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Modern-Damage-Control

A mod that brings realistic body parts damage, advanced armor mechanics, and a tactical medical system to Minecraft.
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moderndamage-0.0.4.jar

File namemoderndamage-0.0.4.jar
Uploader
Nora5Nora5
Uploaded
May 10, 2026
Downloads
251
Size
332.3 KB
Mod Loaders
Forge
File ID
8070426
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:modern-damage-control-1531701:8070426")

Learn more about Curse Maven

What's new

0.0.4 Changelog

New Features

Durability Loss System Rework

  • New Durability Loss Formula: Durability Loss = ceil( 1 + Post-Penetration Damage × (Projectile Penetration / Armor Rating) × Material Factor )
  • Uses post-penetration damage (i.e., damage after full/partial/ blunt calculations), making durability loss more realistic for high-tier armor against high-damage weapons.
  • Full penetration no longer has a fixed extra penalty. All modifiers are now unified through the material factor and penetration ratio.
  • Minimum loss is always 1. Upper limit is controlled by maxDurabilityLoss (default 999).

Penetration Mechanics Rework

  • Full Penetration: Projectile penetration ≥ Armor Level + 5 → full damage.
  • Partial Penetration: Armor Level - 10 ≤ Projectile Penetration < Armor Level + 5 → chance to deal 50%~80% random damage, otherwise blunt damage.
  • New config options: partialPenetrationMinRatio / partialPenetrationMaxRatio to adjust damage range (default 0.5 / 0.8).
  • Blunt Damage: Projectile Penetration < Armor Level - 10 → blunt damage based on defense difference.

Ricochet System

  • Armor can be configured with per-part ricochet chance (ricochet_chance). When triggered, deals only a small fraction of damage (default 10%) without consuming durability.
  • New config options: enableRicochet and ricochetDamageRatio to enable/disable ricochet and adjust damage ratio.

Armor Toughness System

  • Each point of toughness reduces final damage by 1%. Toughness from multiple armor pieces stacks directly.
  • Toughness scales linearly with durability (0% durability → 0% toughness).
  • Toughness value is displayed in tooltips (inside square brackets).
  • Natural Toughness: Added natural toughness attributes for entities (head_natural_toughness, etc.), independently configurable.

Treatment Limitation for Body Part Health (Hardcore Mode)

  • Severe Trauma (Trauma) effects now prevent natural or medical regeneration of the affected body part. The trauma must be treated first.

Bug Fixes

  • Fixed a crash caused by duplicate UUIDs on potion effect attribute modifiers.
  • Fixed medical kits being unusable when only 1 durability remained.
  • Fixed oral rehydration salts being infinitely usable.
  • Pain/Dizziness resistance effects now actively clear the corresponding negative effects instead of only preventing application.
  • The damage threshold for potion effect application is now based on the final calculated damage (instead of raw damage).
  • Visual/auditory effects of Pain and Dizziness now refresh every tick based on the player's actual effect status.
  • The body part health UI is now forcibly refreshed upon player respawn.

Additional Notes

For the sake of reasonableness and authenticity . No vanilla crafting recipes are provided for medical items. If needed, please add them yourself using KubeJS, data packs, or other methods.

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