moderndamage-1.0.1.jar
Curse Maven Snippet
What's new
Modern Damage Control 1.0.1 Changelog
New Features
Precise Hit Location System (Hardcore Mode)
Added config option enablePreciseHitbox (default true). Only active in Hardcore mode when enabled.
When precise hitbox is enabled, the original 7 main body parts are further subdivided into 19 sub‑parts for more realistic hit registration:
- Head: Top, Face, Neck
- Chest: Front, Back
- Stomach: Front, Back
- Arms: Left/Right Shoulder, Left/Right Forearm
- Legs: Left/Right Thigh, Left/Right Calf, Left/Right Foot
Bullets now map to sub‑parts based on local hit coordinates. Damage is still applied to the parent part’s health pool – existing health system is unaffected.
Armor configurations now support sub‑part protection levels, toughness, and ricochet chance using JSON fields coverage_sub, toughness_sub, ricochet_sub. If not specified, values fall back to the parent part.
Example armor configuration (iron set) with sub‑part support:
{
"minecraft:iron_helmet": {
"coverage": { "head": 10 },
"coverage_sub": { "head_top": 8, "head_face": 12, "head_neck": 6 },
"toughness": { "head": 5 },
"toughness_sub": { "head_top": 4, "head_face": 6, "head_neck": 3 },
"ricochet_sub": { "head_top": 0.1, "head_face": 0.05, "head_neck": 0.2 }
},
"minecraft:iron_chestplate": {
"coverage": { "chest": 10, "stomach": 8 },
"coverage_sub": { "chest_front": 12, "chest_back": 8, "stomach_front": 9, "stomach_back": 6 },
"toughness": { "chest": 5, "stomach": 4 },
"toughness_sub": { "chest_front": 6, "chest_back": 4, "stomach_front": 5, "stomach_back": 3 },
"ricochet_sub": { "chest_front": 0.05, "chest_back": 0.15 }
},
"minecraft:iron_leggings": {
"coverage": { "left_leg": 8, "right_leg": 8 },
"coverage_sub": { "left_thigh": 9, "left_calf": 7, "left_foot": 5, "right_thigh": 9, "right_calf": 7, "right_foot": 5 },
"toughness": { "left_leg": 4, "right_leg": 4 },
"toughness_sub": { "left_thigh": 5, "left_calf": 3, "left_foot": 2, "right_thigh": 5, "right_calf": 3, "right_foot": 2 },
"ricochet_sub": { "left_thigh": 0.1, "right_thigh": 0.1 }
},
"minecraft:iron_boots": {
"coverage": { "left_leg": 6, "right_leg": 6 },
"coverage_sub": { "left_foot": 8, "right_foot": 8 },
"toughness": { "left_leg": 3, "right_leg": 3 },
"toughness_sub": { "left_foot": 4, "right_foot": 4 },
"ricochet_sub": { "left_foot": 0.05, "right_foot": 0.05 }
}
}
Armor Tooltip Adaptation
When enablePreciseHitbox is enabled in Hardcore mode, armor tooltips show sub‑part protection values (Roman numeral grade + toughness). Otherwise, they show the original main part information.

Vanilla Projectile Hit Detection
Arrows, tridents, and other projectiles now estimate the hit point using a ray and map it to the appropriate body part (sub‑part in Hardcore mode). Projectile damage benefits from full armor penetration and toughness calculations, just like bullets.
Melee Attack Random Hit Zone (Based on Height Difference)
Melee attacks are no longer always applied to the chest. The hit zone is now randomly selected based on the height difference between attacker and target:
- Attacker ≥1 block higher: Head 40% / Chest 30% / Arms 30%
- Attacker ≥1 block lower: Stomach 30% / Legs 70%
- Height difference <1 block: Head 15% / Chest 40% / Stomach 15% / Arms 30%
Fully compatible with vanilla and modded melee damage – no extra configuration needed.
Improved Damage Type Compatibility
For damage types not explicitly classified in code, the mod now automatically decides the hit zone based on whether an attacker exists:
- If an attacker entity is present → random zone based on height difference
- No attacker → defaults to chest
Detailed debug logs have been added to help players and pack authors identify unhandled damage types.
Changes & Improvements
Hitbox Range Tweaks (Player)
A dedicated getHitPartForPlayer method now defines the Y‑ranges for head, chest, stomach, and legs based on testing data, making hit detection more accurate to the player model.
Ricochet Logic Optimized
Ricochet chance is now evaluated separately for each protection source (equipment piece). If any source triggers a ricochet, the shot ricochets – no longer only the highest‑level piece.
Dynamic Armor Calculation Extended
New methods getDynamicProtectionLevel(ItemStack, ModDamageSubPart) and getDynamicToughness(ItemStack, ModDamageSubPart) support durability‑based dynamic scaling for sub‑part protection.
Death Logic Fixed
Fixed duplicate death triggers in both Hardcore and Softcore modes. The mod should now be fully compatible with corpse‑generating mods (e.g. Corpse).
Milk Effect Changed
Vanilla milk no longer removes the mod’s own negative effects (e.g. fractures, bleeding). Only vanilla effects are cleared.
This mod has no additional files

