moderndamage-0.0.4.jar
Curse Maven Snippet
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.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

