PPs Dismemberment

locational damage and persistent dismemberment to Minecraft 1.20.1
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Description

This mod adds locational damage and actual dismemberment to mobs.

Settings: Press CTRL + SHIFT + ALT + G in-game to open the configuration menu.

If you have ideas or wishes just ask in the comments.

What It Does

When you attack a mob, you aren't just lowering a health bar. Where you actually hit the weapon determines what gets chopped off:


Taking Heads

Taking Heads: If you decapitate a zombie, it keeps walking but goes completely blind and can't target you anymore. Living mobs (like Villagers) obviously die instantly.

-New; you can disable that headless mobs are blind, now they can attack you like normal


Chopping Legs

Chopping Legs: Cut off one leg, and the mob starts slow down heavily. Cut off both legs on a humanoid mob, and it will start crawling on the ground.


Disarming Mobs

Disarming Mobs: Taking out a mob's arms reduces its melee damage and makes it drop whatever it's holding (good luck using a bow as a skeleton with no arms).

-New; Added options to disable or customize armor and held-item drops from mobs.


Pixel Gore & Physics

Pixel Gore & Physics: Severed limbs actually fly off, tumble with physics, and despawn after a bit. You get some blocky blood particles (or bone fragments for skeletons), and armor pieces drop off dynamically when that body part is lost.


Bleeding & First Aid

Bleeding & First Aid: Living mobs (animals, Villagers) will take bleeding damage over time after losing a limb. You can stop their bleeding by right-clicking them with paper to patch them up.


Regen Potion

(Regen Potion: Added a new potion (currently Creative-only) that completely regrows a mob's missing limbs.)


Gameplay Balance

This definitely changes the usual gameplay balance. Combat becomes much easier once you realize you can just cripple a mob instead of killing it.

Realistic Serving

There also is a new option for a new dismemberment calculation mode. When enabled, dismemberment is affected by material type, weapon type, and attack charge/cooldown progress. So there is now a difference if youre using a wooden sword or diamond axe. Still working on it, but if you want to try enable it in settings.

-New; the armor of the mob now affects the calculation too


Compatibility

Works with ETF and EMF and Fresh Animations


Project Notes

This is just a side/hobby project. Some of the hitboxes can still be a bit janky and don't always register perfectly, but overall it is pretty entertaining to mess with. I honestly don’t know if I’ll keep updating or expanding this


Changelog

v0.4.6f

  • added armor to realistic serving mode, so now a mobs armor will be in the calculation
  • added a new crawling animation
  • added options to enable or disable dismemberment mechanics for specific mobs.

v0.4.0

  • Added options to disable or customize armor and held-item drops from mobs.
  • Added a new dismemberment calculation mode. When enabled, dismemberment is affected by material type, weapon type, and attack charge/cooldown progress. And all values can be changed.
  • Fixed an issue with Fresh Animations where severed limbs and dead bodies could continue moving/playing an animation.

v0.3.9

  • added an option if mobs without heads like zombies still attack or not
  • added an ingame GUI for the toml settings (CRTL + Shift + ALT + G), or choose your own binding in settings

v0.3.7

  • Fresh Animations compability
  • The specific texture variant is inherited from the live entity. (so custom Ressource Packs work)

The PPs Dismemberment Team

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