First Aid New

A port of First Aid with more realistic mechanism
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firstaid-1.3.4+fabric26.2.jar

File namefirstaid-1.3.4+fabric26.2.jar
Uploader
maoruiqmaoruiq
Uploaded
Oct 11, 2026
Downloads
21
Size
1.0 MB
Mod Loaders
Fabric
File ID
9126393
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:first-aid-new-1485848:9126393"

Learn more about Curse Maven

What's new

First Aid New 1.3.4

Refined combat feedback, damage and healing fixes, and server setup controls.

Applies to all seven maintained builds: Forge 1.20.1, Fabric and NeoForge 1.21.1, 26.2, and 26.3. Minecraft 26.1 and 1.21.11 modules remain legacy-only and are excluded.

Tinnitus and injury feedback

  • Added personal /firstaid tinnitus controls for every player, without OP permission: query settings, turn ringing on or off, and set duration from 1% to 400% (75% by default). Settings save immediately; join messages include the command.
  • Adrenaline and near misses no longer trigger tinnitus. New head injuries trigger it when damage exceeds 4 health points or remaining head health is at most 40%, with a 10-second cooldown and a shorter, quieter cue. Explosion, poison, Wither, and morphine triggers remain.
  • Ringing fades to silence over its final 2 seconds, or its full duration when shorter. Expiry and cancellation prevent loop replay; pause, death, disconnect, world changes, and disabling sounds clear it immediately.
  • Replaced recurring head/torso injury nausea with short Mining Fatigue, Blindness, Darkness, and Slowness effects based on hit strength or remaining part health. Effects require new damage, respect a 4-second cooldown, and ignore fully absorbed hits. Torso Weakness clears after healing to 30%; poison and withdrawal nausea remain.
  • Smoothed pain-blur changes during injury, healing, relief, and tier transitions with tick-to-frame interpolation. The 26.2/26.3 post-processing graphs update blur uniforms each frame and keep the fading blur pass during morphine color effects.
  • Reduced adrenaline camera sway and near-miss kicks, added centered pressure-scaled roll, and removed adrenaline/near-miss FOV narrowing. Fabric and NeoForge overlays use matching parameters without duplicate NeoForge HUD rendering.
  • Adrenaline heartbeat starts above 5% pressure, scales its volume and speed with pressure, and fades for 3 seconds after pressure ends. Critical head/torso injury still triggers heartbeat; rescue, death, and disconnect clear it.
  • Registered the wounds and give-up key mappings on Fabric 26.2/26.3.

Adrenaline balance

  • Added visible Adrenaline Speed, Adrenaline Attack Speed, and Adrenaline Strength effects at levels I–V, beginning at 20%, 35%, 50%, 65%, and 80% pressure. Movement and attack speed gain 4% per level; Strength adds 0.6 attack damage per level. Corresponding external effects prevent stacking, and severe injuries still restrict combat bonuses.
  • Pressure gains diminish as the meter fills. Near-miss gain is halved, and melee hits gain about 10% more pressure than ranged hits.
  • Nearby attackers replenish pressure once per second, with recovery and its ceiling scaling up to six threats. Recovery respects a 2-second delay after injury and does not prolong pressure above its encounter ceiling.
  • Actual injury removes 2 percentage points of pressure per heart lost, capped at 10 points per hit. Absorbed or cancelled hits remove none.
  • Nearby threats slow post-hold pressure decay by 60%, from 7.5 to 3 percentage points per second with default settings.
  • Added adrenalineReliefMultiplier (default 1.7, range 0–2) for injury-debuff and pain-FOV relief. Below 20% pressure, ordinary injury rules remain; at higher pressure, eligible thresholds decrease and debuffs are capped at level I. Pain blur and drug relief keep their existing scaling.
  • Adrenaline Injectors immediately sync full pressure and hold it for 15 seconds. Movement, attack speed, and strength now come from pressure; injectors retain Absorption II, brief regeneration, and rescue, but no longer grant or extend Painkiller or separate Speed/Haste/Strength effects.
  • Existing encounter Fatigue settings and legacy /firstaid suppression aliases remain available.

Damage, absorption, and healing

  • Unified absorption into the vanilla player shield rather than separate body-part pools. Fully absorbed hits do not trigger injury feedback or consume adrenaline. The HUD shows shared absorption as gold hearts, including fractional hearts and hardcore sprites.
  • Fixed damage overflow so cumulative attenuation cannot fall below 50% of the original damage and alternate transfer paths cannot compound attenuation incorrectly.
  • Ender pearl damage now chooses a random body part for each damage point, including fractional remainders, instead of concentrating it in a single target.
  • Preserved fractional healing and redistributed available healing without wasting it on healthy parts; regeneration effects now heal the body-part model directly.
  • Retired legacy part-absorption save/wire fields. Forge's network protocol is now 7.0; use matching First Aid versions on the client and server.

Administrator controls

  • Added /firstaid health <part> [value] across all maintained modules. Omit the value to query, or set a base maximum from 2 to 12 health points. Changes save and sync online players while preserving injuries and treatment; lowering caps clamps current health, and raising caps does not heal.
  • Added /firstaid reset to restore all First Aid server defaults, persist and sync settings, refresh online health caps and gameplay state, and reload crafting recipes. Player injuries, addiction, and personal client settings are preserved. Busy and reload-failure states report errors.
  • Added Forge 1.20.1 parity for realistic, assisted, and casual medicine modes and normal, low, and off injury-debuff modes, including config synchronization and command tips.

Builds

  • Published 1.3.4+<loader><minecraft-version> installable mod JARs for the seven maintained modules in release/.
  • Source and development JARs are excluded from the release artifacts.
  • Added and extended focused checks for tinnitus lifetime, smooth blur, absorption, damage/healing conservation, medical modes, and health/reset commands.

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