Vitals
33 connected survival systems in one plugin. Thirst, hunger, temperature, bleeding, fractures, disease, sanity… one body to keep alive.
Everything is connected
Installation
Up and running in two minutes.
- Drop Vitals.jar into your server's plugins/ folder.
- Restart the server (a reload is not enough the first time). Requires Java 21 and Minecraft 1.21+.
- Open
plugins/Vitals/config.ymland paste your license in thelicensefield. - Restart again and you're done. Tune each system in
config.ymland run/vt reload.
HUD & scoreboard
Two ways to show your vitals on screen — pick whichever fits your server.
Bossbars
Set display: mode: BOSSBAR to get one bar per stat. With many modules on it fills the screen, so the default is NONE plus the scoreboard.
Scoreboard (recommended)
An anti-flicker sidebar, fully customizable. Colors with & codes, up to 15 lines, and placeholders.
scoreboard:
title: "&b&lVITALS"
lines:
- "&fPlayer: &b%player_name%"
- "&b💧 Thirst &f%vitals_thirst_percent%%"
- "&e🍖 Nutrition &f%vitals_nutrition_percent%%"
- "&6🌡 Temp &f%vitals_temperature%&7/100"%vitals_...% and %player_name% work without PlaceholderAPI. Install PlaceholderAPI to also use other plugins' or vanilla placeholders.The 33 systems
Every system can be switched on or off in config.yml. Click any of them in the Configuration page to see its settings.
Remedies (MedKit)
All recipes are shapeless (position doesn't matter). Use them with a right-click.
| Remedy | Treats / effect | Recipe (shapeless) |
|---|---|---|
| Bandage | Bleeding −1 | Paper + String |
| Tourniquet | Bleeding (all) | String + String + Leather |
| Splint | Fracture −1 | Stick + Stick + String |
| Burn Salve | Burn −2 | Honey Bottle + Paper + Blue Dye |
| Warm Balm | Frostbite −2 | Magma Cream + Honey Bottle |
| Painkiller | Pain (all) | Ghast Tear + Sugar + Glowstone Dust |
| Disinfectant | Infection −1 | Glass Bottle + Coal |
| Antibiotics | Infection (all) | Honey Bottle + Spider Eye + Sugar |
| Medicine | Disease (all) | Glass Bottle + Glow Berries + Sugar + Nether Wart |
| Antidote | Food poisoning (all) | Glass Bottle + Milk Bucket + Honeycomb |
| Antivenom | Venom (all) | Glass Bottle + Spider Eye + Honeycomb |
| Rabies Vaccine | Rabies (all) | Glass Bottle + Fermented Spider Eye + Glowstone Dust |
| Soap | Hygiene +60 | Bone Meal + Honeycomb + Water Bucket |
| Disease Vaccine | Disease immunity | Glass Bottle + Fermented Spider Eye + Glow Berries + Spider Eye |
| Surgery Kit | Opens the surgery GUI | Iron Ingot + String + Paper |
Herbs (foraged, not crafted)
Break grass, ferns, flowers or leaves for a chance to find them.
| Herb | Treats / effect |
|---|---|
| Aloe Leaf | Burn |
| Yarrow | Bleeding |
| Willow Bark | Pain |
| Wild Garlic | Infection |
| Ginger Root | Food poisoning |
Commands
Base command /vitals · alias /vt.
| Command | What it does | Permission |
|---|---|---|
/vt status | Shows your stats and active conditions. | everyone |
/vt cure [player] | Cures everything: clears conditions, refills stats and health. | admin |
/vt set <stat> <n> | Sets a stat (e.g. thirst, nutrition, temperature). | admin |
/vt give <item> | Gives you a remedy (bandage, splint, antibiotics…). | admin |
/vt condition add <type> [sev] | Adds an affliction (bleeding, fracture, infection…). | admin |
/vt condition remove <type> | Removes one affliction. | admin |
/vt reload | Reloads the config. | admin |
/vt version | Plugin version and author. | everyone |
Permissions
| Permission | What it does | Default |
|---|---|---|
vitals.use | Affected by the survival systems. | true |
vitals.bypass | Immune to every system (handy for staff). | false |
vitals.admin | Admin commands (cure, set, give, condition, reload). | op |
Placeholders
Vitals exposes its data to PlaceholderAPI for scoreboards, tab or holograms. These also work in the built-in scoreboard without PlaceholderAPI.
| Placeholder | Returns |
|---|---|
%vitals_<stat>% | Stat value (thirst, nutrition, temperature, stamina, energy, sanity, morale, oxygen, hygiene, resilience…). |
%vitals_<stat>_percent% | The stat as 0–100. |
%vitals_cond_<type>% | Severity of a condition (0 if you don't have it). |
%vitals_has_<type>% | yes / no depending on whether you have that condition. |
Configuration
Every setting in plugins/Vitals/config.yml: what it does, its default and the values it accepts.
config.yml are wiped whenever the plugin updates — this page is your permanent reference.Pick a module
General
Global settings: language, storage, update rate and where the plugin applies.
license: "TU-LICENCIA"
language: "es"
storage:
type: "sqlite"
display:
mode: NONE
general:
tick-interval: 20
enabled-worlds: []
affected-gamemodes: [ SURVIVAL, ADVENTURE ]| Key | Default | Values | What it does |
|---|---|---|---|
| license | "" | texto | Your license. Required: one server per license. |
| language | "es" | es · en · fr · zh | Language of the plugin messages. |
| storage.type | "sqlite" | sqlite · yaml | Where player data is stored. |
| display.mode | NONE | BOSSBAR · NONE | On-screen vital bars. Use NONE if you prefer the scoreboard. |
| general.tick-interval | 20 | 10–100 | Ticks between updates (20 = 1 s). Lower = more reactive but heavier. |
| general.enabled-worlds | [] | lista | Worlds where it runs. Empty = all. |
| general.affected-gamemodes | [SURVIVAL, ADVENTURE] | lista | Game modes it affects. |
Scoreboard
Anti-flicker sidebar board with custom colors and placeholders.
scoreboard:
title: "&b&lVITALS"
lines:
- "&fJugador: &b%player_name%"
- "&b💧 Sed &f%vitals_thirst_percent%%"| Key | Default | Values | What it does |
|---|---|---|---|
| title | "&b&lVITALS" | texto | Board title. Supports & color codes. |
| lines | ver ejemplo | máx. 15 | The lines. Support & colors, %player_name%, %vitals_...% and (with PlaceholderAPI) other plugins' placeholders. |
Thirst
Thirst drains over time (faster sprinting). At 0 you take damage.
thirst:
max: 100.0
decay-per-cycle: 0.5
sprint-extra: 0.5
natural-restore: 15.0
bottle-restore: 40.0
damage-at-zero: 1.0| Key | Default | Values | What it does |
|---|---|---|---|
| max | 100.0 | > 0 | Maximum thirst value. |
| decay-per-cycle | 0.5 | 0.0–10.0 | Thirst lost each cycle. Raise it for harsher survival. |
| sprint-extra | 0.5 | 0.0–10.0 | Extra thirst lost per cycle while sprinting. |
| natural-restore | 15.0 | 0–max | Thirst restored drinking straight from water (right-click). |
| bottle-restore | 40.0 | 0–max | Thirst restored by drinking a water bottle. |
| damage-at-zero | 1.0 | 0.0–20.0 | Damage per cycle at 0 thirst. 1.0 = half a heart. |
Nutrition
A nutrition bar separate from vanilla hunger. Low gives weakness.
hunger:
max: 100.0
decay-per-cycle: 0.35
restore-per-food: 20.0| Key | Default | Values | What it does |
|---|---|---|---|
| max | 100.0 | > 0 | Maximum nutrition value. |
| decay-per-cycle | 0.35 | 0.0–10.0 | Nutrition lost per cycle. |
| restore-per-food | 20.0 | 0–max | Base nutrition per food eaten. Golden food restores double. |
Temperature
0 cold · 50 ideal · 100 hot. Follows biome, time, rain and fire.
temperature:
change-rate: 2.0| Key | Default | Values | What it does |
|---|---|---|---|
| change-rate | 2.0 | 0.1–10.0 | How fast your body temp drifts toward the environment each cycle. |
Stamina
Drains while sprinting, regenerates when still. At 0 you can't sprint.
stamina:
max: 100.0
drain-sprint: 6.0
regen: 4.0| Key | Default | Values | What it does |
|---|---|---|---|
| max | 100.0 | > 0 | Maximum stamina. |
| drain-sprint | 6.0 | 0.0–50.0 | Stamina spent per cycle while sprinting. |
| regen | 4.0 | 0.0–50.0 | Stamina recovered per cycle when not sprinting. |
Fatigue / Energy
Energy drains over time; sleeping in a bed refills it.
fatigue:
max: 100.0
decay-per-cycle: 0.2
sleep-restore: 8.0| Key | Default | Values | What it does |
|---|---|---|---|
| max | 100.0 | > 0 | Maximum energy. |
| decay-per-cycle | 0.2 | 0.0–10.0 | Energy lost per cycle while awake. |
| sleep-restore | 8.0 | 0–max | Energy recovered per cycle while sleeping. |
Bleeding
Getting hit can make you bleed, losing health until bandaged.
bleeding:
chance-per-hit: 0.20
damage-per-severity: 0.5
max-severity: 3| Key | Default | Values | What it does |
|---|---|---|---|
| chance-per-hit | 0.20 | 0.0–1.0 | Chance to start bleeding when hit (0.20 = 20%). |
| damage-per-severity | 0.5 | 0.0–10.0 | Damage per cycle for each severity level. |
| max-severity | 3 | 1–5 | How far the bleeding can worsen. |
Fractures
Big falls break bones: slowness and fatigue until you use a splint.
fractures:
fall-chance: 0.35
min-fall-damage: 6.0
max-severity: 3| Key | Default | Values | What it does |
|---|---|---|---|
| fall-chance | 0.35 | 0.0–1.0 | Chance to fracture on a hard fall. |
| min-fall-damage | 6.0 | 0.0–20.0 | Minimum fall damage needed to fracture. |
| max-severity | 3 | 1–5 | Maximum fracture severity. |
Burns
Fire and lava leave burns that keep hurting.
burns:
chance: 0.5
damage-per-severity: 0.5
max-severity: 3| Key | Default | Values | What it does |
|---|---|---|---|
| chance | 0.5 | 0.0–1.0 | Chance to get burned from fire/lava damage. |
| damage-per-severity | 0.5 | 0.0–10.0 | Damage per cycle per burn level. |
| max-severity | 3 | 1–5 | Maximum burn severity. |
Frostbite
Extreme cold freezes you: slows and hurts until you warm up.
frostbite:
cold-threshold: 8.0
warm-threshold: 45.0
chance: 0.15
max-severity: 3| Key | Default | Values | What it does |
|---|---|---|---|
| cold-threshold | 8.0 | 0–100 | Body temperature below which you can get frostbite. |
| warm-threshold | 45.0 | 0–100 | Temperature above which frostbite heals on its own. |
| chance | 0.15 | 0.0–1.0 | Chance per cycle to get frostbite in the cold. |
| max-severity | 3 | 1–5 | Maximum frostbite severity. |
Pain & Shock
Heavy hits build pain; with enough pain you can black out.
pain:
big-hit-damage: 5.0
max-severity: 4| Key | Default | Values | What it does |
|---|---|---|---|
| big-hit-damage | 5.0 | 0.0–20.0 | Minimum damage for a hit to count as a "big hit". |
| max-severity | 4 | 1–5 | Maximum pain level (blackouts at max). |
Infection
Untreated wounds (bleeding/fracture) get infected and worsen.
infection:
wound-chance: 0.02
max-severity: 4| Key | Default | Values | What it does |
|---|---|---|---|
| wound-chance | 0.02 | 0.0–1.0 | Chance per cycle for an open wound to get infected. |
| max-severity | 4 | 1–6 | Maximum severity; at max it deals constant damage. |
Diseases
Contagious fever between players; worsens and can be deadly.
diseases:
contagion-range: 4.0
contagion-chance: 0.05
deadly-severity: 5| Key | Default | Values | What it does |
|---|---|---|---|
| contagion-range | 4.0 | 0–20 | Distance in blocks the disease spreads between players. |
| contagion-chance | 0.05 | 0.0–1.0 | Chance per cycle to catch it near a sick player. 0 disables it. |
| deadly-severity | 5 | 1–10 | Level at which the disease starts dealing lethal damage. |
Food poisoning
Eating rotten flesh, raw chicken or spider eye can poison you.
poisoning:
chance: 0.5| Key | Default | Values | What it does |
|---|---|---|---|
| chance | 0.5 | 0.0–1.0 | Chance to get sick when eating risky food. |
Immunity
If you're healthy and well fed, you heal faster.
immunity:
healthy-threshold: 0.6| Key | Default | Values | What it does |
|---|---|---|---|
| healthy-threshold | 0.6 | 0.0–1.0 | Fraction of thirst and nutrition needed to count as "healthy" (0.6 = 60%). |
Rabies
Bites from wolves, polar bears, hoglins, zoglins, ravagers and bats transmit deadly rabies. Vitals gives bats a swoop-and-bite behaviour, since vanilla bats are harmless (and they are the classic rabies vector).
rabies:
chance: 0.25
deadly-severity: 5
aggressive-bats: true
bat-attack-range: 6.0
bat-damage: 1.0
bat-attack-cooldown-seconds: 3.0| Key | Default | Values | What it does |
|---|---|---|---|
| chance | 0.25 | 0.0–1.0 | Chance to catch rabies from a bite. |
| bat-proximity-chance | 0.01 | 0.0–1.0 | Fallback when aggressive-bats is false: chance per cycle to be infected just by being near bats in the dark. 0 disables it. |
| aggressive-bats | true | true · false | Makes bats dive at you and bite (vanilla bats never attack). Set false to leave them harmless. |
| bat-attack-range | 6.0 | 1–30 | Distance in blocks at which bats start diving at you. |
| bat-damage | 1.0 | 0.0–20.0 | Damage per bat bite. 1.0 = half a heart. |
| bat-attack-cooldown-seconds | 3.0 | 0.5–60 | Minimum seconds between bites from the same bat (prevents damage spam). |
| deadly-severity | 5 | 1–10 | Level at which rabies starts killing you. |
Venom
Spiders and bees envenom you; antivenom cures it.
venom:
chance: 0.4
max-severity: 3| Key | Default | Values | What it does |
|---|---|---|---|
| chance | 0.4 | 0.0–1.0 | Chance to be envenomed by a spider/bee attack. |
| max-severity | 3 | 1–5 | Maximum venom severity. |
Sanity
Drops in darkness and near monsters: nausea, blindness and whispers.
sanity:
max: 100.0
drain: 0.6
regen: 0.8| Key | Default | Values | What it does |
|---|---|---|---|
| max | 100.0 | > 0 | Maximum sanity. |
| drain | 0.6 | 0.0–10.0 | Sanity lost per cycle in the dark or surrounded by mobs. |
| regen | 0.8 | 0.0–10.0 | Sanity recovered per cycle somewhere safe and lit. |
Adrenaline
At low health you get a surge… then a crash.
adrenaline:
trigger-health-fraction: 0.3
surge-seconds: 5.0
crash-seconds: 5.0| Key | Default | Values | What it does |
|---|---|---|---|
| trigger-health-fraction | 0.3 | 0.0–1.0 | Health fraction below which adrenaline triggers (0.3 = 30%). |
| surge-seconds | 5.0 | 1–60 | Seconds the surge lasts (speed, strength, resistance). |
| crash-seconds | 5.0 | 1–60 | Seconds the crash lasts afterwards (slowness, weakness). |
Morale
Rises with comfort, falls with hardship; gives buffs or debuffs.
morale:
max: 100.0
change-step: 0.5| Key | Default | Values | What it does |
|---|---|---|---|
| max | 100.0 | > 0 | Maximum morale. |
| change-step | 0.5 | 0.0–10.0 | How much morale moves per cycle toward its target. |
Oxygen
Air goes stale deep underground in the dark. At 0 it hurts.
oxygen:
max: 100.0
drain: 4.0
regen: 8.0
bad-air-below-y: 20| Key | Default | Values | What it does |
|---|---|---|---|
| max | 100.0 | > 0 | Maximum oxygen. |
| drain | 4.0 | 0.0–50.0 | Oxygen lost per cycle in stale air. |
| regen | 8.0 | 0.0–50.0 | Oxygen recovered per cycle in fresh air. |
| bad-air-below-y | 20 | -64–320 | Height (Y) below which air can go stale (if dark). |
Hygiene
Filth builds up and raises disease risk. Wash in water.
hygiene:
max: 100.0
decay-per-cycle: 0.25
wash-restore: 10.0
kill-penalty: 4.0| Key | Default | Values | What it does |
|---|---|---|---|
| max | 100.0 | > 0 | Maximum hygiene. |
| decay-per-cycle | 0.25 | 0.0–10.0 | Hygiene lost per cycle. |
| wash-restore | 10.0 | 0–max | Hygiene recovered per cycle in water or rain. |
| kill-penalty | 4.0 | 0.0–50.0 | Hygiene lost for each mob you kill (blood and grime). |
Shelter
Under a lit roof you recover energy and morale faster.
shelter:
comfort-regen: 3.0| Key | Default | Values | What it does |
|---|---|---|---|
| comfort-regen | 3.0 | 0.0–20.0 | Energy and morale recovered per cycle while sheltered. |
Decay
Rotten flesh lying nearby dirties you and turns your stomach.
decay:
range: 5.0
rotten-threshold: 2
hygiene-penalty: 2.0| Key | Default | Values | What it does |
|---|---|---|---|
| range | 5.0 | 1–30 | Radius in blocks where rotting matter is detected. |
| rotten-threshold | 2 | 1–64 | How much rotten flesh nearby is needed to affect you. |
| hygiene-penalty | 2.0 | 0.0–50.0 | Hygiene lost per cycle near the rot. |
Body heat
Being near other players shares warmth and raises your temperature.
bodyheat:
range: 3.0
warmth-per-player: 3.0| Key | Default | Values | What it does |
|---|---|---|---|
| range | 3.0 | 1–20 | Distance in blocks to share warmth. |
| warmth-per-player | 3.0 | 0.0–20.0 | Temperature gained per nearby player (max 3). |
Eyesight
Night blindness in the dark, snow glare and blurred vision when badly hurt. No settings: just on or off.
modules:
eyesight: trueHearing
Explosions leave your ears ringing.
hearing:
ring-seconds: 6.0| Key | Default | Values | What it does |
|---|---|---|---|
| ring-seconds | 6.0 | 1–60 | Seconds the ringing (nausea) lasts after an explosion. |
Vertigo
Heights and blood loss make you dizzy.
vertigo:
high-y: 180| Key | Default | Values | What it does |
|---|---|---|---|
| high-y | 180 | 0–320 | Height (Y) above which you start to feel dizzy. |
Encumbrance
A very full inventory slows you and tires you faster.
encumbrance:
slots-threshold: 27
extra-stamina-drain: 2.0| Key | Default | Values | What it does |
|---|---|---|---|
| slots-threshold | 27 | 1–41 | Filled slots above which you start feeling the weight. |
| extra-stamina-drain | 2.0 | 0.0–20.0 | Extra stamina spent per cycle while encumbered. |
Aftermath
Enduring afflictions toughens you: you gain resilience and take less damage.
aftermath:
max-resilience: 100.0
gain-per-cycle: 0.15| Key | Default | Values | What it does |
|---|---|---|---|
| max-resilience | 100.0 | > 0 | Maximum resilience you can build up. |
| gain-per-cycle | 0.15 | 0.0–10.0 | Resilience gained per cycle while suffering an affliction. |
Herbalism
Breaking plants yields medicinal herbs to treat yourself.
herbalism:
forage-chance: 0.08| Key | Default | Values | What it does |
|---|---|---|---|
| forage-chance | 0.08 | 0.0–1.0 | Chance to find a herb when breaking grass, leaves or flowers. |
Vaccination
Craft a vaccine and gain temporary immunity to diseases.
vaccination:
immunity-cycles: 300| Key | Default | Values | What it does |
|---|---|---|---|
| immunity-cycles | 300 | 1–100000 | Cycles the immunity lasts (with tick-interval 20, 300 ≈ 5 minutes). |
Surgery
With a surgery kit you open a menu and operate away a whole affliction.
surgery:
success-chance: 0.7| Key | Default | Values | What it does |
|---|---|---|---|
| success-chance | 0.7 | 0.0–1.0 | Chance the operation succeeds. On failure you lose health and it only drops a level. |
Version history
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Buen plugin!