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Mineforgian

FIrst Aid New

A port of First Aid with more realistic mechanism

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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

First Aid New 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

Deal with the Devil — 1.3.0 poster

Pain effect

UI health view

Unconsciousness


Extension API

Third-party mods can register custom treatment items and direct-use medicines:


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 severity
  • suppression mild — default; softer near-miss suppression (use dynamic for 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:

  • forge1.20.1
  • fabric1.21.1
  • neoforge1.21.1
  • fabric26.2
  • neoforge26.2

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+fabric1.21.1
  • firstaid-1.3.1-hotfix20181682026+fabric26.2
  • firstaid-1.3.1-hotfix20181682026+neoforge1.21.1
  • firstaid-1.3.1-hotfix20181682026+neoforge26.2
  • firstaid-1.3.1-hotfix20181682026+forge1.20.1
  • firstaid-1.2.8-hotfix20181682026+fabric26.1
  • firstaid-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 / LIMITED2 after every eligible body part has reached naturalRegenLimitRatio (default 85%). FoodData used to keep calling heal() and then addExhaustion() even though applyNaturalRegen applied 0.
  • The same leak is stopped when food regen is disabled by allowOtherHealingItems=false or naturalRegenMultiplier<=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 LIMITED2 still 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+fabric1.21.1
  • firstaid-1.3.1-hotfix20181682026+fabric26.2
  • firstaid-1.3.1-hotfix20181682026+neoforge1.21.1
  • firstaid-1.3.1-hotfix20181682026+neoforge26.2
  • firstaid-1.3.1-hotfix20181682026+forge1.20.1
  • firstaid-1.2.8-hotfix20181682026+fabric26.1
  • firstaid-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 / LIMITED2 after every eligible body part has reached naturalRegenLimitRatio (default 85%). FoodData used to keep calling heal() and then addExhaustion() even though applyNaturalRegen applied 0.
  • The same leak is stopped when food regen is disabled by allowOtherHealingItems=false or naturalRegenMultiplier<=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 LIMITED2 still 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+fabric1.21.1
  • firstaid-1.3.1-hotfix20181682026+fabric26.2
  • firstaid-1.3.1-hotfix20181682026+neoforge1.21.1
  • firstaid-1.3.1-hotfix20181682026+neoforge26.2
  • firstaid-1.3.1-hotfix20181682026+forge1.20.1
  • firstaid-1.2.8-hotfix20181682026+fabric26.1
  • firstaid-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 / LIMITED2 after every eligible body part has reached naturalRegenLimitRatio (default 85%). FoodData used to keep calling heal() and then addExhaustion() even though applyNaturalRegen applied 0.
  • The same leak is stopped when food regen is disabled by allowOtherHealingItems=false or naturalRegenMultiplier<=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 LIMITED2 still 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+fabric1.21.1
  • firstaid-1.3.1-hotfix20181682026+fabric26.2
  • firstaid-1.3.1-hotfix20181682026+neoforge1.21.1
  • firstaid-1.3.1-hotfix20181682026+neoforge26.2
  • firstaid-1.3.1-hotfix20181682026+forge1.20.1
  • firstaid-1.2.8-hotfix20181682026+fabric26.1
  • firstaid-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 / LIMITED2 after every eligible body part has reached naturalRegenLimitRatio (default 85%). FoodData used to keep calling heal() and then addExhaustion() even though applyNaturalRegen applied 0.
  • The same leak is stopped when food regen is disabled by allowOtherHealingItems=false or naturalRegenMultiplier<=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 LIMITED2 still 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+fabric1.21.1
  • firstaid-1.3.1-hotfix20181682026+fabric26.2
  • firstaid-1.3.1-hotfix20181682026+neoforge1.21.1
  • firstaid-1.3.1-hotfix20181682026+neoforge26.2
  • firstaid-1.3.1-hotfix20181682026+forge1.20.1
  • firstaid-1.2.8-hotfix20181682026+fabric26.1
  • firstaid-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 / LIMITED2 after every eligible body part has reached naturalRegenLimitRatio (default 85%). FoodData used to keep calling heal() and then addExhaustion() even though applyNaturalRegen applied 0.
  • The same leak is stopped when food regen is disabled by allowOtherHealingItems=false or naturalRegenMultiplier<=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 LIMITED2 still 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+fabric1.21.1
  • firstaid-1.3.1+fabric26.2
  • firstaid-1.3.1+neoforge1.21.1
  • firstaid-1.3.1+neoforge26.2
  • firstaid-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:

  1. Explosion damage
  2. Head trauma (meaningful HP lost on the head this hit)
  3. Sudden strong full-body shock (~3+ hearts in one hit)
  4. 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_DEFIB appended (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+fabric1.21.1
  • firstaid-1.3.1+fabric26.2
  • firstaid-1.3.1+neoforge1.21.1
  • firstaid-1.3.1+neoforge26.2
  • firstaid-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:

  1. Explosion damage
  2. Head trauma (meaningful HP lost on the head this hit)
  3. Sudden strong full-body shock (~3+ hearts in one hit)
  4. 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_DEFIB appended (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+fabric1.21.1
  • firstaid-1.3.1+fabric26.2
  • firstaid-1.3.1+neoforge1.21.1
  • firstaid-1.3.1+neoforge26.2
  • firstaid-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:

  1. Explosion damage
  2. Head trauma (meaningful HP lost on the head this hit)
  3. Sudden strong full-body shock (~3+ hearts in one hit)
  4. 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_DEFIB appended (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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