DamageShare

A hilarious co-op mod where friends share a single health pool—if one takes damage, everyone feels the pain!

File Details

damageshare-1.0.3.jar

  • R
  • May 23, 2026
  • 10.62 KB
  • 16
  • 26.1.2
  • Fabric

File Name

damageshare-1.0.3.jar

Supported Versions

  • 26.1.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:damageshare-1551389:8133145"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

1.0.2 - Skip

Changed

Damage sharing now force-equalizes health and absorption: when one player takes damage, all other players are set to the source player's exact post-hit health/absorption. This guarantees all players die together regardless of armor or resistance differences.
Death is now triggered by a large hurtServer call instead of setHealth(0) + direct die(), which previously caused packet desync and Connection reset errors after extended play.
Added

SharedHealth.syncAll runs at the end of every server tick and propagates natural health/absorption changes (regen, golden apple absorption, etc.) across all players using delta propagation.


1.0.3 - NOW


Changed

Reworked the damage model. The shared value is now the raw damage (pre-mitigation) instead of the final damage taken. Each player's own armor, resistance, and enchantments mitigate it independently — a player in full diamond actually takes less, an unarmored player takes the full hit. Encourages the team to gear up weaker members.

Death sync is now event-based: after a shared hit, if any player dropped to 0, all remaining living players are force-killed via large hurtServer damage. Same one-dies-all-die guarantee as 1.0.2, but without flattening individual armor.

Removed
SharedHealth per-tick health/absorption propagation. Healing (regen, golden apples, food) is now strictly per-player — each player must manage their own recovery.

Unchanged
Hunger (food / saturation / exhaustion) is still fully shared via SharedFood.
Damage-induced exhaustion is still suppressed on share targets to avoid N× food drain per hit.