Mods / Vigor

Tags:
Tweak
Author:
chrisunfocused
Side:
Both
Created:
Jul 6th 2025 at 11:21 AM
Last modified:
4 days ago
Downloads:
10494
Follow Unfollow 460
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.2):
vigor_122.7.2.zip  1-click install

About Vigor

This mod was created to add a layer of physical challenge and consequence to Vintage Story. Removing the ability to sprint and swim indefinitely adds challenge to combat, and encourages the use of rafts and boats for water traversal.
Vigor introduces a stamina system that is deeply integrated with the food you eat, making both physical exertion and a balanced diet critical components of your survival strategy.

Stamina System

A stamina bar is added to the HUD, which is consumed by the following actions:

  • Sprinting
  • Swimming
  • Jumping

 

Running out of stamina will leave you Exhausted. While exhausted:

  • Your movement speed is significantly reduced.
  • You cannot sprint.
  • If you are in the water, you will begin to drown.

 

Stamina regenerates after a short cooldown following any strenuous action.
However, if you push yourself to full exhaustion, you will face a longer recovery penalty before your stamina begins to return.

Stamina regeneerates slowly when walking on dry land, faster when idle, and faster still if you are sitting.

Nutrition Bonuses

Vigor ties directly into the vanilla nutrition system. Maintaining high levels in the five food groups provides significant, scaling bonuses to your stamina attributes. A balanced diet will make you more resilient and capable.

Nutrition Category Primary Bonus (at 100% saturation) Secondary Bonus (at 100% saturation)
Grain +30% Max Stamina -20% Jump Stamina Cost
Protein +30% Stamina Recovery Rate +20% Max Stamina
Vegetable -30% Stamina Drain Rate -20% Recovery Threshold
Dairy -30% Recovery Threshold +20% Stamina Recovery Rate
Fruit -30% Jump Stamina Cost -20% Stamina Drain Rate
All (Combined) -50% Recharge Delay  

 

Note: "Recovery Threshold" refers to the percentage of stamina you must recover to before the Exhausted state is removed.

Configuration

Vigor is highly configurable. Nearly all values, from stamina costs to the potency of nutrition bonuses, can be adjusted in the ModConfig/vigor.json file to tailor the experience to your liking.

Mod Compatibility


Salty's Immersive Mining - Tools use stamina
image

Hydrate or Diedrate - Statbar positioning
image

Experimental

Vigor 0.3.0 adds experimental support for Stamina integration by other mods.
I have built a custom version of Verticality to iron out the API requirements. If you would like to test it out, please download the custom Verticality mod.
Release v0.3.1_vigor_experimental · cjohnsto-nz/Verticality

Future

  • Make the player slowly sink when exhausted in water.
  • Add stamina cost to other actions, like smithing and mining.
  • Reduce/remove hunger cost from those actions, in favor of stamina costs.
  • Add a hunger cost to recharging stamina.


This mod is in very early development!
My goal is to split this into two mods:
Vigor, which controls the sprinting, swimming, jumping costs, and the nutrition bonuses.
StaminaLib, which controls the UI rendering, state management, and intermod compaitibility. My goal is to provide a vanilla like standard stamina framework for all mods that use stamina to align on.
But I am just learning :)
Please let me know if you have any issues, or need changes for mod compatibility.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
122.7.2 vigor
1.22.0-pre.1 - 1.22.2
408 4 days ago vigor_122.7.2.zip 1-click install
121.7.2 vigor
1.21.0-pre.1 - 1.21.7
10 4 days ago vigor_121.7.2.zip 1-click install

1.21 backport

0.7.1 vigor
1.22.0-pre.1 - 1.22.1
846 May 3rd at 2:09 AM vigor_0.7.1.zip 1-click install

Hotfix - Inventory hotbar clickthrough

0.7.0 vigor
1.22.0-pre.1 - 1.22.1
24 May 3rd at 1:34 AM vigor_0.7.0.zip 1-click install

Statbar can now be positioned on the left. 
Added a configurable vertical offset to enable user managed compatibility with statbars from other mods.
Added customizable colours!
Added support for Config Lib. All settings can be adjusted in game in real time.

0.6.1 vigor
1.22.0-pre.1 - 1.22.1
909 Apr 22nd at 5:38 AM vigor_0.6.1.zip 1-click install

Fixed recovery threshold display. Statbar has changed quite a bit in 1.22 vanilla to support the healing mechanics.

0.6.0 vigor
1.22.0-pre.1 - 1.22.0
120 Apr 21st at 9:47 PM vigor_0.6.0.zip 1-click install

Removed excessive API communication debug logging even when debug mode is disabled.
Added an improved client prediction algorithm for smoother and more responsive stamina bar animation. 
- This may not play nice with other mods, or on servers with high latency or packet loss. Keen for some feedback. Can be reverted to the old algo with config setting UseNewClientPredictionModel
Updated to 1.22.

0.5.0 vigor 6098 Aug 26th 2025 at 7:01 AM vigor_0.5.0.zip 1-click install

1.21.0 support

0.4.2 vigor 765 Aug 10th 2025 at 11:06 AM vigor_0.4.2.zip 1-click install

Implemented a batching system for tree updates that limits updates to the tree to once per path per 0.1s interval. Should improve rubberbanding.

0.4.1 vigor 85 Aug 10th 2025 at 12:04 AM vigor_0.4.1.zip 1-click install

Added Bloodshed style radial bar config options for Swiftthistle. No Bloodshed compatibility just yet. Need to coordinate with the dev :)
Added some additional config options, for things like hiding the recovery threshold, hiding the statbar when full.

0.4.0 vigor 108 Aug 9th 2025 at 12:00 AM vigor_0.4.0.zip 1-click install

Prerelease. Added statbar visual interpolation. Added recharge delay bonus. All nutrition stats contribute up to 10% reduction in recharge delay penalties.

0.3.3 vigor 451 Jul 19th 2025 at 3:43 AM vigor_0.3.3.zip 1-click install

Fixed MaxStamina recalculation when existing players join a server after a config change berryland
Fixed 250ms stutter, caused by debug UI (F8) menu rerendering. Disabled the F8 UI when debug is false in the config. Jeanphavko

0.3.2 vigor 201 Jul 13th 2025 at 4:56 AM vigor_0.3.2.zip 1-click install

Fixed behviour registration on dedicated servers.

0.3.1 vigor 50 Jul 13th 2025 at 2:01 AM vigor_0.3.1.zip 1-click install

Reduced sprint motion threshold to hopefully improve ryanberry's sprint detection issues. Moved it to a user configurable variable: SprintDetectionSpeedThreshold in vigor.json.
Reduced sprint penatly per tick from 10 to 8.
Added bonus to regen when sitting. 1.5x by default, also in the config.

0.3.0 vigor 144 Jul 8th 2025 at 6:46 AM vigor_0.3.0.zip 1-click install

Added support for external integration.
Experimental support for a custom version of Verticality.
If you would like to try it out, please download the release and replace your Verticality with this version: Release v0.3.1_vigor_experimental · cjohnsto-nz/Verticality

0.2.1 vigor 72 Jul 8th 2025 at 12:36 AM vigor_0.2.1.zip 1-click install

Fixed issue where the inventory bar was not clickable.

0.2.0 vigor 85 Jul 7th 2025 at 10:01 AM vigor_0.2.0.zip 1-click install

Added compatibility with Hydrate or Diedrate (move stamina bar up and out of the way)

0.1.1 vigor 118 Jul 6th 2025 at 11:47 AM vigor_v0.1.1.zip 1-click install

Initial Version


188 Comments (oldest first | newest first) (threaded | flat)

Codyman765, 1 day ago

Im able to change the config, mainly the max value of the stamina, however this isnt getting reflected in the game. does anyone else have this issue?

Swedneck, 5 days ago

you really need to regain stamina while sleeping, as it stands you're outright punished for sleeping while tired

chrisunfocused , 5 days ago
@Swedneck: you really need to regain stamina while sleeping, as it stands you're outright punished for sleeping while tired

The default config has stamina recovery in like 5-10 seconds at worst. It should be fully recovered by the time you wake up just via normal recharge.
Have you adjusted the config? I'm a bit confused.

MacroAggressor, May 6th at 3:40 AM

Is there any way to add a stamina cost to Salty's Charge/Running Jump?

Braye, May 3rd at 4:39 PM (modified May 3rd at 4:40 PM)

I haven't even downloaded this yet to try, I haven't set up 1.22.2 with all my essential mods and tested yet.

But once I do, I am so looking forward to this!

I want to pre-thank you, because I am so excited about this right now! this is literally everything I could want from a stamina mod, which has been like a hope/dream of mine since I started playing VS a few years ago!

You're doing Dave's work!

Bumbullbee, May 3rd at 2:11 AM (modified May 3rd at 2:12 AM)

Hey there's a bug with the latest release. Whenever I go to click on anything from my hotbar while my vigor meter is visible (i have it set to go away when it's full) then I'm unable to grab anything and the lil' info panel on the item doesn't show up. As soon as the meter goes away after it's finished regenerating, the info panel pops back up and the item becomes selectable.

Edit: For a bit more context in case it helps, everything was working fine before the latest release~

chrisunfocused , May 3rd at 1:37 AM

Vigor 0.7.0 has been released with support for Config Lib and new customization options.

Left alignment, configurable vertical offset, and colour controls!
cc Apotheon and Screwy

Install Config lib - Vintage Story Mod DB
and you will be able to configure these settings and see changes in real time (just hit save all)

TheRealFlynn, May 2nd at 10:24 PM

stamina is not really draining while running. it does, but it comes right back to 100% again. We upgraded from a 1.21 based game. Have tons of other mods but hoping you might have some advice or know how to fix.

TheRealFlynn, May 3rd at 4:11 PM
@chrisunfocused: Does it work fine for you on a vanilla hosted server?

have not check, cuz im a server admin noob learning to how to manage it better. I will try that in the client and see what i get. thanks for your efforts!

Screwy, May 2nd at 11:14 AM

If you are looking into customization options, a way of selecting the color would be nice too, especially for the radial HUD.
Other than that, everything works quite awesome and I never want to miss this mod again. Thanks for your great work!

Apotheon, Apr 30th at 7:16 PM (modified Apr 30th at 7:17 PM)

Is there a way to move the vigor bar around the screen aside from using the radial option?  The hud seems unbalanced when combined with the Hydrate or Diedrate mod, and I'd like to relocate stamina to be above the health bar with oxygen above that.  Not sure how feasible that is though.  Lovely mod nonetheless!

Mercar, Apr 30th at 7:04 AM

Use hands not consume stamina....

chrisunfocused , Apr 30th at 7:11 AM
@Mercar: Use hands not consume stamina....

Correct. That's not in the mod at the moment. 
There isn't any interesting gameplay that comes from hand/tool use consuming stamina I can see. It just makes the game slower.

Zanzibar, Apr 29th at 11:38 AM

100% with TheRealFlynn. I have to play games on hard and all my VS mods pretty much make the game harder lol, Real Smoke, Vigor, and HoD are a must for me.

TheRealFlynn, Apr 25th at 11:19 PM

Mods that make the game more difficult are my favourite kind of mods. Don't be surprised when not everyone wants to walk on easy street!

Please keep up the good work. This mod is crucial for me.

Jalex, Apr 25th at 10:03 AM

this mod is sooo cool, it fundamentally changes how I interact with the game. Nudging me towards a more careful approach (which I require quite often).

unfair555, Apr 24th at 7:19 PM

Would love a lite version of this where stamina increases and recovers faster from all nutrient values. Though I suspect if I mess around with this mod enough I can get something similar anyways.

 

SaltyWater, Apr 22nd at 1:36 PM

The legend is back!

chrisunfocused , Apr 23rd at 6:11 AM
@SaltyWater: The legend is back!

no u 😊

Krzysiek1410, Apr 22nd at 12:03 PM

This mod is awesome

chrisunfocused , Apr 23rd at 6:14 AM
@Krzysiek1410: This mod is awesome

Thanks Krzysiek1410!
This community is awesome. I'm surprised by how many people enjoy a mod that only makes the game more difficult.
But there is something satisying about how it's come together. Especially being rewarded for your nutrition in a more meaningful way.

Monikette, Apr 22nd at 6:43 AM

Hopefully you can update the 1.21.6 version too when you have time ^^
This mod honestly should be base game imo.

chrisunfocused , Apr 22nd at 7:04 AM
@Monikette: Hopefully you can update the 1.21.6 version too when you have time ^^This mod honestly should be base game imo.

I will look into that and do it this weekend. Probably a one off though! 

TheRealFlynn, Apr 21st at 10:22 PM

oh hell yeah. ty for updating!!!

Thalius, Apr 21st at 10:03 PM

YAAASSSS!!

I was hoping this would get some love after 1.22 stable dropped. 

chrisunfocused , Apr 21st at 10:05 PM
@Thalius: YAAASSSS!!I was hoping this would get some love after 1.22 stable dropped.

:)

It may not be perfect. I am mostly testing on local worlds. Please let me know if you have any issues.
I suspect the nature of the high frequency updates Vigor does will always require some optimization, especially if there are lots of other mods involved.

Thalius, Apr 21st at 10:11 PM
@Thalius: YAAASSSS!!I was hoping this would get some love after 1.22 stable dropped.

The only issue I ever had on the older version was related to multiplayer server eventually getting locked up from excessive debug logging. I've not tested the 1.22 release yet, but am looking forward to adding it back into our community server mod list!

I'll give it a test run within the next few days on a personal world when time permits.

chrisunfocused , Apr 21st at 9:55 PM

IgnisPolonia (and everyone for that matter)
Vigor has been updated for 1.22

I have been play testing this in the RCs. I have about 40 hours in a world. I have made some changes that I hope resolve the community issues around memory leaks and excessive logging.
VS has also changed the entity tree behaviour that should reduce client desync across all mods, making helper mods like RubberBandAid obselete. This should improve things further.

I have also updated the stamina bar smoothing algorithm to be more responsive. This may not play nice with other mods using the Vigor API or updating the stamina state directly.
If you have issues, the config setting is UseNewClientPredictionModel. Setting this to false will revert to the old behaviour.

I will do my best to keep on top of new issues reports and mod compatibility issues. Please provide feedback. Sorry I've been a bit slack. Work has been very busy and time for gaming has sorely lacking.

IgnisPolonia, Apr 21st at 8:10 PM

Deat Autor! please update mod to 1.22 stable version. Thanks very much

jerjerje, Apr 19th at 11:05 AM

Nice mod, I'll use try using it on my next long term world. As a suggestion for some time in the future: Would it be possible to use the vanilla attributes system for stamina modifiers? That way other mod (even content mods) could easily use them (including to make traits for classes and such). From what I saw in the code, this doesn't seem to be possible yet, unless I missed something. Thanks for the cool mod!

MacroAggressor, Apr 11th at 1:39 AM

There seems to be a compatability issue with Terrain Slabs.  Vigor doesn't give the boost for stamina regen when sitting on a slab.

chrisunfocused , Apr 8th at 9:32 AM

Polemos Will look into this this weekend. Thank you for the crash dump!

Polemos, Apr 6th at 12:28 PM

Seconding the Memory Leek ModernScience and Yamahi mention, and there may also be a compatibility issue with HoD:

Crash Report

Running on 64 bit Windows 10.0.19045.0 with 32607 MB RAM
Game Version: v1.21.6 (Stable)
06.04.2026 14:23:51: Critical error occurred in the following mod: vigor@0.5.0
Loaded Mods: ancientarmory@1.2.3, astriaporta@0.1.3, atwatersedge@1.5.1, bigcooking@0.1.1, boatiespeedie12@1.0.4, catchledge@0.7.0, chickenfeed@1.1.10, cbr@2.0.1, chiseltools@1.16.2, claycasting@1.3.4, clickuptorches@1.1.1, crawlanddive@0.2.3, darkvision@1.2.0, diversediets@1.0.3, fallingtree@0.4.11, fixedpaths@1.0.2, fragilecharcoal@0.0.1, freelook@1.0.4, geoaddons@1.4.6, hangingoillamps@1.0.5, hangingvessels@1.0.0, hotspringheal@1.0.3, ithaniabackpacks@0.5.5, jsonpatcheslib@1.3.1, lanternprojection@1.0.1, lightrifts@1.1.1, millwright@1.3.1, molds@0.2.7, moremeadoptions@2.0.2, moretorchholders@1.0.1, mycodiversity@1.0.5, nocavemusic@1.0.0, nowastebloomery@1.0.1, overhaullib@1.21.0, pigfeed@1.0.9, plainsandvalleys@1.0.12, playermodellib@1.10.11, primitivesurvival@4.0.3, propersticks@0.1.0, prospecttogether@2.1.2, saltyseawater@1.0.3, sandysandfs@1.0.0, spyglass@0.6.0, toolbelt@0.3.4, translocatorengineeringredux@1.6.3, usefultraders@2.3.6, game@1.21.6, vsimgui@1.1.16, wilderlandsbehaviors@1.0.7, wilderlandscavessystem@2.0.2, wforests@1.0.0, ancienttools@1.6.1, animalcages@4.0.2, apegrapes@1.3.1, attributerenderinglibrary@2.8.1, betterfirepit@1.2.0, betterruins@0.5.7, bettertraders@0.1.0, blacksmithenhancements@1.1.6, bloodtrail@1.1.8, brickedbloomery@1.0.3, builderssofmen@0.1.0, butchering@1.12.0, carryon@1.12.2, cavespawning@0.1.0, claycastingpatch@0.0.1, climbmountain@0.2.3, clothierheirloomsmod@1.0.2, combatoverhaul@0.16.16, commonlib@2.8.0, configlib@1.10.14, tzdebarkedfirewood@1.0.2, infrastructureextension@1.1.2, elkphysics@2.0.1, entitynametag@1.5.0, tackandequipment@1.0.0, farseer@1.3.3, fermentaria@1.0.3, firepitsshowfuel@1.3.0, firewoodtosticks@1.0.0, genelib@2.1.7, hudclockpatch@1.1.2, hydrateordiedrate@2.3.8, immersivebackpackoverhaul@0.6.0, insanitylib@1.1.0, jaunt@2.2.0, justthepepper@2.0.0, madcrowglider@1.0.0, maltiezbows@1.1.0, maltiezcrossbows@1.8.2, medievalexpansionpatch@1.3.4, metalpots@1.6.3, moreanimals@1.6.6, naturalfoliage@0.0.3, naturalfertilizer@1.3.0, naturescall@1.3.6, ndlberrygrowth@1.1.0, ndlflowergrowth@1.1.0, ndlgrassgrowth@1.0.0, ndltreegrowth@1.2.1, opdoorpack@0.0.1, opineuponpine@1.0.6, pandahearth@0.0.5, placeonslabs@1.0.0, primitivebackpacks@1.1.0, tzquarteredfirewood@1.0.1, realsmoke@1.1.13, realtimefirepit@1.0.0, roamingbees@1.0.3, rustboundmagic@3.1.19, scaffolding@1.2.6, scarecrow@1.7.1, sleepneed@3.1.2, smithingplus@1.8.4, spawnhighlightcustom@1.1.2, spyglassinfo@1.0.2, steadygreenhouses@1.0.2, substrate@1.1.4, thecritterpack@1.3.4, toastlib@0.3.1, toolsmith@1.2.14, uraniumexpanded@1.1.6, vigor@0.5.0, vsairshipmod@1.0.6, creative@1.21.6, vsroofing@1.4.6, survival@1.21.6, vsvillage@3.0.1, wateringcanfill@1.0.2, watersheds@4.0.9, wilderlandsadjustments@1.0.0, woodenfortifications@2.0.10, armory@1.10.2, autoconfiglib@2.0.9, brainfreeze@1.3.5, detailedanimals@0.7.4, draconis@1.2.3, equus@1.2.0, morearrows@1.2.1, orekiwoofsbeehives@1.4.0, playercorpse@1.12.0, realsmokeforancienttools@1.0.0, realsmokeforchiseltools@1.1.1, stonequarry@3.5.1, storageoptions@2.0.0, terrainslabs@1.0.12, trapdoorladders@1.0.0, wethology@1.0.2, wlunarbound@1.0.2, wwaymarkers@1.0.4
Involved Harmony IDs: com.chronolegionnaire.hydrateordiedrate
System.InvalidOperationException: Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.
at System.Collections.Generic.HashSet`1.AddIfNotPresent(T value, Int32& location)
at Vintagestory.API.Datastructures.SyncedTreeAttribute.MarkPathDirty_Patch0(SyncedTreeAttribute this, String path)
at Vigor.Core.BatchedTreeAttribute.BatchingTimerCallback(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.TimerQueueTimer.Fire(Boolean isThreadPool)
at System.Threading.TimerQueue.FireNextTimers()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()

Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 06.04.2026 12:57:20, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.21.6.0, Zeitstempel: 0x67fe0000
Name des fehlerhaften Moduls: coreclr.dll, Version: 8.0.1725.26602, Zeitstempel: 0x6826f44c
Ausnahmecode: 0xc0000005
Fehleroffset: 0x00000000001d77a5
ID des fehlerhaften Prozesses: 0xb54
Startzeit der fehlerhaften Anwendung: 0x01dcc5aa6f2de1f1
Pfad der fehlerhaften Anwendung: F:\Games\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.17\coreclr.dll
Berichtskennung: 04c004d1-85d4-4150-a538-764cd171fc23
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: }
--------------
{ TimeGenerated = 06.04.2026 08:38:55, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.21.6.0, Zeitstempel: 0x67fe0000
Name des fehlerhaften Moduls: coreclr.dll, Version: 8.0.1725.26602, Zeitstempel: 0x6826f44c
Ausnahmecode: 0xc0000005
Fehleroffset: 0x00000000001d77a5
ID des fehlerhaften Prozesses: 0x3e54
Startzeit der fehlerhaften Anwendung: 0x01dcc58cd651c80a
Pfad der fehlerhaften Anwendung: F:\Games\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.17\coreclr.dll
Berichtskennung: bf8cb208-3216-435f-89e0-a70091b39da1
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: }
--------------
{ TimeGenerated = 05.04.2026 09:59:42, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.21.6.0, Zeitstempel: 0x67fe0000
Name des fehlerhaften Moduls: coreclr.dll, Version: 8.0.1725.26602, Zeitstempel: 0x6826f44c
Ausnahmecode: 0xc0000005
Fehleroffset: 0x00000000001d77a5
ID des fehlerhaften Prozesses: 0x264c
Startzeit der fehlerhaften Anwendung: 0x01dcc4cd022aae35
Pfad der fehlerhaften Anwendung: F:\Games\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.17\coreclr.dll
Berichtskennung: 7a568839-3e38-4f49-b932-5ff3bb4e0745
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: }

 

Hresvelgr, Mar 26th at 11:34 AM

Been enjoying this mod a lot. I was wondering if there was a way to add a buff to stamina regeneration with high hydration (using hydrate or diedrate)

Yamahi, Mar 26th at 4:05 AM

amazing mod overall, but seems to be a memory leak or something on 1.21.6

started using vigor due to the stinkychair mod saying its a dep, and seems after a while i need to restart the game, due to gameplay getting choppy, and seems to stop when removing vigor. 

Hopefully this gets updated and fixed for 1.21.6 as would love to keep using it, as has compat with so many other mods, like saltys mountain climbing. 

ModernScience, Mar 22nd at 6:21 AM

Love the mod, can't use it :(. There's some type of leak or something going on. Not sure exactly. Frame drops after playing for a while. It persists until client/server restart. Nailed the problem down to this mod this evening.

ModernScience, Mar 20th at 12:58 AM

I'd love for you to add support to the mod Verticality. If climbing and such could drain stamina, that would be awesome.

chrisunfocused , Mar 15th at 3:12 AM

@Everyone
I am alive. Just got busy with work. I will go through all of these comments over the next week or so and make sure this is ready for 1.22 as soon as it drops :)

NeverKlever, Mar 8th at 6:59 PM

my only suggestion would be have the stamina bar above the health bar so the hydration bar above the food would not be blocked and use water to refill stamina maybe an energy drink like coffee or some teas add to run speed or reduced stamina drain.

Spyno, Mar 3rd at 3:15 PM

AAziz2929 This is a good idea for a change, maintaining 100% is unrealistic. Thresholds that you can change in the config sounds like a good idea.

chrisunfocused , Apr 21st at 9:56 PM
@Spyno: AAziz2929 This is a good idea for a change, maintaining 100% is unrealistic. Thresholds that you can change in the config sounds like a good idea.

The bonuses scale linearly from 0 to 100. You don't need to hit 100 to get the bonuses.

MonsieurHedge, Feb 7th at 1:46 AM

I was just thinking about how Vintage Story could use a stamina bar. Great idea, excited to see implementation.

 

To backseat for a brief moment: I'd also like to see body temperature as a factor in stamina regen. Right now hotter climates are basically strictly superior, and I think the risk of "heatstroke" from working in the blistering heat would be a good wayto make people consider settling somewhere a little colder.

AAziz2929, Jan 31st at 8:27 PM

How do I make it so that the nutrition bar only need to be at 90 percent for the bonuses to come into play?

chrisunfocused , Apr 21st at 9:56 PM
@AAziz2929: How do I make it so that the nutrition bar only need to be at 90 percent for the bonuses to come into play?

The bonuses scale linearly from 0% to 100%. You don't need to hit 100% for the bonus to kick in. Just to get the absolute full effects from it.

ThatSurfingOtter, Jan 27th at 6:39 AM

How about adding it to Animals? Slower Regen, they need to stop and pant while we can keep walking. Persistance Hunting, instead of them outrunning us for eternaty. 

Sev07, Jan 16th at 3:01 AM

Great mod! Would be cool if you add option to make it so attacks also take stamina.

Averixus, Jan 4th at 6:06 PM

Hi, I love the idea of this mod to make the game more challenging. In my first test, it seems like being on max stamina makes movement and sprint speed faster than vanilla (is that right?) Is it possible to configure this so that max stamina is equivalent to vanilla, and less than max gives penalties?

chrisunfocused , Apr 21st at 10:00 PM
@Averixus: Hi, I love the idea of this mod to make the game more challenging. In my first test, it seems like being on max stamina makes movement and sprint speed faster than vanilla (is that right?) Is it possible to configure this so that max stamina is equivalent

Vigor shouldn't be increasing sprint speed above vanilla. The native behaviour is what you were asking for. 
Did you switch from Blackguard to Hunter? The difference there is insane.

Xoatl, Dec 23rd 2025 at 3:51 AM

Bloodaxe I didn't know that.

Anyway came here to say im uninstalling this mod because it doesnt always work. Might be because its incompitable with Combat Overhaul or some other mod I have. But it doesnt always work. Doesnt work for picks or hands, but works for shovels. Yea its busted unfortunately. Hopefully theres no issues with uninstalling this?

chrisunfocused , Apr 21st at 10:01 PM
@Xoatl: Bloodaxe I didn't know that.Anyway came here to say im uninstalling this mod because it doesnt always work. Might be because its incompitable with Combat Overhaul or some other mod I have. But it doesnt always work. Doesnt work for picks or hands, but wor

Currently it doesn't add stamina costs for all tools, weapons etc. It's not broken, that's just not in the mod yet. I think Salty's Immersive Tools has some integration, but I don't know how complete it is.

Xoatl, Apr 27th at 2:22 AM
@Xoatl: Bloodaxe I didn't know that.Anyway came here to say im uninstalling this mod because it doesnt always work. Might be because its incompitable with Combat Overhaul or some other mod I have. But it doesnt always work. Doesnt work for picks or hands, but wor

chrisunfocused Ok I might try it again since you asked, updated, and seem to have better mod compatibility support. However personally Im waiting for firearms to be updated or a working fork of it before I play VS again.

Bloodaxe, Dec 20th 2025 at 3:38 PM

I really like this mod. I think a proper stamina mod is required to bring more strategy and balance opportunities to the game 😀 Would love to see Combat Overhaul implement support for this! But as others have said it does spam the server-log with [Notification] [Vigor BATCHED SYNC], even if debug is disabled.

Is the mod author still active?

MiraLeaps, Dec 18th 2025 at 4:06 PM

@xoatl you should try out the radial version in the configs with the "hide when full" turned on. I love it and it keeps it out of the way. It's like a botw style then

HJVT, Dec 18th 2025 at 4:01 PM

Dreuu 

I've tried implementing a stamina system that included combat before, and I have to say that it is not easy. There are a lot of things that override primary/secondary actions in non-composable ways that are hard to patch.

Solidude, Dec 14th 2025 at 8:11 AM

+1 on the HoD stamina bar moving.
Either way, love you for making the mod <3

Xoatl, Dec 13th 2025 at 8:26 AM

+1 on moving the stamina bar above or under the health bar. I also use hydrate or diedrate and hate the lack of symmetry.

Dreuu, Dec 8th 2025 at 5:49 AM

Awesome mod! I can't wait for the future with more features! Stamina costs for smithing, mining and building!? Could we get that too because it's super lame seeing fortnite and minecraft tactics being used in a fight in this beautful game. If I may make another smaller suggestion, could we get an option in the config to position the bar over the health meter? It's just because I also use Hydrate or Diedrate so having three bars on the right side just messes with my yin-yang.

happyone, Dec 4th 2025 at 7:04 AM

Tocs heyo, I love this idea; it's brilliant and would be especially useful to me since SleepNeed crashes my game lol. is there any way you could put your config files in the comment section for me or others to use? and if ya do, what timescale do you play on so we have a reference? thank you! 

 

BraniyaKz, Dec 3rd 2025 at 11:52 PM

I vote that the default positioning for the stamina bar should be above health, since HoD's thirst bar is above food.

Tocs, Nov 24th 2025 at 5:10 AM

Loving the clean look of the mod! Very easy to configure too.

I've increased the max stamina and rest multipliers by a bunch to simulate whole-day tiredness. Right the regain speed uses real-time while the player is asleep vs world time which speeds up when in a bed. Is it possible to allow for the stamina recovery to go faster while sleeping? I'm not sure if referencing the world time like the Real Time Firepit mod is possible here, so maybe just a seperate multiplier while resting that can be set really high. 

Thalius, Nov 20th 2025 at 1:56 AM (modified Nov 20th 2025 at 1:58 AM)

Greetings..
Debug is set to "false", but my server logs are filling up with endless.. this:

19.11.2025 14:38:54 [Event] [Vigor:API] Current API side: Server
19.11.2025 14:38:54 [Event] [Vigor:API] Consuming 15 stamina on server for player Vintagestory.API.Common.EntityPlayer
19.11.2025 14:38:54 [Event] [Vigor:API] Resetting fatigue timer for player Vintagestory.API.Common.EntityPlayer
19.11.2025 14:38:54 [Event] [Vigor:API] Stamina updated for player Vintagestory.API.Common.EntityPlayer, new value: 113.01773 (sync handled by batching system)
19.11.2025 14:38:54 [Event] [Vigor:API] ConsumeStamina returning true for player Vintagestory.API.Common.EntityPlayer
19.11.2025 14:38:56 [Event] [Vigor:API] ConsumeStamina called for player Vintagestory.API.Common.EntityPlayer, amount 15, ignoreFatigue False
19.11.2025 14:38:56 [Event] [Vigor:API] Current stamina: 122.469345, Max stamina: 201.44891, Amount requested: 15
19.11.2025 14:38:56 [Event] [Vigor:API] Current API side: Server

Can you turn off or remove the constant debug/API logging please?
Otherwise, the mod is working great, so far. Much needed feature! Some version of this should be part of the base game.

Beedy, Nov 13th 2025 at 4:41 PM

"Hydrate or Diedrate - Statbar positioning" photo on this page doesn't load.

bintoss, Nov 13th 2025 at 4:00 AM

Salty added compatibilty with Climb Mouintain.

ArmoredStone, Oct 30th 2025 at 5:32 PM

This mod is super cool looking :o did you have any luck figuring out the memory leak issue?

Rex87, Oct 21st 2025 at 10:54 AM

Slikkelas 

kinda, your mod is very interesting and gives more challenge to the game but also very hard to set up to be even somewhat similar to what I would want to see.

sleep bar in your mod is I think works on completely fixed rate, and energy drains even while standing still and doing nothing.

resting, sitting on ground does pretty much nothing I seen, after few min I seen I did regain some energy but it feels like it's not doing anything so not sure how that works exactly.

but yeah meanwhile in Project Zomboid there are also these two things as I said before, sleep and energy, sleep goes up passively and you reach full fatigue in about 22 hours meanwhile energy, stamina only drains when attacking, doing actions like jogging, running, picking up stuff while foraging like plants, also when you are over encumbered, happens when you carry too much items, it really only goes down if you are doing something, also energy constantly regenerates even if you are standing still or walking but not running, fatigue is meanwhile doubled while you actively regenerate stamina so you can get tired in even 10 hours or something and each stage of fatigue slowers the regeneration of stamina and makes you weaker, stamina makes you temporarily weaker too if it's getting low and you get completely exhausted and you can't even run when it's 0 but you can regain it while resting, if fatigue is too low, like 10% in PZ stamina doesn't regen but starts to drain passively so you get both fatigue and stamina debuffs at the same time.

also both fatigue and stamina don't affect hunger rate, your mod does but even when I disabled that I'm really not sure how to recreate PZ fatigue and stamina system with your config file there are too many variables to change so not really sure.

Slikkelas, Oct 20th 2025 at 7:55 PM

Rex87 You basically described SleepNeed. That one and Vigor goes well together, since Vigor is Stamina and SleepNeed is overall energy as you described. 

Ressk, Oct 19th 2025 at 5:01 AM

Id confirm that in single player, it gets quite laggy as well. Very cool mod so far though!

Rex87, Oct 16th 2025 at 7:42 AM

interesting mod but definitely it could be improved or make the game also a bit harder.

could work like Project Zomboid stamina, where you have lots of stamina not just tiny amount that after few jumps is empty and regains in few sec but could be not like 150 but like 3000 stamina points or something and for example after getting lower than 75% of the total stamina bar could start giving you debuffs so no need to completely deplete it to feel its effects, slower movement speed, lower damage etc, so the stamina would go down while doing actions and you would have to rest for some time to regain it back so no walking or even standing would let you regain it fast but only actual resting like sitting or sleeping.

also I know the mod is about stamina but I think sleeping would be also cool, so to make the regeneration efficient you would have to sleep too, if too tired the stamina regeneration could stop completely etc forcing you to eventually sleep or die from lack of strength to some animals or drifters.

dinosawrrr, Oct 13th 2025 at 7:35 AM

Really like this mod, but as other say - after some time (1-2 hours) server begins to lag. I am host and notice significant fps drops. I checked logs but didn't see anything suspicious. I will try to send them later. I also got crash yesterday (looks like related to hydrate mod) https://pastebin.com/gJqniQ9E

 

chrisunfocused , Oct 8th 2025 at 5:24 AM

Misju
Can you share me some of the logs you're seeing? It shouldn't be logging much if debug mode is set to false, which it is by default.

You may find this mod helps with your spike/sync issues. It raises an update limit that ships natively with the game, that causes issues if you have multiple mods updating the same attribute tree.
Rubberbandaid - Vintage Story Mod DB

Misju, Oct 7th 2025 at 8:58 PM

I don't recommend it on servers 1.21.0 - 1.21.4 (the versions I've tested). It lags the server by spamming the log with constant updates from players – the more players, the greater the lag. The spike you experience when using sprint may be caused by this mod. Check it out for yourself.

chrisunfocused , Sep 29th 2025 at 10:09 PM

Diarko I totally agree with that. I would love to have a jog and sprint. Double tap sprint key or something.
I'll look at doing this next

Diarko, Sep 28th 2025 at 7:05 PM

Seeing as humans are the ultimate endurance runners, you should add a 3rd speed when it comes to movement. The base walk, a new jog speed, and then the sprint that consumes stamina. 

chrisunfocused , Sep 23rd 2025 at 6:17 AM

Sidfu assuming you're talking about Salty's Immersive Mining, you'll need to configure that mod. There is no tool use stamina in Vigor natively.

Sidfu, Sep 20th 2025 at 10:27 PM

fyi tool stamina use is far far FAR to high. use knife to harvest 1 grass and yoru out of stamina at start of game cant even cut down a 2 block tree. right now deleting the onfig to see if maybe i can fix. gonanhave to disabl the mod if cant configure the loss.

KintsugiSoul, Sep 11th 2025 at 10:01 AM (modified Sep 11th 2025 at 10:05 AM)

Adding attacking and blocking, with combat overhaul compat, would be amazing. I was looking at bloodshed as another option but really liked what this mod was doing more, just missing out on that combat related stamina.

Vanra, Sep 7th 2025 at 8:12 AM

Any chance for adding tool usage / weapon swing / bow pull stamina usage modifiers?

Really would love to rebalance combat to deal more damage but for cost of stamina 👉👈

RandolphTheG, Sep 5th 2025 at 4:27 AM

rubber bandaid helped a lot, thanks. 

pngwn, Sep 4th 2025 at 2:35 PM (modified Sep 4th 2025 at 2:35 PM)

I wanted to point out that sprinting while in 1-block-deep water (wading) does not consume stamina. Is this intended?

NoClass, Aug 31st 2025 at 2:03 AM

Its peak

Chronolegionaire, Aug 29th 2025 at 7:04 AM

chrisunfocused

I released a mod called rubber bandaid that might help your users that are having rubber banding issues, it patches the mark dirty call limit before a forced resync happens to whatever the user sets, I've been able to run a bunch of mods together like HoD, Vigor, Rustbound magic with no rubber banding at all with it installed.

GrimoireODS, Aug 29th 2025 at 12:21 AM

Any chance to make it compatible with salty's parkour mods?

Dagurmawth, Aug 28th 2025 at 3:06 AM

I'm running with very exagerated numbers for the config, so I'm somewhat tailoring it to a 'daily' vigor instead of being short term.  But sleeping doesn't help recover vigor... although this isn't usually an issue in the main version of this mod, I would like to see recovery respect an excellerated time or detect when you're laying in bed.  That would be fun to add.  Also an option for how much stamina digging costs, I see the compat for Immersive Mining, but there isn't any way to change how exhausting they can be.

TheRealFlynn, Aug 26th 2025 at 7:05 PM

ty ty ty ty!

chrisunfocused , Aug 26th 2025 at 7:04 AM

IgnisPolonia TheRealFlynn Vigor has been updated to support 1.21.0
RandolphTheG B0YAR I will try to take a look this weekend and see if I can recreate the sync issues.
Also, vigor.json should get automatically created here: \AppData\Roaming\VintagestoryData\ModConfig\vigor.json

IgnisPolonia, Aug 25th 2025 at 8:53 PM

Dear Autor, please update to stable version 1.21. THX!

TheRealFlynn, Aug 25th 2025 at 8:34 PM (modified Aug 25th 2025 at 8:34 PM)

i am big fan of Salty's mods  but immersive mining made me burn through my first pickaxe way faster than vanilla so i uninstalled it. thanks for the recommendation though.

Can't wait for Vigor for 1.21!

can also note that i had server sync issues but i dont know this is Vigor's fault.

 

 

RandolphTheG, Aug 24th 2025 at 6:17 PM

Love this mod but can also report sever sync issues on version 1.20.12.

also not a serious issue becuase the base config was great but after looking through config folder i was unable to locate a .json config file for Vigor.

chrisunfocused , Aug 23rd 2025 at 9:46 PM

B0YAR I'll take a look :)
TheRealFlynn Take a look at Salty's Immersive Mining! It has Vigor support for tool use. I was going to make an optional mod for this, but Salty has got it covered. I might still do something Vanilla focused.
Regarding CarryOn, I'll take a look at their code and reach out to the dev.

B0YAR, Aug 23rd 2025 at 5:02 PM

chrisunfocused
Game version: 1.20.12
Mode version: 0.4.2
Dedicated server - 4 players.
Cashe and config files are cleared.
Problem still present, huge impact on server peformance, but when we remove mod - all works fine.


Mod list:

Spoiler!
mod@Allclasses1.3.5.zip, mod@BarkBeetle_1.0.3.zip, mod@BetterGrass_v0.0.3.zip, mod@betterloot1.1.4.zip, mod@Betterscrap Rebalanced-1.1.0.zip, mod@BetterTradersv0.0.10.zip, mod@bigcooking_0.1.1.zip, mod@BlackguardAdditions-Content-v1.1.7.zip, mod@bola_1.2.2.zip, mod@booktrader_v1.0.3.zip, mod@bradyladders-v1.1.0_v1.20.7.zip, mod@Bushmeat Recipe v1.0.4.zip, mod@buzzwords_1.8.0.zip, mod@BuzzyBeesV1.1.5.zip, mod@CatchLedge_0.2.0.zip, mod@CaveSymphony_1.1.3.zip, mod@ChargedJumpMod_1.1.0.zip, mod@Cheese More Delicious.zip, mod@chickenfeed_1.1.8.zip, mod@chiseltools1.14.21.zip, mod@claycasting-v1.2.3.zip, mod@clayworks_0.4.7.zip, mod@ClickUpTorches.zip, mod@coldstorage_1.0.1.zip, mod@combinethefat_v1.0.0.zip, mod@CrackedRockWeak-1-0-1.zip, mod@CraftableCompanion.zip, mod@CraftStacks-1.0.1.zip, mod@Crock_Mod.zip, mod@CutTheFat_1.0.1.zip, mod@Darce's Drifters Redone 1.2.2.zip, mod@DiverseDiets-v1.0.0.zip, mod@drbraziers_1.1.1.zip, mod@DriedPeatv1.1.0.zip, mod@EdenInstinct_1.0.0.zip, mod@Fieldsandplateaus-v1.0.8.zip, mod@Firestarters_1.4.4.zip, mod@Footsteps_1.0.0.zip, mod@Forgotten Armory_Gothic v1.1.3.zip, mod@Forgotten Armory_Greenwich v1.2.3.zip, mod@Forgotten Armory_Landsknecht v1.1.2.zip, mod@Forgotten Armory_Templar v1.2.3.zip, mod@Forlorn Additons-v1.0.2.zip, mod@FOTW Reqiuem Sharks 1.2.1.zip, mod@GildedSteel_v1.1.2.zip, mod@grasstoropes_v1.1.8.zip, mod@HandtoHand_1.0.4.zip, mod@hangingoillamps_1.0.3.zip, mod@HeavyBlackguardArmor_D_v1.2.3.zip, mod@HoneyPressMittimv1.0.2.zip, mod@Immersive Corpse Drop 1.0.3 (Vintagestory 1.20).zip, mod@ImmersiveMining_0.2.8.zip, mod@ImmersiveOreCrush_2.2.2.zip, mod@ImprovedSheeps 1.0.1.zip, mod@JonasBoat_1.0.1.zip, mod@lanternsarelighters_1.0.0.zip, mod@largercrock_v1.0.2.zip, mod@Litbrig_0.7.6.zip, mod@ManualScraping_1.2.3.zip, mod@ManualShingle_1.0.1.zip, mod@metalleaf.1.1.1.zip, mod@More fuel v1.0.7.zip, mod@morecalcinedflint.zip, mod@MoreFruittreeSatv1.0.0.zip, mod@moremolds_v1425.zip, mod@MushroomNutrition-1.3.4.zip, mod@Mycodiversity_1.0.4.zip, mod@NA Catfish 2.1.zip, mod@NA Darters 3.0.zip, mod@NA Salamanders.zip, mod@nomadtents_101.zip, mod@Ornamental Fish 5.0.zip, mod@overhaullib_0.2.18.zip, mod@Peat-1.0.2.zip, mod@pipeleaf_1.11.0.zip, mod@Plainsandvalleys-v1.0.11.zip, mod@primitivesurvival_3.8.0.zip, mod@R.CapacitiveGlider_v0.0.1.zip, mod@R.DryGrass_v0.1.0.zip, mod@R.Mob_Advanced_Interactions_v1.0.1.zip, mod@R.Permanent_skin_v0.0.3.zip, mod@R.Seeds_v0.0.3.zip, mod@R.Stick_v0.0.1.zip, mod@RecyclableBags.zip, mod@RepairableLocust_1.4.1.zip, mod@royalscurtains_0.0.1.zip, mod@SalvagePlusUnbroken_1.1.1.zip, mod@scrollrackable.1.3.2.zip, mod@SeasonedFirewood1.2.5.zip, mod@shelfobsessed_v1.5.0.zip, mod@Shiver Tweaks v6.0.0.zip, mod@SO.zip, mod@SoapandLyeV1.2.4.zip, mod@sortablestorage_2.3.1.zip, mod@soundofconfession_1.0.6.zip, mod@SpecificClutter.zip, mod@spyglass_0.5.2.zip, mod@stonemallet_1.0.1.zip, mod@Strelitzia-GeologicOverhaul-1.0.1.zip, mod@TankardsandGoblets_v1.1.3.zip, mod@TemporalSymphony_2.1.1.zip, mod@theresinsauce_0.1.3.zip, mod@TorchHolderSmithingPlus1.0.0.zip, mod@traderssellcrowbars_0.0.2.zip, mod@translocatorengineeringredux_1.5.8.zip, mod@UpgradeableLocust.zip, mod@vpemmican_1.1.0.zip, mod@vsimgui_1.1.8.zip, mod@wgmt_1.1.0.zip, mod@wildCultivation_112.zip, mod@alchemy_1.6.56.zip, mod@animalcages_v3.2.2.zip, mod@apeflowerpots-1.20.12-v1.2.6.zip, mod@apelanterns-v1.20.10-1.1.2.zip, mod@AttributeRenderingLibrary-v1.0.3.zip, mod@barbarianarmor.zip, mod@beeswaxingot_1.0.1.zip, mod@BetterHoe_1.1.3.zip, mod@BetterPoultice2_1.0.10.zip, mod@BetterRuinsv0.4.15.zip, mod@BetterStonePath_1.0.4.zip, mod@billposting_1.0.1.zip, mod@blacksmithenhancements_1.1.4.zip, mod@Booze-Expantion-v.1.0.0.zip, mod@bowinlefthand_1.0.0.zip, mod@bradycrudebuilding-v1.3.2_v1.20.7.zip, mod@BrickedBloomery.zip, mod@butchering_1.9.2.zip, mod@CarryOn-1.20.4_v1.9.9.zip, mod@craftablecartography_0.2.14.zip, mod@cratelockfix_1.0.0.zip, mod@DanaTweaks-v3.4.5.zip, mod@DriedPeatRAddon_v0.0.2.zip, mod@edeninstinctaddonclasstraits.zip, mod@eggpiemod_0.1.0.zip, mod@envelopes_1.5.1.zip, mod@ExpandedStomach-1.0.3.zip, mod@ExtraInfo-v1.9.10.zip, mod@fantasycreatures_0.7.2.zip, mod@fatcandles-1.0.1.zip, mod@fbadditionspatch.zip, mod@floatingfish_1.0.3.zip, mod@foodshelves_2.2.1.zip, mod@FromGoldenCombs-1.20.12-1.8.13.zip, mod@genelib_1.1.9.zip, mod@gourmand_1.7.0.zip, mod@handydaub_1.0.0.zip, mod@hayhive_1.0.0.zip, mod@HuntingKnife1.0.8.zip, mod@hydrateordiedrate_2.1.6.zip, mod@immersivelighting_1.0.1.zip, mod@immersivewoodchopping_0.8.1.zip, mod@immersivewoodsawing_0.2.8.zip, mod@jonastools_1.2.0.zip, mod@joyofpainting-1.4.1.zip, mod@maltiezbows_1.0.5.zip, mod@maltiezcrossbows_1.2.0.zip, mod@maltiezfirearms_0.14.2.zip, mod@Mannequin-Stand-v1.0.4.zip, mod@medievalexpansionpatch-1.2.2.zip, mod@metalpots_1.5.4.zip, mod@MorePiles-v2.1.12.zip, mod@mountDestroyLeaves_1.1.3.zip, mod@NoMrCoalIExpectYouToDye-1.2.1.zip, mod@oneroof_1.11.0.zip, mod@oreveintracers-v1.2.0.zip, mod@petai_v3.4.3.zip, mod@PlaceEveryItem-v2.2.2.zip, mod@purposefulstorage_1.3.0.zip, mod@realsmoke_0.6.5.zip, mod@RockAndStone.zip, mod@SaintsofCataclysm.zip, mod@SaltAndSands-1.1.1.zip, mod@scaffolding_1.0.1.zip, mod@scarecrow_v1.6.10.zip, mod@simplefootstepsredux_v1.0.3.zip, mod@slowtox_3.0.0.zip, mod@smithingplus_1.6.5.zip, mod@solidirondoor_1.0.1.zip, mod@stirlingmotor_1.0.1.zip, mod@TabletopGames-v2.10.5.zip, mod@TanningRedux_v1.0.zip, mod@TasshroomBodyFat_v0.0.10.zip, mod@TerraPrety_7.0.5.zip, mod@th3dungeon_0.4.3.zip, mod@The_Critters_Pack_v1-1-1.zip, mod@thievery_1.2.1.zip, mod@toolsmith_1.2.6.zip, mod@vanilla-armory-177.zip, mod@vanillamoremolds_1.1.2.zip, mod@VariantMeals_2.0.0.zip, mod@wildfarmingrevival_1.3.8.zip, mod@windchimes-V1.20.11-1.1.1.zip, mod@xlib_v0.8.16.zip, mod@aminerscraft-1.1.0.zip, mod@APanserbjornStory-v0.9.6-1.20.0.zip, mod@bookbinders-1.3.1.zip, mod@cats_v3.2.0_petai_v3.0. .zip, mod@chickenpet_1.1.1.zip, mod@detailedanimals_0.5.7.zip, mod@drksslingv1.1.5.zip, mod@expanded_matter-3.2.3.zip, mod@foxtaming-1.6.2.zip, mod@harepet_1.2.2.zip, mod@immersiveinventoryspoilage_1.2.1.zip, mod@PlayerCorpse_VS1.20.7_net7_v1.11.1.zip, mod@PorridgeWithMilk_1.0.0.zip, mod@shearlib-1.1.2.zip, mod@snowshoes_2.0.1.zip, mod@stainedbeams 1.2.1.zip, mod@stonepiles_1.1.5.zip, mod@StoneQuarry_VS1.20.1_net7_v3.4.3.zip, mod@toomanyshingleblocks 1.2.0.zip, mod@VintageCoffee_v0.5.5.zip, mod@vintagesymphonyassets_1.1.0.zip, mod@wearandtear_1.5.11.zip, mod@wolftaming_v3.0.8_petai_v3.0._.zip, mod@xSkillGilded_1.1.0.zip, mod@xskills_v0.8.19.zip, mod@tailors_delight-1.9.8.zip, mod@valley_of_ashes-1.2.0.zip, mod@wool-1.6.4.zip, mod@xskillsnewclassesexp-0.1.0.zip, mod@dressmakers-1.6.0.zip, mod@colorfulcandles1.2.3.zip, themepack@FancySky.zip, themepack@PlumpkinsV1.0.9.zip, themepack@RLMoonSunv0.1.3.zip
TheRealFlynn, Aug 23rd 2025 at 7:29 AM

stamina loss during activities like:
- digging?
- hoeing?
- chopping?
- cutting?
- CarryOn compatibility: stamina loss while carrying objects?

This mod kicks ass. Well done and thank you for enhancing my Vintage Story experience :)

chrisunfocused , Aug 22nd 2025 at 11:06 PM

GawdAwful IMO the Primitive Survival raft is insanely unbalanced in vanilla. It's just better than the normal raft in every way. With Vigor, it still lets you go further, but I left it consuming stamina as an attempt to balance it. It's an early game item, and shouldn't replace the actual raft and sailboat for long distance journeys.

B0YAR Can you confirm you're using 0.4.2? I had that report from another user and did a massive rewrite that they believe fixed that issue. 
How long are you playing for, how many players, and what's the mod list?

B0YAR, Aug 20th 2025 at 8:15 PM

chrisunfocused
This
mod has a huge impact on the synchronization between players and the server. When playing for a long time, the mod increases latency and reduces server performance.

GawdAwful, Aug 19th 2025 at 3:07 PM (modified Aug 19th 2025 at 3:08 PM)

Don't suppose a compatibility patch would be in order for primitive survival? Particularly the raft?

 

Meecham, Aug 16th 2025 at 9:34 AM

chrisunfocused Thanks! Much appreciated. 

chrisunfocused , Aug 16th 2025 at 5:44 AM (modified Aug 16th 2025 at 6:06 AM)

Meecham Done! I was always planning to do this, but wanted to finalize things like the API first.
Just be aware there might be breaking changes yet to come.

Edit: Also, yes, happy for new features to be pr'd as long as they are configurable and align with the spirit of the mod.

Meecham, Aug 16th 2025 at 3:08 AM (modified Aug 16th 2025 at 3:51 AM)

Hi, this mod looks great! Thanks for your hard work on it. Will you be putting the source up on github at some point? I wanted to check if your mod does anything when a player is starving so I'm looking at the decompiled dll now but the source would make it a bit easier. Cheers.

edit: It looks like starvation doesn't affect anything in Vigor at the moment. Would you be open to some configurable % debuff to maxStamina and recoveryRate if the player is starving? I'd gladly add a PR for it (presumably to VigorNutrientBonuses.cs).

chrisunfocused , Aug 11th 2025 at 5:05 AM

Kaschperle Wow! That's really great news. Thanks for letting me know :)
Yeah, there is a pretty small limit on the number of paths that can be marked dirty before forcing a resync. That MountCameraFix Mod will likely improve things if you start getting rubberbanding from high numbers of mods. It basically just raises the limit an order of magnitude.

Kaschperle, Aug 10th 2025 at 12:37 PM

chrisunfocused I can happily confirm that it work's flawlessly now! Also I think the main part is on big modpacks this happens we are using 200 mod's afterall and it actually plays really nice together! Thank you so much!

chrisunfocused , Aug 10th 2025 at 11:08 AM

Kaschperle I just did a massive overhaul based on some feedback I got from the HoD devs. I'm hoping this improves the rubberbanding situation. I still can't reproduce it on my side, even on a low powered remote server. Please let me know.

chrisunfocused , Aug 10th 2025 at 2:29 AM

Kaschperle I have reached out to the HoD devs :)

Kaschperle, Aug 10th 2025 at 12:18 AM (modified Aug 10th 2025 at 12:36 AM)

chrisunfocused basically you move forward and every 6 sec or 5 (don't know when it updates) it resync and sets you back and this makes it look stuttery as it's like rubberbanding. The same issue applied with hydrate diedrate. The only "stamina" check system which didn't have that issue per se was jaunt. But we did have to add this to it. 

https://mods.vintagestory.at/show/mod/25755

before installing this add on the horse would just stop walking at the resync (reason being as it works differently as you don't just hold the button to sprint) that's my thoughts. Afterall if in gamemode with both mods hydrate / stamina the rubberbanding is gone as there is no resync or check.

EDIT

Hydrate or diedrate fixed the rubberbanding issue. So if you really feel like it you could ask him how to deal with it.

chrisunfocused , Aug 10th 2025 at 12:13 AM

Grimeald Do not fret! Any changes around UI reduction would be optional, disabled by default in config, and all existing functionality would be retained. I fully appreciate that some of the options I floated, especially anything relating to screen movement or fov changes, are accesibility issues. I was just thinking out loud.

Swiftthistle I actually used Bloodshed as a reference while learning how to make a mod! Just for you, I have added a Bloodshed style radial stamina option in the config in 0.4.1. It's not compatible with Bloodshed, so they will overlap if you use both.
I'll reach out to the dev and see if they'd be interested in collaborating. My goal was to provide a unified stamina framework, exactly for mods like Bloodshed, so they don't have to maintain their own.
I do like the idea. I wonder if instead of a "Red" stamina bar, you effectively go into spending your Max Stamina, or Tiredness. I was wondering about some way to force the player to sleep, so this could all work together.

Kaschperle There are just too many benefits to a server side mod, especially around cross mod compatibility. Making a client side only version would be a complete rebuild, and the methods exposed to detect things like jumping and swimming are different between the client and server. Just double checking, when you say rubber banding, are you just referring to the statbar/hud, or is it having an effect on your game world? I have never perceived it to affect the game, and the bar doesn't really affect gameplay. If it's having a gameplay impact, I'd definitely be interested to explore that more.

Grimald, Aug 9th 2025 at 5:17 PM (modified Aug 9th 2025 at 5:17 PM)

reposted, since comment broke on phone somehow :/ chrisunfocused. Can you please reconsider future update plans, as you mentioned them in response to someone below.

 

1. Head bobs can be vomit and vertigo inducing to some people. I had even to return games in past because of slight headbob that wasn't able to be turned off.

2. Listening to asthma breathing when running in games isn't exactly immersive and can pull out of experience.

3. Other visual cues (screen dimming, even on edges, similiar to filters used in some games) can lead to headache as well.

 

Could you please leave option in config to just use vigor bar as it can be used now? Great mod and it would be a shame to be forced out of playing with it :(

Swiftthistle, Aug 9th 2025 at 3:38 PM (modified Aug 9th 2025 at 3:44 PM)

chrisunfocused Thank you!

 

I'd also like to see Bloodshed use your Stamina system, so all aspects are covered in one. Hopefully safwyl checks this mod out, and decides to work with you (he could even help you implement his stamina bar)

 

But yes, the Red stamina mechanic can be considered more situationally punishing, but I think the main thing it adds is depth. Another mechanic you can intertwine with this is that hunger and cold damage always drain 4 points of Red Stamina whenever they tick. On top of this, when you are freezing cold (body temperature below 94f) or your hunger is below 300 Saturation, Red Stamina simply can't recover at all. While if you eat a large meal (over 600 saturation), you instantly gain 10 Red Stamina back for each 100 Saturation the food grants. 1200 Saturation = 120 Red Stamina (at base 150 Yellow Stamina, that would be 40% of your 300 Red Stamina). Red Stamina can also recover at a rate of 2 points per second, and start within 5 seconds, when sitting (from 0 to 400 max Red Stamina, you would need to rest 3 minutes and 25 seconds)

 

Recovering Red Stamina drains a good amount of saturation. Yellow Stamina is free to regenerate. If your Red Stamina reaches 0, and your hunger/cold is too low, your character will have their speed reduced to 10% and begin to take additional damage on top of whatever damage is applying over time. (Worst cast scenario, you're freezing, drowning, starving, and out of Red Stamina... all at once). Sitting in this state will allow you to recover Red Stamina at a rate of 1 per second after 10 seconds, so you can at least walk desperately towards a fire, or food. But not if you're constantly freezing and starving to death; the damage would drain anything you have.

Kaschperle, Aug 9th 2025 at 12:14 AM (modified Aug 9th 2025 at 12:20 AM)

chrisunfocused that's what I thought as once you go godmode you don't use stamina / thirst anymore and as such the desync rubberbanding doesn't happen as it doesn't check if it's true. But still thank you for your hard work! Also wouldn't it be 90% of the cases to be a fully client side mod? That would fix that issue at least as on a private server no one is gonna change the config to cheat / skip stuff. On public tho that would be problematic.

chrisunfocused , Aug 9th 2025 at 12:10 AM

Kaschperle The reason this happens is that entity behaviour systems, like Stamina or Hydration, are attached on the server side. The client gets updates, and has to update from there. There will always be a bit of latency.
This is important so that the server can act as a source of truth, determine what behaviour players are allowed to take, and assist with coordination between mods.
I tried to implement a client side renderer, but it was too difficult to keep the client in sync with the server. The registration of events like jumping and landing is inconsistenct at best on the server, and the methods available in the client API to detect these events are not the same as those in the server. It would also put a burden on third party mod developers looking to integrate with Vigor if they had to integrate with a client side API renderer as well as sending their updates to the server.
I have added an interpolating renderer to 0.4.0 to visually smooth the updates, and increased the server update rate to 100ms.

Swiftthistle Great ideas! I have added the Recovery Delay bonus. I set it to up to 50% reduction, pooled across all nutrition stats. To be honest, it's quite hard to notice. Once your nutrition becomes high, stamina management gets much easier anyway, so this just makes it feel that much easier.
I do like the idea of pushing through exhaustion having an additional penalty. I will think about how to implement that.

Lariannn I tested Natures Call with and without Hydrate and it worked fine with Vigor. I note that the natures call bar is overlaid by the Hydrate bar. I assume that's intended? If you're having another issue, more detail would be appreciated. Screenshots, modlist, etc :)

Darcy The effects with Hydrate already stack, and honestly that feels like enough. I can't really think what I would add to that. 

Ultimately, I want to have replace the statbar with more subtle UI/UX indicators. Panting sounds, screen bobbing, maybe some edge effects. This would resolve issues with the feeling of rubberbanding, latency, mod compatibilty, and statbar positioning.
I like Tyron's ambition to remove on screen indicators. It will probably be one of the focuses for me for a 1.0 release.

Kaschperle, Aug 8th 2025 at 7:28 PM

it seems like this mod has the same rubberbanding issue as hydrate or diedrate

Swiftthistle, Aug 5th 2025 at 9:27 AM

I love the mod so far. It makes running from wolves far more difficult than challenging them directly. Can you also add a final stat; Stamina Recovery Delay? Granted by all Food Groups as a territary stat, decreases the delay by 5% at maximum saturation for each food group (25% total). So if the delay is 4 seconds, it becomes 3 seconds.

Additionally, having the UI above the hunger bar makes it hard to see during gameplay, and you'll quickly lose track of it in any encounter. My own suggestion on this is a half-circle meter floating a little bit beneath the target reticle at around 50% opacity. When your stamina is running low, it can begin to flash yellow, like the health bar does when your health is low.

Finally, I think a hardcore mode would be a cool option (even though this mod is already hardcore). Essentially, you have two bars stacked upon each other; your yellow stamina, and a second bar of crimson stamina beneath it. Whenever you exhaust all of your yellow stamina, you begin to drain your red stamina. Your red stamina functions as a "maximum" amount of stamina your yellow stamina can have; if you exhaust ALL of your red stamina, your speed is reduced by 50% until you recover at least 40% of your Red Stamina. Red Stamina recovers after a 10 second delay (as long as it isn't interrupted), at 1 point per second. Red Stamina is twice your yellow stamina; if you have 200 yellow Stamina, you have 400 Red Stamina. Red Stamina drains at the same rate as Yellow Stamina when in use, but you have twice as much Red Stamina; so you can effectively perform 3x the actions as normal before being completely exhausted.

This would give a ton more depth to the mechanic, and also have those really intense moments where you have to decide to burn red stamina to kite, or stand and fight. You could also have damage taken reduce red stamina as well, at a rate of every 1 damage taken (after armor) = -4 Red Stamina

Lariannn, Aug 1st 2025 at 11:02 PM (modified Aug 1st 2025 at 11:15 PM)

Not working at all. All other mods were loaded succesfully except this one, no error, nothing :(. Or maybe stamina bar is covered by Nature Call's bar...

Darcy, Jul 28th 2025 at 9:14 PM

With regards to HoD compatibility - I'm glad to see it mostly works from a UI standpoint! Do you have any plans to integrate hydration as a factor of stamina, or are HoD's hydration slowdowns adequate for that? Note that I haven't actually played with Vigor yet, I'm just researching it for the next iteration of my modpack. Thanks for the awesome mod!

chrisunfocused , Jul 25th 2025 at 7:46 PM

Rivermoss
I can! The difficult is that the lung capacity bar appears over the health bar, but it's set to hide when full. I would have to find some way to either move that, or detect when it appears and compensate.
I'll give it a go.

wildejackson
I'll have a think! Really want to avoid adding any sort of text to the UI, but I might be able to think up some kind of indicator.

Rivermoss, Jul 25th 2025 at 12:13 PM

Could you possibly add an option in the config to toggle whether the stamina bar shows up over the health bar or the food bar? I play with Hydrate or Diedrate and I think it would look better to have the stamina bar over the health rather than stacked above the water and food bars

wildejackson, Jul 21st 2025 at 2:16 AM

A feature that I think would both fit when you make the StaminaLib and would be very helpful is some way that player move speed is displayed on the stamina bar. Lots of things slow you down (thinking of hydrate mod but also armour, class stats, buffs from nutrition mods, terrain mods etc.) and it would be nice to have that feedback in real time since the character is going to be slowed down more often.

metasynthie, Jul 19th 2025 at 2:19 PM

chrisunfocused wow, that's awesome! Thanks so much

chrisunfocused , Jul 19th 2025 at 3:44 AM

Jeanphavko Stutter fixed in 0.3.3
berryland MaxStamina now recalculates on player join, which handles a config change on an existing server.
Frepo Love that idea! I am a stone path enjoyer. Will definitely look into this.

Jeanphavko, Jul 18th 2025 at 6:01 PM

Thank you for making this mod.

May I share an issue I discovered on my system. I get considerable amount of stuttering when in gamemode survival, you can see here:

Frepo, Jul 18th 2025 at 10:06 AM

For us who love building trails and roads, please make some blocks easier on the feet, reducing stamina loss when moving on them.
The vanilla stone path (and perhaps all polished rock blocks/slabs) could reduce stamina loss by a moderate amount.
Then, it would be very nice if some sort of late game path block+slab+stair (using bricks and mortar) is added that greatly reduces the stamina loss.

chrisunfocused , Jul 18th 2025 at 10:05 AM

metasynthie You're in luck! Release v0.3.1_vigor_experimental · cjohnsto-nz/Verticality
I used Verticality as a test mod for integration. Please try this fork out. When I'm happy with the integration strategy, I'll raise a PR and try to get this officially adopted.
Climbing uses quite a bit of stamina. Charge jumping does too, but it scales. Crawling uses none. I figured crawling is not really that tiring :D

chrisunfocused , Jul 18th 2025 at 10:03 AM

Tasshroom33 Wow! My pleasure. All of my knowledge of the UI came from other mods like Hydrate, Jaunt, Bloodshed etc.
Getting the background and foreground aligned was a huge pain. I am still not convinced I'm doing it properly.
I will get the source code up for this soon.

chrisunfocused , Jul 18th 2025 at 10:01 AM

berryland Great news! Glad to hear that helped!
I must admit I haven't actually spent much time mucking with those vars. Max stamina is adjusted by nutrition, which seems to be parameterizing correctly, so I'm not too sure what I might have done there.
I'll play with 250 tomorrow and see if I can't figure it out. I suspect I just forgot to use the config variable in one of the formulas.

chrisunfocused , Jul 18th 2025 at 9:59 AM

Araewin I'll catch up with you this weekend. Very keen to reproduce that!

chrisunfocused , Jul 18th 2025 at 9:58 AM

SaltyWater I'm still figuring out the best way to do an API. 
There are three key parts.

1. Stamina Consumption. This is pretty easy to integrate

  • Fixed Cost (Jumping)
  • Drain (Sprinting)

2. Penalty.

Eg. When you're exhausted, you... slow down, can't climb, can't dodge etc.

This is quite easy for mods because they implement their behaviour. 
It's a bit harder for vanilla, because you have to override and disable actions that aren't documented in the API. Still wrapping my head around that.

3. Modifiers. Buffs/Debuffs.
Ideally, we want server side calculation of costs/drain. That's okay, but I am still finalizing a way to designate the category of a consumption, and apply custom modifiers.

Once I have all of that figured out, I'll post up a full API update.
In the meantime, I have an integration example here. Release v0.3.1_vigor_experimental · cjohnsto-nz/Verticality
Dodgemaster is probably a very simple integration as far as things go :)

Tasshroom33, Jul 17th 2025 at 8:16 PM

Thanks for this mod, the .dll really helped me understand the vanilla hunger bar for my body fat mod!

Araewin, Jul 16th 2025 at 8:57 PM

berryland, Jul 16th 2025 at 8:45 PM

chrisunfocused Ayyyy the slight reduction in sprint threshold worked like a charm. Now me and the boys can suffer with more punishing mechanics. Exquisite victory

A weird thing did happen tho - I went in the config and changed the MaxStamina value to 250. I thought that would change the max ceiling for stamina including all buffs from nutrition, but it seems like that was the base stamina? Anyways that part doesn't really matter, because the weird thing was, that made the stamina bar not fill up all the way. It would still properly regenerate, just the bar wouldn't fill up. It was something like 192/303 I believe (different for each player based on nutrition of course). 

metasynthie, Jul 16th 2025 at 8:31 PM

If I may humbly suggest another possible mod for integration, my next pick after Dodge Master would be Verticality, since both climbing and to a lesser extent crawling could use stamina costs! I'll suggest it on that page too.

Araewin, Jul 14th 2025 at 6:57 PM

chrisunfocused It's work perfectly now thanks a lot ^^ great work by the way ^^

SaltyWater, Jul 13th 2025 at 4:25 PM

chrisunfocused

Oh thanks <3 😊

Oh yeah sure!
I can send you the source code if you want!
or I can implement the stamina depletion directly in Dodge Master, I think that makes more sense!

 

chrisunfocused , Jul 13th 2025 at 4:57 AM

Araewin 0.3.2 is released and should fix your issue.
I don't have anyone handy to test with me. Please let me know if it works as expected with multiple players 😊

Araewin, Jul 13th 2025 at 3:58 AM

chrisunfocused Perfect your awesome thanks ^^

chrisunfocused , Jul 13th 2025 at 3:26 AM

Araewin I have replicated your issue on a cloud hosted development server. I will get this sorted and will let you know when it's ready for dedicated servers!

chrisunfocused , Jul 13th 2025 at 2:04 AM

SaltyWater

Wow! Thanks! High praise coming from such a prolific member of the community.
Hopefully we can work together to integrate stamina costs into some of your mods sometime.
There has already been a request for Dodgemaster support from the community 😊

chrisunfocused , Jul 13th 2025 at 2:01 AM

ryanberry Sorry for the delay!

The sprint detection is pretty simple.

bool isSprinting = physicalSprintKeyHeldThisTick && plr.ServerPos.Motion.LengthSq() > 0.01f;
where physicalSprintKeyHeldThisTick is just plr.ServerControls.Sprint as measured at the start of the tick.

I've confirmed that the sprint key detection natively works for both rebinds and toggle sprint as expected.
The likely issue is that motion threshold. I don't really have a good feel for how much speed 0.01 per tick is.

Either way, I've halved it to 0.05, and moved it to a variable that you should be able to change in the vigor.json config file:SprintDetectionSpeedThreshold
Updated to 0.3.1. Hope that fixes the issue for you!
SaltyWater, Jul 11th 2025 at 10:59 PM

Damn nice mod!

ryanberry, Jul 11th 2025 at 6:21 PM

Sprinting stamina works, but my character is too slow to trigger it, unless sprinting on a path (with movespeed bonus). 

I hope this doesn't lead to a significant and annoying refactor or anything, but - there needs to be a way to detect when a player is sprinting, but is not meeting the "sprint speed threshold".

For example, I use the Butchering mod as well as Hydrate or Diedrate. In both of those mods, when you carry a certain item (dead animal of high weight, or lots of water) you will slow down universally. Walking AND sprinting get slower.
So even while sprinting while carrying a heavy load, stamina will not drain. 

Also, just gonna yap a feature suggestion for a sec. I've been considering using StepUp Continued/Advanced, but I think it would make traversing rough terrain too easy (no jumping needed to scale slopes, therefore no additional stamina drain for "climbing")
If you could find a way to apply stamina drain (maybe half of the default jump stamina) for stepping up a block with the StepUp mods, that would be incredible! Jumping up like 1.3 meters constantly is unimmersive and annoying anyways lol

Still enjoy your mod majorly regardless. Do you have a ko-fi or similar?

Araewin, Jul 10th 2025 at 7:17 AM

chrisunfocused Ok thanks it's very appreciated ^^ yes i try on a dedicated server in multiplayer maybe it's the multiplayer part its not working reach me when you want ;)

chrisunfocused , Jul 10th 2025 at 5:57 AM

ryanberry I'll give your settings a go! If I still struggle to reproduce the issue, I'll hit you up on dc this weekend :)

SerHause and Araewin I will try multiplayer and Xskills more this weekend. Would love to integrate with xskills, but I've never used it before.
Araewin, I have not encountered that issue. It is probably a stuff up on my end. Will do some digging. I might reach out to you this weekend

Thank you everyone for trying out the mod!

ryanberry, Jul 8th 2025 at 10:16 PM

chrisunfocused Alt of berryland here again lmao. Here's my SprintMomentum config:

Also THANK YOU for this mod and being an awesome attentive dev. If you eventually would like any kind of logs I can provide, let me know and I gotchu. Can also DM on discord if you want some faster communication (ryanberry)

 

And SerHause I've been using this in multiplayer exclusively. It works for jumping, and sometimes works for sprinting. Either way it definitely loads in properly.

 

SprintMomentumConfig
{
"EnableDebugLoggingComment": "Show extra log messages if you want to know more about what the mod is doing.",
"EnableDebugLogging": false,
"GetWalkSpeedMultiplierSeparator": "========== RUNNING SPEED SETTINGS ==========",
"ExtraSprintBoostComment": "How much extra speed you get when sprinting. Adjust to run faster or slower.",
"ExtraSprintBoost": 1.0,
"SprintRampUpRateComment": "How quickly the extra speed builds up when you start sprinting.",
"SprintRampUpRate": 0.5,
"SprintDecelerationRateComment": "How gently your speed falls when you stop sprinting.",
"SprintDecelerationRate": 0.6,
"NormalAccelerationRateComment": "How fast you speed up when walking normally.",
"NormalAccelerationRate": 3,
"NormalDecelerationRateComment": "How fast you slow down when you stop walking normally.",
"NormalDecelerationRate": 2,
"CalcMovementVectorsSeparator": "========== WALK VECTOR SMOOTHING SETTINGS ==========",
"MovementDecelerationRateComment": "How gradually your speed fades when no movement key is pressed.",
"MovementDecelerationRate": 0.5,
"CalcMovementVectorsSidewaysSeparator": "========== DIRECTIONAL SMOOTHING SETTINGS ==========",
"SidewaysSmoothingRateReversedComment": "When turning the wrong way, this controls how slowly your current momentum changes.",
"SidewaysSmoothingRateReversed": 1.5,
"SidewaysSmoothingRateNormalComment": "When turning gently, this controls how quickly your movement adjusts.",
"SidewaysSmoothingRateNormal": 4,
"SidewaysDecayRateComment": "How quickly sideways movement fades when no key is pressed.",
"SidewaysDecayRate": 3,
"AnimationMetaDataSeparator": "========== ANIMATION SETTINGS ==========",
"WalkEaseInSpeedComment": "How quickly the walk animation starts when you begin moving.",
"WalkEaseInSpeed": 3,
"WalkEaseOutSpeedComment": "How quickly the walk animation stops when you stop moving.",
"WalkEaseOutSpeed": 13,
"WalkWeightComment": "How strong the walk animation appears compared to others.",
"WalkWeight": 8,
"WalkBlendModeComment": "How the walk animation blends with other animations.",
"WalkBlendMode": 1,
"SprintEaseInSpeedComment": "How quickly the sprint animation starts when you begin sprinting.",
"SprintEaseInSpeed": 3,
"SprintEaseOutSpeedComment": "How quickly the sprint animation stops when you stop sprinting.",
"SprintEaseOutSpeed": 13,
"SprintWeightComment": "How strong the sprint animation appears compared to others.",
"SprintWeight": 8,
"SprintBlendModeComment": "This option lets you choose how the sprinting animation blends with others.",
"SprintBlendMode": 1,
"MonsterSeparator": "========== MOBS SETTINGS ==========",
"EnableMonsterSmoothingComment": "If true, monsters/animals get exponential speed smoothing, like players.",
"EnableMonsterSmoothing": true,
"CreatureExtraSprintBoostComment": "How much extra speed creatures get when sprinting.",
"CreatureExtraSprintBoost": 5,
"CreatureRampUpRateComment": "When creatures begin sprinting, how quickly they accelerate upward.",
"CreatureRampUpRate": 0.8,
"CreatureSprintDecelerationRateComment": "When creatures stop sprinting, how quickly they decelerate from sprint speed.",
"CreatureSprintDecelerationRate": 0.6,
"CreatureNormalAccelerationRateComment": "If a creature is walking normally, how quickly it speeds up.",
"CreatureNormalAccelerationRate": 2,
"CreatureNormalDecelerationRateComment": "If a creature stops walking, how quickly it slows down.",
"CreatureNormalDecelerationRate": 0.5,
"CreatureMovementDecelerationRateComment": "Movement deceleration for creatures when no input is pressed.",
"CreatureMovementDecelerationRate": 0.5,
"CreatureSidewaysSmoothingRateReversedComment": "If reversing direction, how slowly the creature\u0027s momentum changes.",
"CreatureSidewaysSmoothingRateReversed": 1.5,
"CreatureSidewaysSmoothingRateNormalComment": "If mostly same direction, how quickly the creature adjusts sideways.",
"CreatureSidewaysSmoothingRateNormal": 4,
"CreatureSidewaysDecayRateComment": "How fast the creature\u0027s sideways momentum decays if no input is pressed.",
"CreatureSidewaysDecayRate": 3
}
SerHause, Jul 8th 2025 at 7:22 PM

Has anyone tried this in Multiplayer? It's not working for me but I have other mods installed and cant remove them all to test.

Araewin, Jul 8th 2025 at 6:06 PM

I use XSkills maybe it's not working with that mod :S ?

Araewin, Jul 8th 2025 at 5:53 PM

Here what i got its weird he waiting data from stamina if it's not enable when i can found the option to enable it :S :

Kaschperle, Jul 8th 2025 at 11:06 AM

@chrisunfcoused I am not using toggle sprint but I also tweaked the run config to be slower by a margin so its the speed as I also reduced global server speed settings.

chrisunfocused , Jul 8th 2025 at 8:00 AM

berryland That's probably it! I'll see how I can work around that and I'll let you know.

berryland, Jul 8th 2025 at 7:11 AM

I can't share my Momentum config right now, but will tomorrow. I can however say that I use toggle sprint on shift instead of the default key. I'm also running the walk speed in world config 1 step lower than default. 

chrisunfocused , Jul 8th 2025 at 6:54 AM

I have added experimental support for integration by other mods. If you use Verticality, and would like to test it out, please download this custom version: Release v0.3.1_vigor_experimental · cjohnsto-nz/Verticality

IgnisPolonia Thank you 😊

berryland Would you be able to share your momentum config? The sprint detection code basically just checks to see that you are A: Holding Sprint key. B: On the ground. C: Moving faster than 0.01. 
I'll see if I can reproduce if you can share with me.

Araewin That looks really weird. Can you bring up the Debug menu with F8? Does the stamina system actually work? I have been having a really hard time getting the stat bar foreground and background to align. Maybe it's a GUI scale/aspect ratio setting that is causing the foreground to go missing.

IgnisPolonia, Jul 8th 2025 at 6:22 AM

Awersome! It Works! Crafting is full symbiosis by Vigor and Hydrate of course. Full thanks for autor again - well done! 

berryland, Jul 8th 2025 at 3:04 AM

chrisunfocused OH INTERESTING. I lowered the speed of sprinting from Salty's Momentum. By default, even on slow classes, it felt comically fast. And due to that, the game only registers the player as actually sprinting, when sprinting AND falling lmao. I noticed that sometimes I did drain stam after sprinting and not jumping, so I thought it was just inconsistent.

I guess I could up the sprint speed slightly, because it's like, right on the edge of not being flagged as sprinting. Do you think there's some way to workaround the issue otherwise?

PepperCat, Jul 8th 2025 at 3:01 AM

If it works as an example, I'm playing with Momentum mod and I see the stamina getting decreased

Araewin, Jul 8th 2025 at 2:55 AM

Thats weird me i got that :

 
chrisunfocused , Jul 8th 2025 at 1:10 AM

ryanberry and Kaschperle
I tested with Salty's Sprint & Momentum, and it seems to work fine for me at least.


Can you confirm what the issue you were having was specifically? F8 to open Debug menu. If Sprinting = True when sprinting, it should be working okay.

chrisunfocused , Jul 8th 2025 at 12:41 AM

IgnisPolonia and Araewin
The issue with not being able to click on the inventory bar is fixed in 0.2.1!

PepperCat
Thanks for the kind words :)
I love playing on tiny islands, and I didn't really like that I could just swim forever to escape, so that was the main motive behind this.

Wrum
Maybe! That mod is closed source at the moment, so I would need to do a lot of debugging to see if there's something I can hook into.
Ideally I will split this mod out into a separate, vanilla style StaminaLib that other mod makers can hook into. Then Vigor can just take care of adding stamina costs for vanilla actions.
I'm going to try to do Sprint Momentum next. Will look at Salty's Dodgemaster after that!

Wrum, Jul 7th 2025 at 10:45 PM

Yesssss, any chance of integrating salty's dodgemaster into this so dodging costs stamina? I need more dark souls in my vintage story 

PepperCat, Jul 7th 2025 at 10:32 PM

I just logged in to say that mods that makes the character management more complicated are always my favourite type of mods so I'll be 100% using this! Love it! Thanks for the compat with Hydrate

IgnisPolonia, Jul 7th 2025 at 10:31 PM

great idea for a modification. this mechanic should be in the basic version! now you will have to strategically sneak up on the bear instead of running around the whole map aimlessly. I believe you will be able to fix the problem. we are waiting patiently

Araewin, Jul 7th 2025 at 9:44 PM

Perfect thanks a lot i love the idea of your mod keep up the great work and thanks for fast answer ^^

chrisunfocused , Jul 7th 2025 at 9:32 PM

IgnisPolonia and Araewin
Thanks for the report! I'll have a look into this. I changed the way the HUD renders to match Hydrate, but maybe I did something wrong and it's interfering. Hope to have a fix up today. Thanks for your patience 🙏

ryanberry and Kaschperle
I will try to get Sprint Momentum working today too.

CherryRook
Combat, Smithing, Mining etc costing stamina are all part of the plan. Just need to get the basics ironed out first.

IgnisPolonia, Jul 7th 2025 at 6:46 PM

I checked it with and without Hydrate - dragging the mouse with the vigor mod doesn't work. With the Hydrate mod it works normally. So here's a big request to the author to try to fix it

Araewin, Jul 7th 2025 at 6:43 PM

Yes crafting not working and when you try to drag and drop from your toolbar we cant and me the bar is there but stay in gray color maybe because hydratation mod dont know

IgnisPolonia, Jul 7th 2025 at 6:23 PM

Alert. Crafting doesn't work. Im testing only this mod

ryanberry, Jul 7th 2025 at 6:06 PM

Mr. 2nd account of @berryland here lmao. Can report that the new stamina bar placement works great! Thank you for this mod and for the quick fix. 

I must however, also echo Kaschperle from earlier: the Sprint Momentum mod makes stamina not properly drain while sprinting. 

If you could possibly look in to that, the immersion fiends out there would be very appreciative! In the mean time, I'm happy with jumping costing stamina lol

IgnisPolonia, Jul 7th 2025 at 5:06 PM

there is one major problem. with the Hydrate mod the inventory doesn't work. You can't craft anything. I've also tested it only with these two mods.

Hydromancerx, Jul 7th 2025 at 3:52 PM

Thanks for making it compatable with other mods that add bars.

CherryRook, Jul 7th 2025 at 2:16 PM

Very cool mod ! Would it be possible in the future to make it so using weapons takes stamina too ? 

Kaschperle, Jul 7th 2025 at 1:44 PM

So a little testing with my modpack of mine It seems like it's not playing well with the modpack and 1 certain mod especially called sprint momentum! The stamina doesnt deplete when running at least when I tested it.

Kaschperle, Jul 7th 2025 at 12:49 PM

thank you I let you know if I find any bugs!

chrisunfocused , Jul 7th 2025 at 12:02 PM

MRGOOSE I've added a quick demo video to the description :)

MRGOOSE, Jul 7th 2025 at 10:36 AM

can we have a video of how this mod works?

chrisunfocused , Jul 7th 2025 at 10:15 AM

Wahazar Stamina regenerates in a few seconds. It is designed to limit short term physical exertion like sprinting, swimming, jumping (climbing, smithing etc but those aren't implemented)
Tiredness is a cool idea though! We could have a max stamina/stamina recharge penalty depending on the number of hours since sleep? I really like that actually. I'll add it to the to do list.

Wahazar, Jul 7th 2025 at 10:12 AM

Does sleeping regenerate stamina? 

Option with high stamina capacity, which allow whole day of intense activity, but require sleeping to recover fully, would be avesome for servers - now everybody agree for sleeping ;)

chrisunfocused , Jul 7th 2025 at 10:03 AM

IgnisPolonia berryland Kaschperle
Vigor 0.2.0 is compatible with Hydrate or Diedrate. Let me know if you have any issues :)

IgnisPolonia, Jul 7th 2025 at 9:22 AM

Great! Thank You!

chrisunfocused , Jul 6th 2025 at 10:17 PM

I will try to make these compatible today! Will update you all once I've had a chance 🙂

Kaschperle, Jul 6th 2025 at 8:46 PM

yes those mods need to be compatible to not overlap each other! As both are important for the immersive lovers like us

IgnisPolonia, Jul 6th 2025 at 6:44 PM

Yep! for sure. Vigor is great idea mod, creates very realistic situation, but Hydrate is a legendary mod. Dear Autors @chrisunfocused please - listen to us! 

berryland, Jul 6th 2025 at 6:25 PM

Seconding interest in Hydrate or Diedrate compatibility. I would use Vigor right now on my server if the bars didn't overlap.

IgnisPolonia, Jul 6th 2025 at 4:57 PM

good idea! but please make compatibylity or Hydrate Diderate mod becouse HUD bar the same please in the game