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Ranged Damage Limit

Enable ranged damage protection for specific mobs. Ranged damage falloff can also be enabled. Highly Configurable!
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Modpack developers may want ranged damage restrictions to encourage close-quarters combat and prevent "sniping" gameplay. This mod provides configurable solutions to cap ranged damage, with support extending beyond projectile attacks.

Through the configuration file (config/RangedDamageLimit-Rules.json), you can enable ranged damage protection for specific mobs, which either caps the damage received at a specific value or completely nullifies attacks when they occur beyond a set distance.

{

    "mobId": Entity registry ID (e.g. 'minecraft:pig', 'twilightforest:kobold').
    
    "protectionDistance": Minimum distance (in blocks) required to trigger ranged damage protection mechanics.

    "damageCap": Maximum damage allowed when attack originates beyond protectionDistance.
    
    "noAggroBeyondCertainDistance": [Boolean] Whether to completely nullify attacks and prevent aggro beyond specified distance.
    
    "noAggroDistance": Distance threshold for attack nullification (must be ≥ protectionDistance when enabled).

}

You can add several mobs and apply different settings for them, like: 

[
  {
    "mobId": "minecraft:pig",
    "protectionDistance": 20.0,
    "damageCap": 2.0,
    "noAggroBeyondCertainDistance": false,
    "noAggroDistance": 25.0
  },

  {
    "mobId": "minecraft:zombie",
    "protectionDistance": 40.0,
    "damageCap": 2.0,
    "noAggroBeyondCertainDistance": true,
    "noAggroDistance": 64.0
  }
]

Additionally, damage falloff (it's linear) can be configured (in config/RangedDamageLimit-Falloff.json) for long-range attacks based on distance.

For instance, if you set the falloff to 0.5, the damage will lose 50% of its original value per block, which means the damage would be reduced to zero beyond 2 blocks. And if you set the falloff to 0.0, there will be no ranged damage falloff.

The Ranged Damage Limit Team

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