[EXPERIMENTAL STILL] doomedmatu-0.2.4.jar
Curse Maven Snippet
What's new
Doomed 0.2.4 (I need a... I need sleep)
New
- A violent death bursts your body apart - scavenge the pieces. Die a bloody death (bled out, blown apart) and your body comes apart on the spot: your flesh limbs are flung free as harvestable pieces (so anyone can carve the meat off your corpse - cannibalism on OTHER people finally works, not just your own hacked-off limbs), and your prosthetics pop off as their own lootable items (so your hard-won titanium arm isn't just gone forever). It's built to play nice with everything: we only ever spawn the body parts, so your inventory is left entirely to vanilla or whatever corpse mod you run - no collisions, they just work side by side. (Respawn heals your amputations and gives you a whole body, so your prosthetics fall off into the world for you to go and reclaim.) A quiet death (a clean stroke, hypoxia) leaves you intact. (Thanks Stiathirs + crushed acorn - be the cyberpunk scavenger, go play with your jumpkits too.)
- Explosions can blow a limb clean off. The 0.2.3 changelog sold "a limb you've cut or blown off someone" - but urm.. I upped the anti a little! Is that how that saying goes? Within the close half of the blast radius there's a chance (rising toward the centre, divided by your armour like every other blast roll) that ONE arm or leg is simply gone - full chain, bleeding stump, and the severed piece flung free, splattering where it lands, harvestable like any other limb. One limb per blast at most; a mine takes your leg, not your torso's worth.
- Your own amputation is finally visible in first person. The default view used to show a healthy flesh arm no matter what was missing - the one place the OWNER actually looks. Now a dismembered arm doesn't render, and a fitted prosthetic draws its real segmented geometry (same tiers, same condition-dimming as third person) exactly where your arm would be.
- Hover a defusal wire to LISTEN to it. Each connector lamp ticks softly on its pulse when your hand is over it - steady on the safe circuit, stumbling on the wrong ones - so bare-hand defusal is a rhythm you can hear, not just squint at. The cut clicks when you commit, and the panel shows the probe's remaining charge. Will be revamped or maybe even overhauled in the future.
- The icebox shows its cold. A frost-blue gauge (with an hours/minutes readout) shows the live melt charge, and an "Out of ice" line appears when there's food aboard and nothing left to melt. Before, the last ice item vanished into an invisible 3-hour charge and a chilled box looked identical to a dead one.
- Frostbite losses splat. A limb that freezes black now comes off properly - the dead piece and everything past it drop free as a real severed limb (dry stump; frozen tissue doesn't gush. It used to silently flag one segment, which could leave you with a dead calf and a living foot)
- The blood-type rules are finally readable. Compatibility always followed real ABO/Rh: O- is the universal donor (its blood is safe for anyone) and AB+ is the universal recipient (it can take any type), with the full matrix in between. But the only place your type appeared was a cramped "Blood O- 4.2L" line, so none of that was legible. The WITNESS tablet's circulation page now shows your blood group (tagged "universal donor" / "universal recipient" where it applies) and exactly which types you can safely receive, and every blood bag's tooltip lists who its donor blood is safe for - an O- bag reads "anyone (universal donor)" in green. The compatibility itself is unchanged; you can just see it now.
Changed
- Prosthetics are a costly tradeoff now, not a free upgrade. Chopping your limbs off and bolting on prosthetics had become the smart play - they never hurt, never got infected, and worked as well as flesh or better, with no upkeep. That's backwards, so the whole thing is rebalanced around one idea: flesh heals itself for free; prosthetics only wear down and demand maintenance.
- They wear out as you USE them - a prosthetic leg drains condition while you walk, an arm while you swing, and a low-condition limb performs well below flesh (run it to zero and it seizes). No more set-and-forget.
- Upkeep is real. A new Prosthetic Lubricant (slime + coal) is right-click routine maintenance that restores condition; a fully seized limb still needs the wrench + parts. Mechanical is the reliable, low-upkeep workhorse; Titanium stays superhuman but is the thirstiest to maintain - the rich person's flex, exactly as intended.
- Metal conducts. Mechanical and Titanium limbs make you colder faster in a cold biome and take an electrocution far harder (a full-metal body is a lethal thing to shock). Wood/leather Improvised limbs don't.
- Amputation is a desperate act again. Each self-amputation now dumps a slug of blood and slams a motor-shock through you that nearly puts you down - so lopping off all four limbs in a row is genuinely life-threatening. Survivable with prep (opium, a fast tourniquet, blood ready), but it costs you every time.
- The health panel spells it out: OUTPUT is your real condition-scaled performance, and a SERVICE line tells you whether it needs lubricant or a full wrench repair.
- A prosthetic recovered off a corpse carries the wear it had - it doesn't come back fresh, so dying and looting your own limb back isn't a free repair. (A crafted one is fresh, as it should be.) (Thanks Stiathirs + crushed acorn - and yes, the "still getting infections/bone/muscle on prosthetics" bug was already fixed separately.)
- The Jump Kit gets the full Titanfall movement loop. Building on the new slide momentum, five moves that chain into each other: Slide-jump launch - jumping out of a slide converts your speed into a leap, so the faster you're sliding (build it downhill) the further and higher you fly. Air strafing - steer and hold, even build, speed in the air by looking where you want to go, instead of just arcing to a stop. Wall-jump - kicking off a wall now launches you with real height and a hard sideways redirect, its own move rather than a nudge. Superglide - land while still holding crouch after a jump or fall and the impact speed pours straight into a slide, so you hit the ground already flying. And speed juice - the slide scrape rises in pitch and the spray thickens the faster you go (and it's the actual material under you - stone, grass, gravel), so going fast finally feels fast. The loop: slide downhill -> launch off the lip -> air-strafe to hold it -> wall-jump higher -> land into another slide. (Thanks for the ideas.)
- The Jump Kit slide is a REAL, feet-first slide with proper momentum now. It used to be a flat burst of speed with no pose behind it - you leaned on vanilla crouch for "low," so it felt like hopping around standing, and a single 1-block step killed it dead. Now holding crouch while sprinting drops you into a proper slide: the camera lowers to the ground, you lean back and lead with your feet (Titanfall-style, not the face-down crawl), and the hitbox shrinks so you can slide under one-block gaps. And it flows with the terrain - 1-block rises are wedged over like a ramp (a real wall still stops you), sliding downhill builds real speed and hugs the slope instead of hopping off each ledge, and climbing costs momentum so a hill can stall you if you hit it slow. The speed carries: build it on a descent, keep it across the jump-out, and start the next slide fast. Engaging is far more forgiving too - a grace window means crouching as you stop sprinting reliably starts the slide, instead of the old one-tick catch that made you rely on wall-run momentum. (Thanks for the feedback.)
- The grabber plant always lets go now. It releases a vanilla player who dies mid-grab (it only checked the Doomed death path, so a vanilla corpse kept riding the arc), and logout, dimension change and respawn mid-grab all force a clean release on the plant's own level - the tentacle can never again render clamped to your ankle with no grab active. And if the swing meets terrain it can't pass (cliff face, overhang, too-tight cave), the grab ends through the normal hammer-throw instead of teleporting you inside rock every tick.
- Landmine defusal got a fair game. Wrong wires now genuinely flutter (their blink visibly stumbles), and their rhythms sit well clear of the safe pulse - the old math put one wrong wire within 2% of the safe cadence, so "cut the slow even pulse" was a coin flip in 3 games out of 4. The probe session is 90 seconds (was a hidden 30) and every way a cut can fizzle - timed out, drifted away, session lost - now says so instead of silently closing the panel.
- The grind can't be jiggled. The pestle grip only works from the ring around the bowl rim and progress is capped at honest circling speed - parking the cursor at the centre and wiggling it 2px (or letting the pain tremble do it hands-free) used to bank a full grind in under a second.
- Traders stopped stocking nonsense. The maid and adventurer no longer roll technical items (keypad pods, loot crates, live wire, chem reagents) at 1 credit, never stock anything the 60-credit cap makes unbuyable (a titanium prosthetic priced 76-405 used to permanently waste a shelf slot), and a wants-keep roll can't price a legal item out of reach any more. And no trader will stock or buy human flesh. Whatever the Experiment deals in, even he doesn't deal THAT. Unless HE says otherwise.....
- The freezer's reserve matches its own spec. Off-cable upkeep dropped 20x (code and comment disagreed): a full buffer now runs ~9 hours instead of 27 minutes, so the powered tier is comfortably the top of the cold-storage ladder and a cabled freezer is effectively free.
- The stimulant overdose warning stopped flooding chat. One real chat line when you cross the line, then the repeats overwrite themselves on the actionbar - it used to print ~70 identical chat messages across a long overdose.
- Crystal caverns and radioactive barrels respect the trap toggle.
enableTrapWorldgen=falsepromised "hazard traps no longer generate" - and then still generated touch-detonated crystal caverns, approach shards and waste barrels in every new chunk. All three now honor the toggle and the density slider.
Fixed
- A worn Jump Kit always breaks your fall now, even on a dead battery. Fall protection used to require charge - so if your pack ran out at the exact moment you landed, you ate the fall and broke your legs. Wearing the kit is the safety now; charge is only for the active moves (wall-run, double-jump). (Thanks crushed acorn.)
- New command:
/doomedheal [player]. Restores a Doomed player to a fresh, healthy body - every vital reset, every limb regrown, wounds/infections/drugs/trauma cleared, health and hunger topped up. Mostly a testing convenience so you don't have to sit through the death sequence in creative. It does not undo the Corebound transformation - that's a permanent identity, not an injury. Op-only. - The slide finally looks, sits and moves like a slide - four fixes. But uh.. still needs a proper animation... whatevaaa! The momentum was already right underneath, but everything around it gave the game away: the pose was just your walk cycle tipped on its side (the slide limbs were drawn a frame too early, so the walk animation stomped them flat every tick) - now you hold a still, feet-first slide shape instead of jogging horizontally; the camera stayed up at standing height even after your hitbox dropped - it rides down at ground level with you now; holding crouch to slide stuck you to ledges like a sneaking player, so a slide toward a drop caught at the lip - it carries its speed straight off the edge now (the kit cushions the landing anyway); and you don't ragdoll off it any more - a worn kit brushing a wall or ceiling at speed (which wall-running does by design, and a fast slide or boost does constantly) used to crumple you on the spot, but the kit absorbs those impacts the same way it breaks your falls. (Thanks for the reports.)
- A missing or prosthetic limb is finally, completely dead. The 0.2.3 pass fixed how a replaced limb reads but left the whole biological simulation still running on it underneath - so, exactly as reported: a fully-prosthetic body kept catching infections (a gone limb sits at "skin 0", which read as a permanently open wound and rolled infection every 40 s); prosthetic legs "broke" from falls and ached with a pain you couldn't see anywhere except as the shakiness in the treatment minigames; and you could suture and bruise-kit the invisible skin and muscle of a limb that isn't there. Now a dismembered segment is truly inert: no infection (one guard on the infection flag itself catches every source - burns, dirty needles, radiation, zombie bites, cautery), no pain (it feels nothing, so it can't drive the minigame tremble), no fracture or dislocation, and no biological wound overlay - the missing-limb blood/wound marks clear the instant the limb is gone and stay gone under a prosthetic. A fall now wears a fitted prosthetic's condition instead of injecting phantom pain, and the treatment panel refuses biological care on a limb that's gone ("that's a prosthetic - service it with a wrench"). (Thanks Stiathirs.)
- A wrong-blood transfusion is a real loss at EVERY tier now. The 0.2.3 "takes more than it gave" fix only actually held for a full-push ABO bag - an Rh mismatch netted you +0.5 L, a half-pushed wrong bag was free blood, and a second bag past the symptom cap was break-even. Every incompatible bag now banks a hemolysis debt proportional to what actually went in (a full ABO bag owes ~1.65 L against its 0.75, a full Rh bag ~1.24) and the reaction burns it down - with a delayed-hemolysis tail, so a "mild" mismatch can't be waited out into profit. Repeat bags stack their own debt past the symptom ceiling. And the debt survives relog, like the reaction always did.
- The transfusion drains the bag you're HOLDING. The panel gates on the held bag, but the server drained the first bag it found in your inventory - so holding your matched O- bag while carrying a looted B+ one transfused the WRONG bag and gave you the reaction you visibly did everything to avoid. Held bag first (main hand, offhand, then the pack), same rule the syringes already follow.
- Cooking human flesh no longer launders it. A 10%-condition Tainted portion used to come out of the furnace 100% Fresh - running rotten meat through a furnace beat eating fresh raw, which made "cooking does not make it okay" a lie. The freshness you cook at is now the freshness you get: cooking still slows the rot 3x and softens the sickness bands, but the taint carries through.
- Dressings actually cover wounds. The raw wound patch used to render in front of the wrap on every limb, so a dressed limb always showed the open wound - and the soak-through overlay was hidden behind the wrap on every vital part, so it could never appear anywhere. Now an intact dressing covers the wound, and a reopened bleed visibly soaks through the wrap itself.
- Relogging is no longer a free stimulant detox. The active op - the high, the overdose window, and the crash waiting at the end - persists like the opioid depot always has. Log out mid-overdose, log back into it.
- Human blood bags from loot arrive labelled. The matched bag rolled its donor type only when used, so it sat in your pack as a second "unlabelled gamble" contradicting its own tooltip. It's typed the moment it drops; the generic bag stays the gamble on purpose. Bag names are also properly translatable now instead of hardcoded English.
- The vitals strip and the RADIATION banner behave. Both now scale with the rest of the HUD instead of raw pixels (they were a quarter the moodles' size at GUI Scale 1), the strip ducks below any vanilla boss bar (the Focused boss scenario guaranteed the boss name smeared over your HR/BP/O2), and the radiation banner stacks below both.
- Long custom dialogue wraps. A 240-character custom quip used to render as one ~35-block-wide text bar over your head (and off both screen edges on your own HUD). All three renderers wrap it now.
- A blindness potion no longer counts as wearing the blindfold. Any vanilla Blindness - a splash potion, a modded mob, our own sound cannon - used to trigger the blindfold's full 95% sensory deprivation with no explanation. Only actually wearing the blindfold does that now; everything else keeps vanilla's mild fog.
- Bullet tracers face you. The streak quads lay flat in a horizontal plane, so a turret round at eye level - the usual way you meet one - was a near-invisible hairline. They billboard toward the camera now, readable from every angle.
- Ragdolls keep your horns and tail. A transformed player's flung body dropped both for everyone watching (armor, prosthetics and wounds already carried over - these were the last two left behind).
- Eating people has a third-person tell. The recoil was eater-only; observers saw calm snacking. Now there's a dark crimson burst at the mouth - heavier the deeper the habit - plus crumbs of exactly what's being eaten. Everyone nearby knows.
- The amputation saw is audible. A throttled scrape that climbs in pitch as the cut deepens, a red wince as the blade bites, and a heavy clunk when you're through - the flagship-brutal minigame was completely silent. Fitting a prosthetic also lands with a proper socket clunk for everyone nearby (its only feedback was a flavor line that's off by default).
- The trader Give button talks back. Credit full and worthless-item were silent no-ops that read as a broken button; both now beep and say why.
- Trader lairs stop flooding themselves. The access tunnel and shaft no longer cut through the wall of an aquifer or lava pocket - the bore stops short and leaves the rock sealed, same discipline the room itself always had.
- Trader dialogue reads every namespace. The 0.2.3 promise was
data/*/doomed_dialogue; only the mod's own namespace was ever read back, so datapack overrides loaded and were then ignored. Pack namespaces now win over the defaults, as an override should. - Tooltips for the things that had none. The landmine explains its own defusal (and that a wrench or lockpicking kit marks the safe circuit), the lockpicking kit mentions it too, the wrench admits its 0.2.3 jobs (circuit-marking, prosthesis service), and the thermometer and cold pack say what they do at all.
- The Battery Recharger can be crafted now. It had no recipe at all - you could only get one from a lucky trader roll or creative, which made the whole battery/Jump-Kit loop a gamble to even start. It's a proper recipe now (iron shell, copper coils, a redstone-block core) and shows up in the recipe book once you've got copper. (Thanks crushed acorn.)
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

