Iron and Blood Beta-0.4.1
Curse Maven Snippet
What's new
Iron and Blood Beta 0.4.1
New Features
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Added full horse anatomy support.
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Horses now use the six-part anatomy as head, torso, two forelegs, and two hindlegs.
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Forelegs no longer behave like humanoid arms.
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Horse torso injuries progressively reduce movement speed and jumping ability.
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Limb injuries cause stronger movement and jump penalties.
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Heavy leg injuries can make a horse stumble or throw its rider.
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Small repeated hits cannot constantly eject riders.
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Rider ejection includes a cooldown and configurable damage threshold.
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Added localized horse armor support.
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Horse armor now protects individual body regions instead of acting as uniform full-body armor.
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The torso receives full barding coverage.
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The head, neck, and upper legs receive partial protection.
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Lower legs remain intentionally vulnerable.
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Added built-in horse armor compatibility for:
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Vanilla horse armor
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Epic Knights Barding
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Epic Knights Chainmail Horse Armor
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Epic Knights Addon Dark Barding
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Netherite Horse Armor
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Unknown modded horse armor using Minecraft’s standard
HorseArmorItemsystem now receives an automatic Defense conversion based on its real protection value. -
Horse armor now displays Iron and Blood Defense information in its tooltip.
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Added horse injury settings to the in-game configuration screen under
Body Health and Injury. -
Improved Stamina and Endurance integration for horses.
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Injuries to all four legs can affect sprinting and stamina cost.
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Torso injuries continue to affect stamina capacity and recovery when the stamina module is installed.
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Major Bug Fixes
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Fixed healing becoming permanently capped at a low health value, such as two or four-and-a-half hearts.
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Fixed players remaining under a permanent Wounded effect even when every body part appeared fully healed.
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Fixed vanilla healing being discarded when localized body parts were already healthy but the normal health bar was still damaged.
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Improved synchronization between the normal health bar and localized body health.
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Fixed some anatomical or systemic deaths bypassing Minecraft’s normal death pipeline.
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Fixed deaths occasionally producing no death message.
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Fixed players retaining their inventory after certain Iron and Blood deaths even when Keep Inventory was disabled.
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Fixed compatibility with life-counting mods such as Semi-Hardcore.
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Fall, bleeding, physiological, and anatomical deaths now pass through the normal Minecraft and Forge death events.
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External life systems can correctly detect and count these deaths.
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Fixed
/killsometimes requiring two uses because the first command only triggered the recoverable torso-collapse state. -
Fixed completely exhausted body health not always producing a real death.
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Fixed stale fatal anatomy, Wounded, and Bleeding data surviving player respawn.
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Added automatic repair for players affected by invalid fatal anatomy data from the earlier split build.
Compatibility and Stability
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Added safer optional-mod detection during early game loading.
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Optional Epic Fight, TACZ, Punchy, and Iron’s Spells compatibility mixins are now only loaded when their target mod is actually present.
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Fixed startup failures caused by optional compatibility mixins checking unavailable classes too early.
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Corrected and hardened the Weakness attack-damage floor integration to avoid unstable mixin application while preserving compatibility with vanilla and Epic Fight attacks.
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Prevented horse armor from being counted twice through both vanilla Armor attributes and Iron and Blood’s localized Defense system.
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Environmental and standalone localized damage now correctly respects the portion of horse armor covering the struck body part.
This mod has no additional files

