
Modern Damage Control
A mod that brings realistic body part damage, advanced armor mechanics, and a tactical medical system to Minecraft.
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- Обновлён
- 24 июня 2026 г.
- Лицензия
- MIT
Опубликован 2 мая 2026 г.
Modern Damage Control
A mod that brings realistic body part damage, advanced armor mechanics, and a tactical medical system to Minecraft.
⚠️ Note: All medical items in this mod are for game design purposes only and do not constitute real-world medical advice.
Dependencies
- Minecraft Forge 1.20.1
- TACZ (Timeless and Classics Zero) – Required! Bullet hit location detection depends entirely on TACZ.
- Cloth Config API – Required for configuration management.
The mod will not start without TACZ and Cloth Config API.
Core Features
Two Damage Models
- SOFT mode: Vanilla single health pool. Death condition: vanilla health reaches zero. Only status effects on body part hits.
- HARDCORE mode: 7 independent body parts for players and all entities. Death condition: head/chest health reaches zero OR total body part health reaches zero. Overflow damage and destruction effects apply when a part is destroyed.
Switchable via config file.
Body Part Damage System
- 7 body parts: Head, Chest, Stomach, Left Arm, Right Arm, Left Leg, Right Leg.
- Bullet impact location is precisely calculated using TACZ's hit detection.
- Each part can be configured with on-hit and on-destroy potion effects (e.g., bleeding, fractures, dizziness).
Armor & Penetration Mechanics
- Armor provides protection points (1–100) per body part, which degrade linearly with durability (minimum 50% retained).
- Natural armor can be added via attributes, which functions like worn armor.
- TACZ's armor_ignore stat (1% = 1 penetration point) is used to determine complete penetration, partial penetration, or blunt damage.
- Supports defining protection data for any item (including from other mods): protected parts and protection points per part.
Tactical Medical System
- Wound treatment: Sterile Gauze, CAT-7 Tourniquet, Israeli Bandage (stop bleeding).
- Fracture treatment: SAM Splint (stabilize), 3M Cast Tape (full healing).
- Trauma repair: Dr. Stitch Suture, Skin Stapler (repair severe trauma).
- Medications: Ibuprofen / Tramadol (pain relief), Creatine (strength+speed+fatigue resistance), Caffeine (stamina), Modafinil (focus).
- IV fluids: Saline, Ringer's Solution, Albumin, etc. – provide sustained health regeneration.
- Medical kits: 6 different multi‑purpose kits (stop bleeding, pain relief, trauma repair).
Negative Status Effects & Resistances
- Bleeding: Minor / Major – periodic damage.
- Fracture: Arm (reduced melee damage and accuracy) / Leg (slowness, cannot sprint).
- Severe trauma: Periodic damage, random pain spikes.
- Dizziness: Severe slowness, nausea, cannot sprint.
- Pain: Movement restriction, darkness effect.
- Resistances: Pain suppression, coagulation boost, dizziness resistance, poison resistance, infection resistance.
Creature Body Parts (Hardcore mode)
- Hardcore mode can enable body parts for non‑player entities.
- Configurable on‑hit and on‑destroy effects for mobs (e.g., zombie broken leg → slowness).
Client HUD (Hardcore mode)
- Displays health status of the player's 7 body parts (texture changes with health percentage).
- Flash effect on injury.
- Position and scale configurable.
Commands
| Command | Description |
|---|---|
/moderndamage parthealth [target] |
View body part health of yourself, another player, or a mob (Hardcore mode) |
/moderndamage debug hitbox <target> |
Debug output of target entity's hitbox and detected body part |
/moderndamage generate entity_config |
Generate default entity configuration file (hitbox ranges, natural armor) |
Configuration
- File located in
.minecraft/config/:moderndamage.json5– Main config (damage model, part ratios, potion effects, HUD, etc.)
- Files located in
.minecraft/config/moderndamage/:armor_properties.json– Custom armor protection dataentity_config.json– Entity hitbox ranges and natural armor
Compatibility
- EnhancedVisuals (optional): Heartbeat, ringing, blur effects for pain/dizziness.
- Spore (optional): Infection resistance can remove mycelium infection.
- tacz_attributes (optional): Creatine effect can adjust recoil attributes.
- staminafortweakers (optional): Caffeine and creatine affect stamina system.
Missing optional dependencies will not crash the mod; related features are automatically disabled.
Installation
- Install Forge 1.20.1.
- Install TACZ and Cloth Config API.
- Put the mod's JAR file into the
modsfolder. - Launch the game – config files will be generated automatically.
Development & Open Source
- License: MIT
May every bullet hit the right spot. 🎯
Ченджлог
1.0.32Релиз1.20.1 · 24 июня 2026 г.
Fixes
Fixed SAM Splint applying wrong splint effects
Now correctly applies the corresponding splint effect for right arm, right leg, etc. (no longer incorrectly splints as left arm).
Fixed TACZ firearm penetration not being applied
Restored logic to read base penetration from gun properties (ARMOR_IGNORE) and add player attribute bonus, ensuring proper armor penetration for different firearms.
1.0.3Релиз1.20.1 · 19 июня 2026 г.
New Features
Refined Damage Type System
The armour interaction mechanics for various damage types have been redesigned to be more rational and configurable.
Fall & Stalagmite Damage
Fall and stalagmite damage are no longer completely ignored by armour. Instead, armour now provides a small damage reduction (capped at 20%). The reduction cap is controlled by the configuration option fallArmorReductionCap (default 0.2), with each point of armour level granting a 4% reduction. This gives a subtle but noticeable protective effect when wearing armour during falls.
Fly‑Into‑Wall Damage
Fly‑into‑wall damage now also receives a limited armour reduction (capped at 20%), governed by the configuration option flyIntoWallArmorReductionCap (default 0.2). The reduction rule follows the same logic as fall damage.
Explosion Damage Rework
Explosion damage has been split into two independent components to simulate the distinct characteristics of blast waves and fragmentation:
- Blast wave (default 75%): Completely ignores armour, representing the direct impact of overpressure on internal organs.
- Fragments (default 25%): Affected by armour, with an extremely low penetration coefficient (default
0.1), simulating shrapnel effectively blocked by body armour.
The ratio between the two is controlled by explosionBlastRatio (default 0.75), and the fragment penetration coefficient is set by explosionFragPenetration (default 0.1).
New Configuration Parameters
The following adjustable parameters have been added to ModClothConfig for fine‑tuning damage mechanics:
| Option | Default | Description |
|---|---|---|
fallArmorReductionCap |
0.2 | Upper limit of armour reduction for fall/stalagmite damage |
flyIntoWallArmorReductionCap |
0.2 | Upper limit of armour reduction for fly‑into‑wall damage |
explosionBlastRatio |
0.75 | Proportion of blast wave (remainder is fragments) |
explosionFragPenetration |
0.1 | Penetration coefficient for explosion fragments |
Changes & Improvements
Armour Ignore List Adjustment
The isArmorIgnored method has been updated to remove armour‑ignoring status for the following damage types:
stalagmite(stalactite spikes)cactus
These damage types now properly participate in the armour calculation process instead of unconditionally bypassing it. Physical piercing damage, such as cactus spines, can now be effectively mitigated by armour.
Explosion Damage Zone Distribution Optimisation
The zone distribution for explosion damage remains unchanged (50% to chest, 15% to each leg, and 20% to a random non‑vital part). However, both the blast‑wave and fragment components now apply to the same distribution simultaneously, ensuring physical consistency.
Fixes
Fixed Revived Entities Being Unable to Take Damage
Resolved an issue where entities with resurrection abilities (e.g., totems of undying, custom NPC revives, player‑rescued players, mutant creature rebirths) could not be damaged after revival.
Technical Details
Hardcore Mode
- Added an auto‑detection mechanism in
damagePartforCreaturePartHealthandPlayerPartHealth: whenever damage is applied, if the target is alive but a vital part (head or chest) has zero health, all part health values are automatically reset to full. This fundamentally resolves the “immortal” state caused by unsynchronised part health after revival. - Added a fallback check in
onLivingHurtfor non‑player entities in hardcore mode: before each damage event, the total part health is evaluated; if it is zero but the entity is still alive, a forced reset is performed.
Softcore Mode
- Added automatic death‑mark clearing logic in
applySoftcoreDamage: during each softcore damage handling, if the target is alive but still carries aSOFT_DEATH_MARK, the mark is cleared so that subsequent damage can take effect normally.
These fixes cover all revival mechanics (regardless of whether LivingDeathEvent is cancelled), ensuring that revived entities can always be properly damaged and eventually die.
Fixed Damage Branch Missing Softcore Death‑Mark Clearance
Corrected an issue where bullet and projectile damage would return early in onLivingHurt, preventing the death‑mark clearing logic from executing. The clearing logic has been moved inside applySoftcoreDamage, ensuring that all softcore damage sources (including bullets, projectiles, melee attacks, etc.) correctly clear any residual death marks before applying damage.
Known Compatibility
- Fully compatible with all tested revival‑enabled mods (custom NPCs, mutant creatures, etc.)
- Backwards‑compatible configuration – existing config files will automatically receive the new parameters with default values
- Hardcore and softcore fixes are independent and do not interfere with each other
1.0.2Релиз1.20.1 · 17 июня 2026 г.
New Features
Protection Source System API
Added IProtectionSourceProvider, ProtectionSource, and ProtectionSourceProviderRegistry – a new API that allows other mods to dynamically register custom protection sources (e.g., equipment attachments, buff effects) via providers. Each protection source can independently specify:
- Protection level for main parts and sub‑parts
- Toughness and ricochet chance
- Material factor (affects durability loss)
- Durability consumption callback (
IntConsumer) for external control over item damage
All equipment (including armour slots and Curios slots) and externally injected protection sources are collected and calculated through a unified pipeline, ensuring consistent stacking of protection levels and fair distribution of durability loss.
Durability Loss Formula Overhaul
The armour durability loss calculation has been completely rewritten to better reflect physical intuition and improve game balance:
Base changed to raw damage: Loss is now based on the original incoming damage before any reduction, preventing low‑penetration weapons from dealing negligible durability damage.
New formula:
durabilityLoss = ⌈1 + rawDamage × materialFactor × penFactor × armorResist × durabilityBaseMultiplier⌉
where:
penFactor = 1.0 + penetration × durabilityPenFactorMultiplier(configurable)armorResist = 1.0 / (1.0 + armorLevel × durabilityArmorResistFactor)(configurable)
Unified handling: All protection sources (main parts, sub‑parts, equipment, attachments, natural armour) now use the same loss logic.
Three new configurable parameters have been added to fine‑tune the formula:
| Parameter | Default | Description |
|---|---|---|
durabilityBaseMultiplier |
1.0 | Global base multiplier, controls overall loss magnitude |
durabilityPenFactorMultiplier |
2.0 | Penetration multiplier, controls how much penetration amplifies armour damage |
durabilityArmorResistFactor |
0.01 | Armour resistance coefficient, controls how much armour level reduces loss |
Changes & Improvements
Stamina System Fixes & Enhancements
- Attribute penalty cleanup: When stamina recovers to normal levels, all attribute penalties applied by low/critical stamina (e.g., movement speed reduction, attack damage reduction) are now unconditionally removed every tick, completely eliminating the occasional issue where modifiers would persist incorrectly.
- Spectator mode: Players in spectator mode no longer consume arm or leg stamina.
Fixes
- Durability loss for attachments: Fixed an issue where attachment‑type protection sources (e.g., armour add‑ons) would not correctly consume durability in sub‑part precise mode. They now properly participate in the durability loss calculation.
- Stamina modifier persistence: Already covered under “Changes & Improvements” – the unconditional cleanup ensures no leftover modifiers remain.
1.0.1Релиз1.20.1 · 5 июня 2026 г.
Modern Damage Control 1.0.1 Changelog
New Features
Precise Hit Location System (Hardcore Mode)
Added config option enablePreciseHitbox (default true). Only active in Hardcore mode when enabled.
When precise hitbox is enabled, the original 7 main body parts are further subdivided into 19 sub‑parts for more realistic hit registration:
- Head: Top, Face, Neck
- Chest: Front, Back
- Stomach: Front, Back
- Arms: Left/Right Shoulder, Left/Right Forearm
- Legs: Left/Right Thigh, Left/Right Calf, Left/Right Foot
Bullets now map to sub‑parts based on local hit coordinates. Damage is still applied to the parent part’s health pool – existing health system is unaffected.
Armor configurations now support sub‑part protection levels, toughness, and ricochet chance using JSON fields coverage_sub, toughness_sub, ricochet_sub. If not specified, values fall back to the parent part.
Example armor configuration (iron set) with sub‑part support:
{
"minecraft:iron_helmet": {
"coverage": { "head": 10 },
"coverage_sub": { "head_top": 8, "head_face": 12, "head_neck": 6 },
"toughness": { "head": 5 },
"toughness_sub": { "head_top": 4, "head_face": 6, "head_neck": 3 },
"ricochet_sub": { "head_top": 0.1, "head_face": 0.05, "head_neck": 0.2 }
},
"minecraft:iron_chestplate": {
"coverage": { "chest": 10, "stomach": 8 },
"coverage_sub": { "chest_front": 12, "chest_back": 8, "stomach_front": 9, "stomach_back": 6 },
"toughness": { "chest": 5, "stomach": 4 },
"toughness_sub": { "chest_front": 6, "chest_back": 4, "stomach_front": 5, "stomach_back": 3 },
"ricochet_sub": { "chest_front": 0.05, "chest_back": 0.15 }
},
"minecraft:iron_leggings": {
"coverage": { "left_leg": 8, "right_leg": 8 },
"coverage_sub": { "left_thigh": 9, "left_calf": 7, "left_foot": 5, "right_thigh": 9, "right_calf": 7, "right_foot": 5 },
"toughness": { "left_leg": 4, "right_leg": 4 },
"toughness_sub": { "left_thigh": 5, "left_calf": 3, "left_foot": 2, "right_thigh": 5, "right_calf": 3, "right_foot": 2 },
"ricochet_sub": { "left_thigh": 0.1, "right_thigh": 0.1 }
},
"minecraft:iron_boots": {
"coverage": { "left_leg": 6, "right_leg": 6 },
"coverage_sub": { "left_foot": 8, "right_foot": 8 },
"toughness": { "left_leg": 3, "right_leg": 3 },
"toughness_sub": { "left_foot": 4, "right_foot": 4 },
"ricochet_sub": { "left_foot": 0.05, "right_foot": 0.05 }
}
}
Armor Tooltip Adaptation
When enablePreciseHitbox is enabled in Hardcore mode, armor tooltips show sub‑part protection values (Roman numeral grade + toughness). Otherwise, they show the original main part information.

Vanilla Projectile Hit Detection
Arrows, tridents, and other projectiles now estimate the hit point using a ray and map it to the appropriate body part (sub‑part in Hardcore mode). Projectile damage benefits from full armor penetration and toughness calculations, just like bullets.
Melee Attack Random Hit Zone (Based on Height Difference)
Melee attacks are no longer always applied to the chest. The hit zone is now randomly selected based on the height difference between attacker and target:
- Attacker ≥1 block higher: Head 40% / Chest 30% / Arms 30%
- Attacker ≥1 block lower: Stomach 30% / Legs 70%
- Height difference <1 block: Head 15% / Chest 40% / Stomach 15% / Arms 30%
Fully compatible with vanilla and modded melee damage – no extra configuration needed.
Improved Damage Type Compatibility
For damage types not explicitly classified in code, the mod now automatically decides the hit zone based on whether an attacker exists:
- If an attacker entity is present → random zone based on height difference
- No attacker → defaults to chest
Detailed debug logs have been added to help players and pack authors identify unhandled damage types.
Changes & Improvements
Hitbox Range Tweaks (Player)
A dedicated getHitPartForPlayer method now defines the Y‑ranges for head, chest, stomach, and legs based on testing data, making hit detection more accurate to the player model.
Ricochet Logic Optimized
Ricochet chance is now evaluated separately for each protection source (equipment piece). If any source triggers a ricochet, the shot ricochets – no longer only the highest‑level piece.
Dynamic Armor Calculation Extended
New methods getDynamicProtectionLevel(ItemStack, ModDamageSubPart) and getDynamicToughness(ItemStack, ModDamageSubPart) support durability‑based dynamic scaling for sub‑part protection.
Death Logic Fixed
Fixed duplicate death triggers in both Hardcore and Softcore modes. The mod should now be fully compatible with corpse‑generating mods (e.g. Corpse).
Milk Effect Changed
Vanilla milk no longer removes the mod’s own negative effects (e.g. fractures, bleeding). Only vanilla effects are cleared.
1.0.0Релиз1.20.1 · 3 июня 2026 г.
Modern Damage Control 1.0.0 Changelog
New Features
Stamina System
Added independent leg and arm stamina systems. Creative mode bypasses all stamina costs (testing requires survival mode).

- Leg stamina bar (blue) and arm stamina bar (green) are rendered above the hotbar. Low stamina (<20%) triggers a red flashing effect.
- HUD position and scale are fully configurable.
Arm Stamina
- New attributes:
max_arm_stamina,arm_stamina_regen,arm_stamina_drain_multiplier - Stamina‑consuming actions (configurable costs): melee attacks, bow/crossbow drawing, TACZ aiming (cost halved while prone), block mining.
- When arm stamina falls below the penalty threshold, TACZ aiming produces a sinusoidal sway. Amplitude and speed are configurable.
- Aiming cost is dynamically adjusted based on weapon weight and current ergonomics:
- Ergonomics factor: for every point below/above 100, aiming cost changes by ±1% (range 0.5x – 3x).
- Weapon weight factor: configurable reference weight and cost increase per extra kg, capped at 3x.
Leg Stamina
- New attributes:
max_leg_stamina,leg_stamina_regen,leg_stamina_drain_multiplier - Stamina‑consuming actions (configurable costs): sprinting, swimming, jumping, crouching (on state change), TACZ prone (on state change).
- Critically low stamina can disable jumping and restrict sprinting.
Low Stamina & Critically Low Stamina Penalties
- When stamina ≤
lowStaminaThreshold(default 30%, configurable), configurable attribute modifiers are applied (e.g. reduced attack speed, slower movement, increased reload time, higher recoil). - Modifiers support addition, multiplication (base/total).
- When stamina ≤
criticallyLowStaminaThreshold(default 10%, configurable), an additional set of stronger penalties is applied. A configurable potion effect (e.g.moderndamage:fatigue) is also applied periodically. - Penalties are independently configurable for arm and leg stamina.
Ergonomics Attribute
- New attribute
ergonomics, default value 100. - Dynamically affects aiming speed, draw speed, and reload speed provided by TAA / TACZ Attributes mods (configurable).
New Injectable Syringe Series
Added 19 new syringes, divided into three series. Rare syringes have lower stack sizes.

Vanguard Series (7 items)
- VG-1 Stabilizer – Clears Fatigue and Pain, increases stamina regen by 20% for 120 s.
- VG-2 Famexin – Immunity to Nausea and Hunger, restores 1 food point every 10 s for 300 s.
- VG-3 Barrier – +5 natural armor to all body parts for 240 s, side effect: 5 s of Nausea.
- VG-4 Epinephrine – Same as the original adrenaline injector.
- VG-5 Kelador – 1 s IV fluid + 30 s regeneration (1 HP/s, configurable).
- VG-6 Methylphenidate – Pain suppression + 15‑20% boost to attack damage, attack speed, and max stamina for 120 s.
- VG-8 Modafinil‑X – Modafinil Focus for 360 s + pain suppression for 180 s.
Aegis Series (4 items)
- AG-1 Thrombin – Coagulation Boost for 360 s, side effect: 30 s of Hunger.
- AG-2 Tranexamic Acid – Instantly stops bleeding + Coagulation Boost for 60 s.
- AG-3 Morphine – Pain suppression for 480 s, has side effects.
- AG-4 Ciprofloxacin – Cures infection + Infection Resistance for 1200 s.
Phantom Series (8 items)
- PH‑1 Atropine – Removes poison + Poison & Infection Resistance for 300 s.
- PH‑3 Clarity – Removes Dizziness and Nausea + Dizziness Resistance & Pain Suppression for 280 s.
- PH‑5 Newtype Hemogen – 180 s regeneration (configurable) + stops bleeding + Coagulation Boost + Poison Resistance, side effect: Hunger III for 60 s.
- PH‑6 Vitalis – 300 s regeneration (configurable) + pain suppression.
- PH‑11 C‑1 Compound – 5 s strong regeneration (configurable) + 120 s combat buffs (+20% damage, attack speed, movement speed, +10 natural armor to all parts, +20% recoil control, aim speed, reload speed, immunity to many negative effects). Side effect chance: 65% normal, 15% none, 20% additional 999 damage + normal side effect.
- PH‑12 C‑1 Extender – Extends the positive effects of PH‑11 by 90 s and removes its side effects.
- PH‑16 Xenodyne – 300 s regeneration (configurable) + Coagulation Boost. Every 30 s heals one trauma/fracture (or 5 HP if none). Configurable.
- PH‑18 Neurostabil – +30% recoil control, -30% non‑aiming spread, -20% stamina drain for 180 s.
Environmental / Magic Damage Bypass
The following damage types no longer go through armor penetration calculations and deal full damage to the corresponding body part:
- Fire:
inFire,onFire,lava,hotFloor - Drowning / Freezing:
drown,freeze - Fall damage:
fall,stalagmite,flyIntoWall - Magic:
magic,indirectMagic,sonic_boom,wither - Special:
starve,outOfWorld
Changes
Existing Items Balance
- Amoxicillin – Infection Resistance duration: 1800 s → 240 s
- Meclizine – Dizziness Resistance duration: 600 s → 240 s
Removed Old Injectors
- Removed
epinephrine_auto_injector,morphine_auto_injector,atropine_auto_injector. Replaced by the Lifeline Pharmaceuticals syringe series (VG‑4, AG‑3, PH‑1).
0.0.5Релиз1.20.1 · 29 мая 2026 г.
0.0.5 Changelog
New Features
Curios API Integration
- Curios items (charms, rings, belts, etc.) now provide body part protection, toughness, material factor, and ricochet chance.
- Durability loss is distributed: the item providing the highest protection for the hit part loses 100% of the computed durability cost; all other protecting items (armor or curios) lose 50% each (using their own material factor).
- Curios items are configured via the same
armor_properties.jsonfile as armor.
Penetration Mechanics Rework
- When a limb or the stomach is destroyed, the overflow damage is no longer sent only to the chest.
- All non-destroyed parts (head, chest, stomach, arms, legs) share the overflow damage proportionally to their maximum health.
- The head cannot be destroyed by overflow damage; it will always retain at least 1 health point.
- The chest has no special protection and can be destroyed normally.
Durability Floor
Equipment durability will never drop below 1 (no item fully breaks).
- When an item's durability reaches 1, its protection level becomes 0 (it no longer reduces incoming damage). Toughness is still calculated normally (based on durability percentage).
0.0.4Релиз1.20.1 · 10 мая 2026 г.
0.0.4 Changelog
New Features
Durability Loss System Rework
- New Durability Loss Formula: Durability Loss = ceil( 1 + Post-Penetration Damage × (Projectile Penetration / Armor Rating) × Material Factor )
- Uses post-penetration damage (i.e., damage after full/partial/ blunt calculations), making durability loss more realistic for high-tier armor against high-damage weapons.
- Full penetration no longer has a fixed extra penalty. All modifiers are now unified through the material factor and penetration ratio.
- Minimum loss is always 1. Upper limit is controlled by maxDurabilityLoss (default 999).
Penetration Mechanics Rework
- Full Penetration: Projectile penetration ≥ Armor Level + 5 → full damage.
- Partial Penetration: Armor Level - 10 ≤ Projectile Penetration < Armor Level + 5 → chance to deal 50%~80% random damage, otherwise blunt damage.
- New config options: partialPenetrationMinRatio / partialPenetrationMaxRatio to adjust damage range (default 0.5 / 0.8).
- Blunt Damage: Projectile Penetration < Armor Level - 10 → blunt damage based on defense difference.
Ricochet System
- Armor can be configured with per-part ricochet chance (ricochet_chance). When triggered, deals only a small fraction of damage (default 10%) without consuming durability.
- New config options: enableRicochet and ricochetDamageRatio to enable/disable ricochet and adjust damage ratio.
Armor Toughness System
- Each point of toughness reduces final damage by 1%. Toughness from multiple armor pieces stacks directly.
- Toughness scales linearly with durability (0% durability → 0% toughness).
- Toughness value is displayed in tooltips (inside square brackets).
- Natural Toughness: Added natural toughness attributes for entities (head_natural_toughness, etc.), independently configurable.
Treatment Limitation for Body Part Health (Hardcore Mode)
- Severe Trauma (Trauma) effects now prevent natural or medical regeneration of the affected body part. The trauma must be treated first.
Bug Fixes
- Fixed a crash caused by duplicate UUIDs on potion effect attribute modifiers.
- Fixed medical kits being unusable when only 1 durability remained.
- Fixed oral rehydration salts being infinitely usable.
- Pain/Dizziness resistance effects now actively clear the corresponding negative effects instead of only preventing application.
- The damage threshold for potion effect application is now based on the final calculated damage (instead of raw damage).
- Visual/auditory effects of Pain and Dizziness now refresh every tick based on the player's actual effect status.
- The body part health UI is now forcibly refreshed upon player respawn.
Additional Notes
For the sake of reasonableness and authenticity . No vanilla crafting recipes are provided for medical items. If needed, please add them yourself using KubeJS, data packs, or other methods.
0.0.3Релиз1.20.1 · 5 мая 2026 г.
0.0.3 Changelog
- Added GetArmorLevelEvent – allows external mods to modify final armor protection level.
- Added ArmorHitEvent – allows external mods to modify damage and cancel default durability loss.
- Added public method ArmorCalculator.getProtectionLevel for external queries.
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