moderndamage-1.0.4.jar
Curse Maven Snippet
What's new
1.0.4 Changelog
New Features
Low Ready Tactical Stance System
A complete low ready tactical stance system has been added, providing players with more flexible tactical options:
Activation: Press the
Xkey (default) to toggle between the default holding stance and the low ready stance. Toggling is disabled while sprinting.Dynamic Transition Speed: Transition speed is no longer determined by a single config value. It now dynamically scales based on the currently held weapon's weight (including attachments) and ergonomics:
- Lighter weapons transition faster.
- Each point of ergonomics provides a ±1% speed modifier.
- Minimum and maximum transition speeds are configurable.
Procedural Animation: The weapon lowers, pulls back toward the body, tilts downward, and rolls slightly to the left. The entire rig (gun + both hands) moves as a unified whole.
Combat Restrictions: While in low ready stance, aiming, and firing are blocked. Pressing the aim or fire key triggers the exit transition animation.
Stamina: The low ready stance does not consume arm stamina.
Configurable Parameters: Added
lowReadyBaseTransitionSeconds,lowReadyMinTransitionSeconds,lowReadyMaxTransitionSeconds,lowReadyLower,lowReadyPullBack,lowReadyTilt, andlowReadyRoll.
Hip-Fire Stamina Consumption
- Holding a gun in the default (hip-fire) stance now consumes arm stamina. Consumption is calculated as
ADS cost × hipFireCostMultiplier(default:0.6). - Holding non-gun items does not consume arm stamina.
- The low ready stance does not consume arm stamina.
Hip-Fire Stamina Sway
- Low stamina now also causes camera sway while hip-firing.
- Hip-fire sway amplitude is 50% of ADS sway, adjustable via
hipFireSwayAmplitudeMultiplier.
Changes & Improvements
Durability Loss System Overhaul
The armor durability loss formula has been completely rewritten with a more intuitive structure and clear differentiation across penetration regimes:
Penetration Factor: Linear mapping based on
penetration / armorLevel, clamped to0.1 ~ 3.0.- When
penetration = armorLevel, factor =1.0(normal loss). - Very low loss at low penetration; sharply increased loss at high penetration with a hard cap.
- When
Armor Resistance: Changed to linear decay: each armor level reduces durability loss by 2%, with a configurable minimum.
Material Factor: Directly multiplied into total loss—lower factor means more durable armor.
Deprecated Configs Removed:
thresholdBlunt,partialMaxFactor,fullPenSlope,maxPenFactor,durabilityPenFactorMultiplier, anddurabilityArmorResistFactorhave been removed. AddedarmorResistPerLevelandminArmorResist.
Arm Stamina System Refactor
- Refactored arm stamina consumption logic with clear state distinctions: No gun → no consumption, Hip-firing → consumes (scalable), ADS → consumes, Low ready → no consumption.
- Low ready transition speed now dynamically scales with weapon weight and ergonomics instead of using a fixed value.
- Fixed an issue where low/critical stamina attribute penalties could not be properly removed in certain situations.
Fixes
Fixed Multiplayer Crouch Stamina Drain
Fixed an issue where any player crouching would consume leg stamina for all players in a multiplayer world. Each player's crouch/prone state is now tracked independently.
Fixed Creative Mode Flight Being Blocked by Leg Injuries
Fixed an issue where leg trauma and fracture effects would prevent players in Creative mode from flying. Players in Creative mode or flying state are no longer affected by leg movement restrictions.
Compatibility
TACZ:Project Pneuma Mod Interoperability
- When the player is in low ready stance, TACZ:Project Pneuma's wall avoidance logic is automatically disabled, preventing interference with the low ready weapon presentation.
- Implemented as a soft dependency—the mod functions normally when Pneuma is not installed.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

