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Triage (Health System)

Seven body parts, each with its own health, instead of one health bar.
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triage-1.21.1-1.1.0.jar

File nametriage-1.21.1-1.1.0.jar
Uploader
yungspiderqyungspiderq
Uploaded
Aug 21, 2026
Downloads
41
Size
243.1 KB
Mod Loaders
NeoForge
File ID
8700163
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:triage-health-system-1662135:8700163"

Learn more about Curse Maven

What's new

1.1.0

Blood stops being only the thing you lose, the head stops being only the part that kills you fastest, and a wounded friend no longer has to be operated on where they fell. Medicine gets a second source besides the crafting bench.

Drops straight onto 1.0.0. Old worlds and old bodies load as they are.

New

Hold somebody without fixing them — the thing the mod is named after. A bandage or a medkit on a downed player stops the clock. It does not heal them and it does not stand them up; it holds, so that a medic a minute away is a medic rather than a mourner. It cannot become immortality: every further dressing on the same downing holds for half as long as the last, any hit tears it open, and you cannot do it to yourself. A rescue is two moves now — hold them, then go and get the surgical kit.

A splint sets a bone rather than mending it. A break comes back as a crack: it knits if you leave it alone and goes again if you do not. The splint is the first half of a fix and resting it off is the second.

Carry a downed player out. Surgery where they fell is often no surgery at all — the fire is still burning and the thing that put them there is still standing over them. Shift + right-click with an empty hand and you pick them up: half speed, no hand free to fight with, and the clock still running, at half pace. G sets them down.

Blood types, on the real ABO and Rh rules. Everybody has one and it is rerolled on every respawn. Blood only goes into somebody who already carries every antigen it does, which makes O− worth hoarding and AB+ a lucky thing to be. Draw blood into an empty bag and the donor pays for it out of their own volume. Give a matching bag and it puts back far more than saline can. Give the wrong one and the body attacks it — the one thing in this mod that punishes you for treating somebody rather than for failing to. The type is on the bag, on your body screen and in the header while you work, so it is never a gamble; only a thing you did not read.

A medic in the village. Villages generate a clinic, built out of whatever that village is built out of, with a medical table inside. The villager who takes that job sells bandages cheaply and surgical kits and blood bags last of all, and buys string, leather and sugar cane. Put a medical table down yourself and any unemployed villager will take the job.

Concussion. A hard knock to the head takes away the one thing this mod otherwise always gives you: knowing exactly how bad things are. While it lasts every number is a ? and every bar collapses to one of three lengths. Nothing lies to you — you work off an impression instead of a readout. No medicine touches it; it wears off.

Saline drip. The first answer blood loss has ever had that is not "sit down". It is refused while anything is still open, so a wound still has to be closed before it can be undone.

Two new items and a block: the saline drip, the blood bag, and the medical table that makes a villager into a medic.

Fixed

  • The antibiotics minigame was unreachable. It had been written, drawn and wired up, and never once opened: the screen was gated on "does this medicine need a body part", and pills do not. Gated on "is there anything to do by hand" instead, it works.
  • Saline is drawn as a clear fluid rather than a red one, now that there is blood in the game for it to be confused with.

Minecraft 1.21.1 · NeoForge · MIT · English and Russian

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