moderndamage-1.0.3.jar
Curse Maven Snippet
What's new
New Features
Refined Damage Type System
The armour interaction mechanics for various damage types have been redesigned to be more rational and configurable.
Fall & Stalagmite Damage
Fall and stalagmite damage are no longer completely ignored by armour. Instead, armour now provides a small damage reduction (capped at 20%). The reduction cap is controlled by the configuration option fallArmorReductionCap (default 0.2), with each point of armour level granting a 4% reduction. This gives a subtle but noticeable protective effect when wearing armour during falls.
Fly‑Into‑Wall Damage
Fly‑into‑wall damage now also receives a limited armour reduction (capped at 20%), governed by the configuration option flyIntoWallArmorReductionCap (default 0.2). The reduction rule follows the same logic as fall damage.
Explosion Damage Rework
Explosion damage has been split into two independent components to simulate the distinct characteristics of blast waves and fragmentation:
- Blast wave (default 75%): Completely ignores armour, representing the direct impact of overpressure on internal organs.
- Fragments (default 25%): Affected by armour, with an extremely low penetration coefficient (default
0.1), simulating shrapnel effectively blocked by body armour.
The ratio between the two is controlled by explosionBlastRatio (default 0.75), and the fragment penetration coefficient is set by explosionFragPenetration (default 0.1).
New Configuration Parameters
The following adjustable parameters have been added to ModClothConfig for fine‑tuning damage mechanics:
| Option | Default | Description |
|---|---|---|
fallArmorReductionCap |
0.2 | Upper limit of armour reduction for fall/stalagmite damage |
flyIntoWallArmorReductionCap |
0.2 | Upper limit of armour reduction for fly‑into‑wall damage |
explosionBlastRatio |
0.75 | Proportion of blast wave (remainder is fragments) |
explosionFragPenetration |
0.1 | Penetration coefficient for explosion fragments |
Changes & Improvements
Armour Ignore List Adjustment
The isArmorIgnored method has been updated to remove armour‑ignoring status for the following damage types:
stalagmite(stalactite spikes)cactus
These damage types now properly participate in the armour calculation process instead of unconditionally bypassing it. Physical piercing damage, such as cactus spines, can now be effectively mitigated by armour.
Explosion Damage Zone Distribution Optimisation
The zone distribution for explosion damage remains unchanged (50% to chest, 15% to each leg, and 20% to a random non‑vital part). However, both the blast‑wave and fragment components now apply to the same distribution simultaneously, ensuring physical consistency.
Fixes
Fixed Revived Entities Being Unable to Take Damage
Resolved an issue where entities with resurrection abilities (e.g., totems of undying, custom NPC revives, player‑rescued players, mutant creature rebirths) could not be damaged after revival.
Technical Details
Hardcore Mode
- Added an auto‑detection mechanism in
damagePartforCreaturePartHealthandPlayerPartHealth: whenever damage is applied, if the target is alive but a vital part (head or chest) has zero health, all part health values are automatically reset to full. This fundamentally resolves the “immortal” state caused by unsynchronised part health after revival. - Added a fallback check in
onLivingHurtfor non‑player entities in hardcore mode: before each damage event, the total part health is evaluated; if it is zero but the entity is still alive, a forced reset is performed.
Softcore Mode
- Added automatic death‑mark clearing logic in
applySoftcoreDamage: during each softcore damage handling, if the target is alive but still carries aSOFT_DEATH_MARK, the mark is cleared so that subsequent damage can take effect normally.
These fixes cover all revival mechanics (regardless of whether LivingDeathEvent is cancelled), ensuring that revived entities can always be properly damaged and eventually die.
Fixed Damage Branch Missing Softcore Death‑Mark Clearance
Corrected an issue where bullet and projectile damage would return early in onLivingHurt, preventing the death‑mark clearing logic from executing. The clearing logic has been moved inside applySoftcoreDamage, ensuring that all softcore damage sources (including bullets, projectiles, melee attacks, etc.) correctly clear any residual death marks before applying damage.
Known Compatibility
- Fully compatible with all tested revival‑enabled mods (custom NPCs, mutant creatures, etc.)
- Backwards‑compatible configuration – existing config files will automatically receive the new parameters with default values
- Hardcore and softcore fixes are independent and do not interfere with each other
This mod has no additional files

