового
Fixed crash on boot
release
Peak Stamina 1.1.2
1.1.225 дек. 2025 г.32Minecraft: 1.20.1forge
Что нового
## Advanced Features
### Exhaustion Penalties
Define what happens when a player hits **0 Stamina**. You can apply temporary debuffs that linger after stamina starts regenerating. You can find the list of available attributes by running the command `/attributes @s ` (a list will be displayed)
* `exhaustionCooldownDuration` (Default: `60`): How many ticks (3s) the penalties persist after hitting 0.
* `customExhaustionPenalties`: A list of Attribute Modifiers to apply.
**Format:** `"AttributeName;Amount;Operation"`
* **0:** Addition (Flat number)
* **1:** Multiply Base
* **2:** Multiply Total (Percentage)
**Examples:**
```
# Slow down player by 15%
"minecraft:generic.movement_speed;-0.15;2"
# Reduce Attack Speed by 15%
"minecraft:generic.attack_speed;-0.15;2"
# Reduce Damage by 1 flat point
"minecraft:generic.attack_damage;-1.0;0"
```
### Universal Compatibility (NBT & Status Effects)
Link ANY mod's data (Thirst, Temperature, Radiation, Magic) to the stamina system without needing an official update. You can find the Player NBT data by doing the ingame command `/data get entity @s`
* `universalPenalties`: A list of rules defining external penalties.
**Format:** `"Type;Key;Comparator;Threshold;WorstValue;MaxPenalty;ColorInt"`
| Parameter |Description |
| ---------- |------------------------------------------------------------ |
| <strong>Type</strong> |<code>NBT</code> (reads player data) or <code>EFFECT</code> (potion effect). |
| <strong>Key</strong> |The NBT Path (e.g. <code>thirstLevel</code>) or Effect ID. |
| <strong>Comparator</strong> |<code><</code> (Less than), <code>></code> (Greater than), or <code>=</code> (Equal). |
| <strong>Threshold</strong> |The value where the penalty starts (0% penalty). |
| <strong>WorstValue</strong> |The value where the penalty is max (100% penalty). |
| <strong>MaxPenalty</strong> |How much Max Stamina is removed at the "WorstValue". |
| <strong>ColorInt</strong> |The Decimal Integer color for the HUD stripes. |
**Examples:**
**1\. Tough As Nails (Thirst)** _Logic: If thirst is < 6, scale penalty until thirst is 0. Max penalty 20.0. Color Blue (38143)._
```
"NBT;thirstLevel;<;6;0;20.0;38143"
```
**2\. Cold Sweat (Body Temperature)** _Logic: If temp is > 2, scale penalty until temp is 4. Max penalty 20.0. Color Orange-ish red (16724016). If temp is < 2, scale penalty until temp is 0. Max penalty 20.0. Color lightblue (65535)._
```
"NBT;targetTemperatureLevel;>;2;4;20.0;16724016",
"NBT;targetTemperatureLevel;<;2;0;20.0;65535"
```
***
## Debugging Guide
### How to find the correct NBT Path
If your config isn't working, the mod has a built-in debugger.
1. Guess the path in your config (e.g., `"NBT;thirstLevel;<;...`).
2. Launch the game.
3. Check your logs (`logs/latest.log`). If the path is wrong, the mod will print a **WARNING** showing you exactly what data is available.
* Look for: `[Peak Stamina] NBT Path NOT Found` followed by `-> Available keys at this level: [...]`.
4. Use those keys to fix your config.
### How to get Colors
Minecraft configs use Decimal colors, not Hex.
1. Go to a Hex to Decimal Converter.
2. Enter your Hex color (e.g., `FF0000` for Red).
3. Copy the result (e.g., `16711680`).
### Client Config (`peak_stamina-client.toml`)
* **Position:** `barXOffset`, `barYOffset`.
* **Size:** `barWidth`, `barHeight`.
* **Colors:** Full Decimal color support for the bar, background, and penalty stripes.
***
release
Peak Stamina 1.0.1
1.0.125 дек. 2025 г.29Minecraft: 1.20.1forge
Что нового
Changed the name to **peakstamina** since it better fits what the mod is actually doing.
Added a config so you can change the amount of time the player must be in the red zone before they start gaining fatigue penalty.
***
### New Configuration
* **Option:** `fatigueDurationToPenalty`
* **Description:** Sets the ticks spent in critical stamina (red zone) before permanent fatigue penalty begins.
* **Default:** `240` ticks (12 seconds)
alpha
Tactical Stamina 1.0.0
1.0.023 дек. 2025 г.33Minecraft: 1.20.1forge
Что нового
Initial release