
FIrst Aid New
A port of First Aid with more realistic mechanism
- Загрузки
- 17K
- Подписчики
- 35
- Обновлён
- 16 августа 2026 г.
- Лицензия
- GPL-3.0-only
Опубликован 14 марта 2026 г.
First Aid New
First Aid New is a multi-loader port of ichttt’s classic First Aid, rebuilt for modern Minecraft. It replaces the single vanilla health bar with per-body-part damage, injury debuffs, timed medicine, unconsciousness and rescue, and a full client feedback layer—pain, suppression, heartbeat audio, and HUD overlays that make survival feel physical again.
Original project: First Aid on CurseForge
1.3.0 — Deal with the Devil

Mercy has a meter. Every dose writes itself onto the glass of the screen.
1.3.0 is the release that treats the HUD like a nervous system. Pain is no longer a flat filter. Morphine is no longer a binary wash. Suppression is no longer a single gray shrug. The battlefield is graded again—soft where it should be soft, brutal where it should be brutal.
What’s new in this deal
| Theme | What you feel |
|---|---|
| The price of relief | Morphine saturation fades with remaining duration. The last minutes of calm do not look like the first. |
| The cost of concentration | The Morphine Injector now costs two Morphine (plus iron, redstone, glass bottle). Concentrated mercy is no longer a one-pill craft. |
| The devil in the details | Stronger suppression desaturation, pain-like blur under fire, continuous gray-white edge wash that scales with pressure. |
| The rush | Adrenaline injector combat package locks screen blur to moderate pain strength—tunnel vision for the fight, even under painkillers. |
| The fine print | Milk fully clears morphine model state (no sticky 00:00). Addiction still rises on use, but rise/withdrawal icons no longer sit on top of an active morphine dose. |
Supported builds (1.3.0)
| Artifact | Loader | Minecraft |
|---|---|---|
firstaid-1.3.0+forge1.20.1 |
Forge | 1.20.1 |
firstaid-1.3.0+fabric1.21.1 |
Fabric | 1.21.1 |
firstaid-1.3.0+neoforge1.21.1 |
NeoForge | 1.21.1 |
firstaid-1.3.0+fabric26.2 |
Fabric | 26.2 |
firstaid-1.3.0+neoforge26.2 |
NeoForge | 26.2 |
Full notes: 1.3.0changelog.md
Features
- Locational health — head, body, arms, legs, feet; each with its own pool and overflow rules
- Injury debuffs — limb damage that changes how you move, dig, and fight
- Medicine with pacing — bandages, plaster, painkillers, morphine, injectors; activation delay and heal-over-time
- Unconsciousness & rescue — critical downs, give-up flow, revive windows
- Suppression — projectile near-miss pressure: desaturation, blur, vignette, optional tinnitus
- Opioid addiction — hidden addiction value, withdrawal episodes, status icons
- Client feedback — pain blur, hit red pulse, morphine color grade, adrenaline rush blur, heartbeat audio
- Public extension API — third-party treatment items and medicines
Screenshots




Extension API
Third-party mods can register custom treatment items and direct-use medicines:
- Common overview: docs/firstaid-extension-api.md
- Fabric: docs/firstaid-extension-fabric.md
- NeoForge: docs/firstaid-extension-neoforge.md
- Forge 1.20.1: docs/firstaid-extension-forge1.20.1.md
Command Setup Guide
Players with OP (or sufficient permission) receive a compact First Aid command tip on join. In the tip:
- Click a bracketed command to prefill chat
- Hover for what it changes and a starter syntax
Quick start
/firstaid pain dynamic
/firstaid suppression mild
/firstaid medicineeffect assisted
pain dynamic— pain feedback follows injury severitysuppression mild— default; softer near-miss suppression (usedynamicfor full pressure)medicineeffect assisted— paced medicine without full realistic harshness
Common commands
Pain
/firstaid pain dynamic
/firstaid pain mild
Suppression
/firstaid suppression dynamic
/firstaid suppression mild
/firstaid suppression off
Random damage
/firstaid randomdamage friendly chance 80
/firstaid randomdamage normal
Medicine timing
/firstaid medicineeffect realistic
/firstaid medicineeffect assisted
/firstaid medicineeffect casual
Rescue wake-up delay
/firstaid revivewakeup on 15
/firstaid revivewakeup off
Injury debuffs
/firstaid injurydebuff normal
/firstaid injurydebuff low
/firstaid injurydebuff off
/firstaid injurydebuff minecraft:slowness off
Addiction (admin)
/firstaid addiction set @s 0
Querying another player’s addiction is admin-only; operators can set values for balance testing.
Recommended presets
Survival-oriented
/firstaid pain dynamic
/firstaid suppression dynamic
/firstaid medicineeffect realistic
/firstaid revivewakeup on 15
/firstaid injurydebuff normal
Balanced (matches shipped defaults for suppression)
/firstaid pain dynamic
/firstaid suppression mild
/firstaid medicineeffect assisted
/firstaid revivewakeup on 15
/firstaid injurydebuff low
Casual
/firstaid pain mild
/firstaid suppression mild
/firstaid medicineeffect casual
/firstaid revivewakeup off
/firstaid injurydebuff low
Debug
/damagePart is for testing locational damage, not normal play:
/damagePart HEAD 4
/damagePart HEAD 4 nodebuff
Morphine Injector craft (1.3.0)
M M I
R B I
I
- M — Morphine ×2
- I — Iron Ingot
- R — Redstone
- B — Glass Bottle
→ Morphine Injector (2 uses)
Building
Each loader folder under the repository is its own Gradle project. From a module root (example: forge1.20.1):
.\gradlew.bat build
Maintained module roots:
forge1.20.1fabric1.21.1neoforge1.21.1fabric26.2neoforge26.2
Source repository: maoruiQa/FIrst-Aid-New
Credits & License
- Based on First Aid by ichttt
- This port is distributed under GPL-3.0, consistent with the original project
Ченджлог
1.3.1-hotfix2018+neoforge26.2Релиз26.2 · 16 августа 2026 г.
First Aid New 1.3.1-hotfix20181682026
Hotfix for the food-regen hunger leak on top of 1.3.1 (and the 26.1 1.2.8 line).
Applies to:
firstaid-1.3.1-hotfix20181682026+fabric1.21.1firstaid-1.3.1-hotfix20181682026+fabric26.2firstaid-1.3.1-hotfix20181682026+neoforge1.21.1firstaid-1.3.1-hotfix20181682026+neoforge26.2firstaid-1.3.1-hotfix20181682026+forge1.20.1firstaid-1.2.8-hotfix20181682026+fabric26.1firstaid-1.2.8-hotfix20181682026+neoforge26.1
Fixed
- Hunger and saturation no longer drain at the natural-regeneration rate when vanilla health is still below max but First Aid cannot apply more food regen.
- Typical case:
LIMITED/LIMITED2after every eligible body part has reachednaturalRegenLimitRatio(default 85%).FoodDataused to keep callingheal()and thenaddExhaustion()even thoughapplyNaturalRegenapplied 0. - The same leak is stopped when food regen is disabled by
allowOtherHealingItems=falseornaturalRegenMultiplier<=0. - Bandages, Regeneration potions, and other external heals still work past the food-regen cap. Vanilla health is not faked to full.
Notes
- Movement, combat, and starvation exhaustion are unchanged.
- Destroyed parts in
LIMITED2still cannot be restored by food regen.
1.3.1-hotfix2018+neoforge1.21.1Релиз1.21.2, 1.21.3, 1.21.4 · 16 августа 2026 г.
First Aid New 1.3.1-hotfix20181682026
Hotfix for the food-regen hunger leak on top of 1.3.1 (and the 26.1 1.2.8 line).
Applies to:
firstaid-1.3.1-hotfix20181682026+fabric1.21.1firstaid-1.3.1-hotfix20181682026+fabric26.2firstaid-1.3.1-hotfix20181682026+neoforge1.21.1firstaid-1.3.1-hotfix20181682026+neoforge26.2firstaid-1.3.1-hotfix20181682026+forge1.20.1firstaid-1.2.8-hotfix20181682026+fabric26.1firstaid-1.2.8-hotfix20181682026+neoforge26.1
Fixed
- Hunger and saturation no longer drain at the natural-regeneration rate when vanilla health is still below max but First Aid cannot apply more food regen.
- Typical case:
LIMITED/LIMITED2after every eligible body part has reachednaturalRegenLimitRatio(default 85%).FoodDataused to keep callingheal()and thenaddExhaustion()even thoughapplyNaturalRegenapplied 0. - The same leak is stopped when food regen is disabled by
allowOtherHealingItems=falseornaturalRegenMultiplier<=0. - Bandages, Regeneration potions, and other external heals still work past the food-regen cap. Vanilla health is not faked to full.
Notes
- Movement, combat, and starvation exhaustion are unchanged.
- Destroyed parts in
LIMITED2still cannot be restored by food regen.
1.3.1-hotfix2018168+forge1.20.1Релиз1.20.1 · 16 августа 2026 г.
First Aid New 1.3.1-hotfix20181682026
Hotfix for the food-regen hunger leak on top of 1.3.1 (and the 26.1 1.2.8 line).
Applies to:
firstaid-1.3.1-hotfix20181682026+fabric1.21.1firstaid-1.3.1-hotfix20181682026+fabric26.2firstaid-1.3.1-hotfix20181682026+neoforge1.21.1firstaid-1.3.1-hotfix20181682026+neoforge26.2firstaid-1.3.1-hotfix20181682026+forge1.20.1firstaid-1.2.8-hotfix20181682026+fabric26.1firstaid-1.2.8-hotfix20181682026+neoforge26.1
Fixed
- Hunger and saturation no longer drain at the natural-regeneration rate when vanilla health is still below max but First Aid cannot apply more food regen.
- Typical case:
LIMITED/LIMITED2after every eligible body part has reachednaturalRegenLimitRatio(default 85%).FoodDataused to keep callingheal()and thenaddExhaustion()even thoughapplyNaturalRegenapplied 0. - The same leak is stopped when food regen is disabled by
allowOtherHealingItems=falseornaturalRegenMultiplier<=0. - Bandages, Regeneration potions, and other external heals still work past the food-regen cap. Vanilla health is not faked to full.
Notes
- Movement, combat, and starvation exhaustion are unchanged.
- Destroyed parts in
LIMITED2still cannot be restored by food regen.
1.3.1-hotfix2018168+fabric26.2Релиз26.2 · 16 августа 2026 г.
First Aid New 1.3.1-hotfix20181682026
Hotfix for the food-regen hunger leak on top of 1.3.1 (and the 26.1 1.2.8 line).
Applies to:
firstaid-1.3.1-hotfix20181682026+fabric1.21.1firstaid-1.3.1-hotfix20181682026+fabric26.2firstaid-1.3.1-hotfix20181682026+neoforge1.21.1firstaid-1.3.1-hotfix20181682026+neoforge26.2firstaid-1.3.1-hotfix20181682026+forge1.20.1firstaid-1.2.8-hotfix20181682026+fabric26.1firstaid-1.2.8-hotfix20181682026+neoforge26.1
Fixed
- Hunger and saturation no longer drain at the natural-regeneration rate when vanilla health is still below max but First Aid cannot apply more food regen.
- Typical case:
LIMITED/LIMITED2after every eligible body part has reachednaturalRegenLimitRatio(default 85%).FoodDataused to keep callingheal()and thenaddExhaustion()even thoughapplyNaturalRegenapplied 0. - The same leak is stopped when food regen is disabled by
allowOtherHealingItems=falseornaturalRegenMultiplier<=0. - Bandages, Regeneration potions, and other external heals still work past the food-regen cap. Vanilla health is not faked to full.
Notes
- Movement, combat, and starvation exhaustion are unchanged.
- Destroyed parts in
LIMITED2still cannot be restored by food regen.
1.3.1-hotfix2018168+fabric1.21.1Релиз1.21.1 · 16 августа 2026 г.
First Aid New 1.3.1-hotfix20181682026
Hotfix for the food-regen hunger leak on top of 1.3.1 (and the 26.1 1.2.8 line).
Applies to:
firstaid-1.3.1-hotfix20181682026+fabric1.21.1firstaid-1.3.1-hotfix20181682026+fabric26.2firstaid-1.3.1-hotfix20181682026+neoforge1.21.1firstaid-1.3.1-hotfix20181682026+neoforge26.2firstaid-1.3.1-hotfix20181682026+forge1.20.1firstaid-1.2.8-hotfix20181682026+fabric26.1firstaid-1.2.8-hotfix20181682026+neoforge26.1
Fixed
- Hunger and saturation no longer drain at the natural-regeneration rate when vanilla health is still below max but First Aid cannot apply more food regen.
- Typical case:
LIMITED/LIMITED2after every eligible body part has reachednaturalRegenLimitRatio(default 85%).FoodDataused to keep callingheal()and thenaddExhaustion()even thoughapplyNaturalRegenapplied 0. - The same leak is stopped when food regen is disabled by
allowOtherHealingItems=falseornaturalRegenMultiplier<=0. - Bandages, Regeneration potions, and other external heals still work past the food-regen cap. Vanilla health is not faked to full.
Notes
- Movement, combat, and starvation exhaustion are unchanged.
- Destroyed parts in
LIMITED2still cannot be restored by food regen.
1.3.1+forge1.20.1Релиз1.20.1 · 12 августа 2026 г.
First Aid New 1.3.1
Pain that has a before and after — and a way to shock yourself back onto your feet.
Applies to:
firstaid-1.3.1+fabric1.21.1firstaid-1.3.1+fabric26.2firstaid-1.3.1+neoforge1.21.1firstaid-1.3.1+neoforge26.2firstaid-1.3.1+forge1.20.1
Compared with 1.3.0, which graded the screen (composite pain, morphine colour, suppression rim), 1.3.1 grades time, then cleans up the nerves: a nick no longer spends the whole pain budget, revival no longer leaves you ringing, and a downed player can self-revive with a defibrillator.
Closes GitHub issue #7.
Highlights vs 1.3.0
| Area | 1.3.0 | 1.3.1 |
|---|---|---|
| Pain | One visual strength from current injury | Chronic ache + acute spike that decays |
| Morphine look | Smoothstep fade of remaining time | Exponential fade + 10s rush onset |
| Tinnitus | High suppression / severe pain / near-miss | Explosions, head hits, hard shocks, or overpower suppression only |
| After revival / login | Heartbeat and ringing could stick | Hard-stop + short mute window |
| Defibrillator | Other-player rescue only | Self-revive while downed (hold Use, 3s) |
| Downed HUD | One long rescue line | Two short lines + cyan charge bar |
Pain system
Pain is no longer a single static integer from injury alone.
| Layer | Source | Behaviour |
|---|---|---|
| Chronic | Visible body-part injury | Softer low-end curve; stays until you heal |
| Acute | Recent damage amount | Spikes on hit, decays over a few seconds |
| Display level (Mild→Critical) | Combined | Still 1–5 for HUD / API |
- Higher visual ceiling (
PAIN_HARD_CAP≈ 1.85): brief near-blind blur / FOV tunnel after heavy trauma, then accelerated decay so white-out never sticks. - Wider mild/moderate bands: a few drops of health no longer slam you into extreme/critical presentation.
- ~25% acute breakthrough under morphine/painkillers: opioids mute the wound, not the impact language of a hard hit.
- Optional sprint flare when already severely injured, and a short hitch of slowness when acute pain crosses a high threshold (cooldown-limited).
- Blur and FOV follow continuous intensity (can exceed 1.0 during spikes), with a fast rise and slower settle.
Morphine
Rush window (first 10 seconds)
When morphine activates (oral after delay, or injector immediately), a 10s rush plays layered random stingers from a fixed pool (heartbeat, soft tinnitus, beacon wash, respawn-anchor charge, amethyst chime, etc.). Sounds may overlap; volumes stay moderate.
Saturation curve
1.3.0 faded morphine colour with a simple smoothstep of ticksLeft / max.
1.3.1 uses a decelerating exponential fade over the dose (exp(-k · progress)), with a clean end fade and a high floor during the 10s rush so onset always reads vivid.
Feedback audio (issue #7)
No more stuck ringing / heartbeat
- Hard-stops tinnitus and heartbeat on death, respawn, login/disconnect, and successful rescue.
- Rescue clears residual suppression and starts a short audio mute window so revival does not re-arm ringing immediately.
- Heartbeat no longer sustains from tiny leftover suppression intensity.
Ear ringing is rarer
Tinnitus now comes from:
- Explosion damage
- Head trauma (meaningful HP lost on the head this hit)
- Sudden strong full-body shock (~3+ hearts in one hit)
- Overpowering suppression only (intensity ≥ ~0.85), short and quiet
Near-miss still drives camera/desaturation suppression, but no longer always rings the ears. This is a deliberate step back from 1.3.0’s easier tinnitus.
Self-defibrillator
While critical-downed, hold a defibrillator and hold Use for 3 seconds to revive yourself (1 durability). Bandage/plaster remain other-player rescue items only.
Downed HUD:
- Rescue help is two short lines instead of one unreadable sentence.
- Self-charge uses a cyan progress bar, separate from the red give-up bar.
- Releasing Use mid-charge stops the defibrillator sound immediately.
Fixes since 1.3.0
- Fabric 1.21.1 composite pain / colour post-effect application.
- Forge / NeoForge load crash: a private helper was accidentally marked
@SubscribeEvent(illegal on those buses). - Rescue / self-defib hold audio no longer keeps playing after the hold is cancelled.
Technical
- Pain/morphine model fields (existing 1.3.1 sync):
acutePainIntensity,chronicPainIntensity,morphineRushTicks. - Feedback/self-defib fields:
tinnitusCueId,tinnitusCueSeverity,audioMuteTicks. - Network:
MessageClientRequest.ATTEMPT_SELF_DEFIBappended (no ordinal break for older clients). - Client:
MorphineRushController; tracked tinnitus and rescue-charge sound instances.
Closing
1.3.0 made the screen a nervous system. 1.3.1 gives that system a hit, a gasp, and a long ache — then lets you stop the ringing, and, if you still have a defibrillator in your hand, shock yourself back to work.
1.3.1+neoforge26.2Релиз26.2 · 12 августа 2026 г.
First Aid New 1.3.1
Pain that has a before and after — and a way to shock yourself back onto your feet.
Applies to:
firstaid-1.3.1+fabric1.21.1firstaid-1.3.1+fabric26.2firstaid-1.3.1+neoforge1.21.1firstaid-1.3.1+neoforge26.2firstaid-1.3.1+forge1.20.1
Compared with 1.3.0, which graded the screen (composite pain, morphine colour, suppression rim), 1.3.1 grades time, then cleans up the nerves: a nick no longer spends the whole pain budget, revival no longer leaves you ringing, and a downed player can self-revive with a defibrillator.
Closes GitHub issue #7.
Highlights vs 1.3.0
| Area | 1.3.0 | 1.3.1 |
|---|---|---|
| Pain | One visual strength from current injury | Chronic ache + acute spike that decays |
| Morphine look | Smoothstep fade of remaining time | Exponential fade + 10s rush onset |
| Tinnitus | High suppression / severe pain / near-miss | Explosions, head hits, hard shocks, or overpower suppression only |
| After revival / login | Heartbeat and ringing could stick | Hard-stop + short mute window |
| Defibrillator | Other-player rescue only | Self-revive while downed (hold Use, 3s) |
| Downed HUD | One long rescue line | Two short lines + cyan charge bar |
Pain system
Pain is no longer a single static integer from injury alone.
| Layer | Source | Behaviour |
|---|---|---|
| Chronic | Visible body-part injury | Softer low-end curve; stays until you heal |
| Acute | Recent damage amount | Spikes on hit, decays over a few seconds |
| Display level (Mild→Critical) | Combined | Still 1–5 for HUD / API |
- Higher visual ceiling (
PAIN_HARD_CAP≈ 1.85): brief near-blind blur / FOV tunnel after heavy trauma, then accelerated decay so white-out never sticks. - Wider mild/moderate bands: a few drops of health no longer slam you into extreme/critical presentation.
- ~25% acute breakthrough under morphine/painkillers: opioids mute the wound, not the impact language of a hard hit.
- Optional sprint flare when already severely injured, and a short hitch of slowness when acute pain crosses a high threshold (cooldown-limited).
- Blur and FOV follow continuous intensity (can exceed 1.0 during spikes), with a fast rise and slower settle.
Morphine
Rush window (first 10 seconds)
When morphine activates (oral after delay, or injector immediately), a 10s rush plays layered random stingers from a fixed pool (heartbeat, soft tinnitus, beacon wash, respawn-anchor charge, amethyst chime, etc.). Sounds may overlap; volumes stay moderate.
Saturation curve
1.3.0 faded morphine colour with a simple smoothstep of ticksLeft / max.
1.3.1 uses a decelerating exponential fade over the dose (exp(-k · progress)), with a clean end fade and a high floor during the 10s rush so onset always reads vivid.
Feedback audio (issue #7)
No more stuck ringing / heartbeat
- Hard-stops tinnitus and heartbeat on death, respawn, login/disconnect, and successful rescue.
- Rescue clears residual suppression and starts a short audio mute window so revival does not re-arm ringing immediately.
- Heartbeat no longer sustains from tiny leftover suppression intensity.
Ear ringing is rarer
Tinnitus now comes from:
- Explosion damage
- Head trauma (meaningful HP lost on the head this hit)
- Sudden strong full-body shock (~3+ hearts in one hit)
- Overpowering suppression only (intensity ≥ ~0.85), short and quiet
Near-miss still drives camera/desaturation suppression, but no longer always rings the ears. This is a deliberate step back from 1.3.0’s easier tinnitus.
Self-defibrillator
While critical-downed, hold a defibrillator and hold Use for 3 seconds to revive yourself (1 durability). Bandage/plaster remain other-player rescue items only.
Downed HUD:
- Rescue help is two short lines instead of one unreadable sentence.
- Self-charge uses a cyan progress bar, separate from the red give-up bar.
- Releasing Use mid-charge stops the defibrillator sound immediately.
Fixes since 1.3.0
- Fabric 1.21.1 composite pain / colour post-effect application.
- Forge / NeoForge load crash: a private helper was accidentally marked
@SubscribeEvent(illegal on those buses). - Rescue / self-defib hold audio no longer keeps playing after the hold is cancelled.
Technical
- Pain/morphine model fields (existing 1.3.1 sync):
acutePainIntensity,chronicPainIntensity,morphineRushTicks. - Feedback/self-defib fields:
tinnitusCueId,tinnitusCueSeverity,audioMuteTicks. - Network:
MessageClientRequest.ATTEMPT_SELF_DEFIBappended (no ordinal break for older clients). - Client:
MorphineRushController; tracked tinnitus and rescue-charge sound instances.
Closing
1.3.0 made the screen a nervous system. 1.3.1 gives that system a hit, a gasp, and a long ache — then lets you stop the ringing, and, if you still have a defibrillator in your hand, shock yourself back to work.
1.3.1+neoforge1.21.1Релиз1.21.2, 1.21.3, 1.21.4 · 12 августа 2026 г.
First Aid New 1.3.1
Pain that has a before and after — and a way to shock yourself back onto your feet.
Applies to:
firstaid-1.3.1+fabric1.21.1firstaid-1.3.1+fabric26.2firstaid-1.3.1+neoforge1.21.1firstaid-1.3.1+neoforge26.2firstaid-1.3.1+forge1.20.1
Compared with 1.3.0, which graded the screen (composite pain, morphine colour, suppression rim), 1.3.1 grades time, then cleans up the nerves: a nick no longer spends the whole pain budget, revival no longer leaves you ringing, and a downed player can self-revive with a defibrillator.
Closes GitHub issue #7.
Highlights vs 1.3.0
| Area | 1.3.0 | 1.3.1 |
|---|---|---|
| Pain | One visual strength from current injury | Chronic ache + acute spike that decays |
| Morphine look | Smoothstep fade of remaining time | Exponential fade + 10s rush onset |
| Tinnitus | High suppression / severe pain / near-miss | Explosions, head hits, hard shocks, or overpower suppression only |
| After revival / login | Heartbeat and ringing could stick | Hard-stop + short mute window |
| Defibrillator | Other-player rescue only | Self-revive while downed (hold Use, 3s) |
| Downed HUD | One long rescue line | Two short lines + cyan charge bar |
Pain system
Pain is no longer a single static integer from injury alone.
| Layer | Source | Behaviour |
|---|---|---|
| Chronic | Visible body-part injury | Softer low-end curve; stays until you heal |
| Acute | Recent damage amount | Spikes on hit, decays over a few seconds |
| Display level (Mild→Critical) | Combined | Still 1–5 for HUD / API |
- Higher visual ceiling (
PAIN_HARD_CAP≈ 1.85): brief near-blind blur / FOV tunnel after heavy trauma, then accelerated decay so white-out never sticks. - Wider mild/moderate bands: a few drops of health no longer slam you into extreme/critical presentation.
- ~25% acute breakthrough under morphine/painkillers: opioids mute the wound, not the impact language of a hard hit.
- Optional sprint flare when already severely injured, and a short hitch of slowness when acute pain crosses a high threshold (cooldown-limited).
- Blur and FOV follow continuous intensity (can exceed 1.0 during spikes), with a fast rise and slower settle.
Morphine
Rush window (first 10 seconds)
When morphine activates (oral after delay, or injector immediately), a 10s rush plays layered random stingers from a fixed pool (heartbeat, soft tinnitus, beacon wash, respawn-anchor charge, amethyst chime, etc.). Sounds may overlap; volumes stay moderate.
Saturation curve
1.3.0 faded morphine colour with a simple smoothstep of ticksLeft / max.
1.3.1 uses a decelerating exponential fade over the dose (exp(-k · progress)), with a clean end fade and a high floor during the 10s rush so onset always reads vivid.
Feedback audio (issue #7)
No more stuck ringing / heartbeat
- Hard-stops tinnitus and heartbeat on death, respawn, login/disconnect, and successful rescue.
- Rescue clears residual suppression and starts a short audio mute window so revival does not re-arm ringing immediately.
- Heartbeat no longer sustains from tiny leftover suppression intensity.
Ear ringing is rarer
Tinnitus now comes from:
- Explosion damage
- Head trauma (meaningful HP lost on the head this hit)
- Sudden strong full-body shock (~3+ hearts in one hit)
- Overpowering suppression only (intensity ≥ ~0.85), short and quiet
Near-miss still drives camera/desaturation suppression, but no longer always rings the ears. This is a deliberate step back from 1.3.0’s easier tinnitus.
Self-defibrillator
While critical-downed, hold a defibrillator and hold Use for 3 seconds to revive yourself (1 durability). Bandage/plaster remain other-player rescue items only.
Downed HUD:
- Rescue help is two short lines instead of one unreadable sentence.
- Self-charge uses a cyan progress bar, separate from the red give-up bar.
- Releasing Use mid-charge stops the defibrillator sound immediately.
Fixes since 1.3.0
- Fabric 1.21.1 composite pain / colour post-effect application.
- Forge / NeoForge load crash: a private helper was accidentally marked
@SubscribeEvent(illegal on those buses). - Rescue / self-defib hold audio no longer keeps playing after the hold is cancelled.
Technical
- Pain/morphine model fields (existing 1.3.1 sync):
acutePainIntensity,chronicPainIntensity,morphineRushTicks. - Feedback/self-defib fields:
tinnitusCueId,tinnitusCueSeverity,audioMuteTicks. - Network:
MessageClientRequest.ATTEMPT_SELF_DEFIBappended (no ordinal break for older clients). - Client:
MorphineRushController; tracked tinnitus and rescue-charge sound instances.
Closing
1.3.0 made the screen a nervous system. 1.3.1 gives that system a hit, a gasp, and a long ache — then lets you stop the ringing, and, if you still have a defibrillator in your hand, shock yourself back to work.
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