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Carturs Safe Stamina
Stamina costs nothing while no enemy is near. Chop, mine, sprint, jump, swim and build for free out in the quiet, and pay full price the moment something hostile walks into range. Each cost is separately toggleable.
| Date uploaded | 2 weeks ago |
| Version | 1.0.2 |
| Download link | Cartur-Carturs_Safe_Stamina-1.0.2.zip |
| Downloads | 511 |
| Dependency string | Cartur-Carturs_Safe_Stamina-1.0.2 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2333README
Cartur's Safe Stamina
Free, and always will be — if it improved your game you can tip me on Patreon.
More from Cartur: HD Blood · Map Pins · Compass and Clock
Stamina costs nothing while nothing is hunting you.
Clearing a forest, sinking a mine shaft, running supplies across the meadows, throwing up scaffolding — none of it drains the bar. Then something hostile walks into range and every cost comes straight back, at full price, mid-swing. The fight is still the fight. The chores stop pretending to be one.
What's free when you're safe
Chopping and mining · weapon swings · sprinting · jumping · swimming · building, repairing and removing pieces.
Each of those is its own switch, so you can leave combat or swimming paying full price if you'd rather.
What counts as safe
No hostile character within SafeRadius metres of you — 25 by default.
Hostility is the game's own BaseAI.IsEnemy check, not a list of prefab names,
so tamed animals are ignored, a boar that hasn't noticed you still counts, and
anything a mod adds is judged by the same rule as everything else. The scan is
cached for a quarter second rather than run every frame.
Config
BepInEx/config/com.jekkle.valheim.cartursafestamina.cfg, written on first run.
| Setting | Default | What it does |
|---|---|---|
SafeRadius |
25 | Metres. How close a hostile has to be before costs return. |
AffectAttacks |
true | Chopping, mining, weapon swings. |
AffectSprint |
true | Sprint drain. |
AffectJump |
true | Jump cost. |
AffectBuild |
true | Build, repair, remove piece. |
AffectSwim |
true | Swim drain. |
Worth knowing
Free swimming also means you can't drown while safe. The game only starts
the drown timer once stamina is empty, so a swim that never costs anything
never gets there. That follows from the premise rather than being bolted on,
and it's why AffectSwim has its own switch — turn it off if you want the
water to stay dangerous.
Skills still level. Nothing here skips the original methods, so run, swim and weapon XP accrue exactly as they always did.
Other characters pay normally. The attack patch checks the swinger is you before waiving anything — otherwise every boar and draugr inside your safe radius would swing for free too, which is precisely when they'd benefit.
Compatibility
Nothing is replaced outright: every patch either zeroes a cost the game is about to charge or restores what it borrowed. Mods that change stamina amounts stack fine — they set the number, this waives it.
CHANGELOG
Changelog
1.0.8
- Works alongside Speedy Paths. Both mods changed the same stamina value around the same game call, and together they could leave sprinting free even in combat. Safe Stamina now zeroes the cost at the game's own stamina hook instead, for sprint, jump, swim and sneak, so no other mod's adjustments are disturbed.
1.0.7
- No more free stamina while overloaded. Standing still and encumbered, the game's own drain never fires - it is gated on movement - so nothing kept the regeneration timer down, and this mod then regenerated anyway. Being over the weight limit costs you again.
- The setting's description now mentions attacks, which have been covered since 1.0.5.
1.0.6
- Listing only. The store page is rewritten: it leads with what the mod does instead of a links block, the settings table matches the config file, and it links every Cartur mod. No code change.
1.0.5
- Stamina now refills while swimming and while attacking, when safe. Zeroing a cost was
never the same as refilling:
Player.UpdateStatssets the regen rate to 0 outright while you are swimming off the ground, mid-swing, mid-dodge, wall-running or encumbered, so the bar sat flat instead of filling. It now regenerates on those frames too, as long as nothing hostile is insideSafeRadiusand the normal post-spend regen delay has passed. Follows the existing switches - the swim case obeysAffectSwim, attacks and dodges obeyAffectAttacks.
1.0.4
- Page only - the mod itself is unchanged from 1.0.3. Adds a link to Cartur's Flooring, so every mod of mine points at the others.
1.0.3
- Sneaking is now free while safe, on its own
AffectSneakswitch. Crouching chargedm_sneakStaminaDrainevery tick even with nothing around, which is the one movement cost the mod had missed. - Documented ConfigurationManager as the easy way to change the settings in-game, with a screenshot of the panel.
- Added Follow Command to the links to my other mods.
1.0.2
- Moved the links to my other mods to the top of the page.
1.0.1
- Added links to my other mods.
1.0.0
First release.
Stamina costs drop to zero while no hostile character is within SafeRadius
(default 25m), and come back the moment one does. Covers attacks — chopping,
mining and weapon swings — sprint, jump, swim, and build/repair/remove, each
on its own switch.