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First Aid New

A port of First Aid with more realistic mechanism
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firstaid-1.3.1+neoforge26.2.jar

File namefirstaid-1.3.1+neoforge26.2.jar
Uploader
maoruiqmaoruiq
Uploaded
Aug 12, 2026
Downloads
25
Size
955.2 KB
Mod Loaders
NeoForge
File ID
8635503
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:first-aid-new-1485848:8635503"

Learn more about Curse Maven

What's new

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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