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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-1.21.1-1.7.0.jar

File nametriage-1.21.1-1.7.0.jar
Uploader
yungspiderqyungspiderq
Uploaded
Sep 13, 2026
Downloads
26
Size
1.1 MB
Mod Loaders
NeoForge
File ID
8875146
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:triage-health-system-1662135:8875146"

Learn more about Curse Maven

What's new

1.7.0

This mod has been handing out burns since its first version and has never had them.

There was a flag. A part was burnt or it was not; a burnt part did not heal until somebody rubbed a salve on it, and that was the whole of it. For an injury Minecraft deals out more freely than any other - lava, fire, a campfire walked over, a blaze, a bed in the wrong dimension - that is the thinnest thing in here, and it was thin in the way that matters: there were no decisions in it.

Four facts turn it into an injury, and they are the four anybody who has dealt with one would name.

A burn has a depth, and depth is everything

Red heals itself. Blistered wants a salve. Through the skin will not close at all and no salve will reach it. Nothing else about a burn decides as much - not where it is, not how big it is, not what caused it.

Superficial red, painful, closes itself ninety seconds after it stops cooking. Nothing has to be done
Partial thickness blistered, the most painful of the three. This is what a salve is for
Full thickness through the skin. Does not hurt, will not close, a salve is no use

The worst one does not hurt

The nerve endings that would have done the hurting are part of what burnt.

So the patch somebody is screaming about is the one that is going to be fine, and the quiet patch beside it is the one that needs a knife. This mod has never had an injury that lies by being painless, and in life that is exactly what a burn does.

And it is not only in the text: a deep burn charges you nothing in pain. Superficial costs 0.2, blistered 0.4, through the skin nothing at all. A player going by what hurts will not see the worst burn on a body.

It is not over when the fire is out

Heat sitting in tissue goes on cooking it for about half a minute. A burn that was superficial when the flames went out can be through the skin a minute later.

That is the window, and it is the reason the first thing anybody is taught about burns is water, and to keep it there.

  • Every burn arrives as the shallowest kind, however hot the thing was. Depth is never decided on the tick it happened - because in life it is not, and because a thing decided instantly is a thing nobody can do anything about.
  • Water in that window holds the depth where it is and closes the window twice as fast. Held under, a burn can come back a step. It is the only thing in the mod that undoes an injury rather than treating it, and the one place where that is true in life as well.
  • Snow and ice do the opposite. A frozen burn goes deeper twice as readily: cold shuts down what little blood is still reaching it. It is the mistake every first aid course warns about.
  • There is no half-measure: cookSeconds at zero and depth is decided instantly again.

What kills is the size, not the depth

An arm burnt to the bone is a bad arm. A third of somebody burnt at all is a person emptying out through their own surface.

The rule of nines, and it lands on these seven parts almost exactly - ninety-nine of a hundred:

head 9
each arm 9
chest, belly 18 each
each leg 18

Only what is burnt past the skin counts. A superficial burn is left out of this arithmetic for the same reason it is left out of it in a hospital: it is painful and it is not a hole.

Past 15% of the surface, volume starts going out through it, and from there everything the mod already had does the work: the volume falls, the pulse climbs, shock arrives. The answer is saline, faster than it is going. That is the third reason to reach for a bag that is not a wound, and the most urgent of the three.

And one more: skin is the thing that keeps heat in. A big burn cools by itself and feeds the same figure an operation feeds - so the circle the mod already has closes around burns too: cold does not clot, and a big burn is a cold patient.

The minigame: pressing on a burn

The third free thing whose reward is a fact rather than a repair. And the only reading in the mod whose finding is an absence.

Press across the burn. Where it hurts, there is something living under it and it will close. Where pressing does nothing at all, the burn is through the skin - and that patch is the whole point, because it is the one a jar of salve is wasted on.

  • Press in one place and you learn that it is burnt, which you could see.
  • Press across the whole of it and the mod names the depth and tells you which of the two answers it wants: the jar, or the knife.
  • Works on somebody standing up, works on yourself, costs nothing and cannot be failed. Finding a patch of your own that feels nothing is the worst thing you will learn today.

What answers one

Depth is a ladder and every rung has its own answer. A jar does not erase a burn; it takes it down a rung.

full thickness the knife takes the dead skin off → partial thickness
partial thickness the salve → superficial
superficial nothing closes itself in ninety seconds
  • The salve is exactly the middle rung. On a full thickness burn it does nothing: a salve keeps living tissue from drying out while it closes, and under one there is nothing living left. And on skin that is only red it is a jar spent on a burn that was going to close anyway - so the mod refuses it and says keep the jar.
  • The surgical kit - full thickness. What is dead has to come off, and it is the one wound in the mod answered by taking something away rather than putting something on.
  • Nothing treats a superficial burn. It never used to close at all: the flag turned every brush with a campfire into an errand for a jar.

So a bad burn costs a knife, a jar and ninety seconds, and a mild one costs only time. A jar that erased the whole burn skipped two rungs of three and made the depth decorative at the moment it matters most.

Checked on the live server: 3 to 2 to 1 to clear on the ninetieth second - and at full thickness the arm says nothing, while at partial it starts to ache.

The half of fire that is breathed

Everything on the outside of somebody is measured in hours. An airway is measured in minutes, and it happens to people who walked out of it looking fine.

It is caught in fire or lava, and there is nothing on the skin at all. The tell is the voice going, and the breathing turning fast and shallow: +12 to the rate and "shallow" on the chart.

No bottle touches it: this is swelling, not infection. And two things make it lethal, both of which the mod already had:

  • Morphine. It presses on the drive to breathe, and the mod already knew how to punish morphine on a chest that is failing. An airway that has breathed fire is such a chest. Give morphine to somebody who breathed fire and they can stop breathing altogether.
  • A face burnt through. Together with the smoke, that is what closes an airway - and a face burnt through is the oldest warning sign in the trade, which means the swelling can be seen coming rather than arriving from nowhere. Neither one alone does it.

What answers it is a pair of hands: anybody standing there can hold the airway open, over and over, for as long as it takes. There is no item for this and there will not be - the item would be a tube down the throat, and that is further than this mod goes.

The thermometer minigame is rebuilt

It was a bar that filled while the button was held. The note above it argued that waiting was the content, because a temperature cannot be hurried. That is true of the reading and not of the instrument, and it left a game with nothing in it: press, wait, let go.

A mercury thermometer asks three separate things of a pair of hands, and every one of them is something anybody who has held one remembers doing.

Shake it down

Mercury does not go back on its own. That is the whole trick of the instrument - it is why one can be taken out and read at leisure - and it is why it opens still showing the last person's fever. A thermometer that is not shaken down does not read the patient in front of you.

It is the same idea as the grime on a saw: the instrument carries the last patient into this one, nobody is told, and the fix is free and takes a second. Hold and swing - the column drops in steps, and you can see how much is left in it.

Not shaken means a band rather than a figure, and the mod says it was the last reading.

Hold it in the fold

The column climbs fast, then slower, then hardly at all - the shape mercury has.

But a body is not a table: it breathes, and the fold moves with it. Out of the fold nothing climbs. Nothing falls either, because mercury does not fall. The cost of not paying attention is time, and time is what this reading is made of.

Read the thread

The column is a hair of metal behind a lens of glass, and from almost every angle it is invisible. You turn it in the light until the thread flashes against the scale, and only then can you say the number. That is the part everybody who has held one remembers, and it is the part the old game left out entirely.

It still cannot be failed. Taken out early the figure is low; unshaken the figure is somebody else's; both come back as a band rather than a number, which is what an unreliable reading is worth.

What you can see

  • Three burns on the chart instead of one. They are three different problems - one wants nothing, one wants a jar, one wants a knife - and a single "burnt" icon hid the only part that decides anything. The deep one is the darkest mark on the chart, because that is what one looks like.
  • /triage info adds up the surface: "Burnt: 36% of the surface, worst full thickness". That is the figure that decides what happens to a burnt person, and it is the sum a medic does in the first ten seconds.
  • /triage burn <part> <0-3> instead of the old true/false.
  • The three burns on the chart are drawn as three different things. I first told them apart by colour alone - two shades of orange eight pixels across. Depth decides what a burn wants doing about it, and that is the last thing to hang on the channel people compare by looking twice. It is a small flame, a flame with blisters beside it, and a dark patch with a hard edge - not a flame at all, because that is what one through the skin looks like.
  • The thermometer and the three syringes are redrawn. The thermometer was a dashed diagonal with a red blob: a stick with a red tip. The syringes read as small bottles - no plunger, no needle. The thermometer now stands upright with its scale and its bulb, the same instrument the minigame draws, and a syringe has both of the ends it is recognised by: the thumb rest and the needle.

The body shows more

A bandage was a painted cube. A box of white wool filled with a flat colour - and it is the commonest treatment in the mod.

Now it is turns: overlapping edges at an angle, each a shade off its neighbour. And what has come through one is not a colour change, it is a blot - one thing, in one place, where the wound is. A soaked bandage has its own skin rather than the same skin in a browner tint.

And two things that could not be seen on a body at all:

  • Burns. The mod spent a whole version making them real and drew them nowhere. A burn is on the outside of somebody by definition, it has a colour, and the difference between the depths is a difference in how it looks. Red, blistered and through are three different patches on the skin.
  • A limb that has died on the body. The mark always said there or gone and never said the state between them - and that is the one with the decision in it. A limb that is gone asks nothing of anybody; one that is dying asks for a saw today. The strap that killed it has been visible for versions; now so is what it did.

All of it fits in the same long the marks travel in: forty-four of sixty-four bits were spoken for.

An allergy that arrives with the person

Rolled with the blood type and for the same reason: it is a fact about somebody rather than an event in their day, and it is wanted before a bag is opened over them.

It is one of three things in your own bag - the antibiotics, the morphine or the anaesthetic. Give it to somebody who has it and they go into anaphylaxis, which this mod has always had and has always answered with the needle it keeps for exactly that. Nothing new had to be built: what was missing was the commonest cause of it in the world, which is not a transfusion but a drug given to somebody who would have warned you.

The dose is spent. It is not a refusal - it is a treatment that went in and did the wrong thing.

And here is why it is interesting: you can ask. A conscious patient tells you what they cannot have, in the same breath as where it hurts. A patient on the floor tells you nothing - so the same dose is a treatment on a man who can talk and a killing on the same man ten minutes later. Nothing else in this mod turns on whether the patient can still answer.

The bracelet is the part I added myself

The allergy leaves a hole, and it is a real one: an unconscious patient cannot warn anybody.

That hole has a real answer and it did not have to be invented. People who cannot afford that conversation to fail wear the sentence on their wrist. It is the oldest piece of medical equipment that exists purely for communication, and it exists because of exactly the gap this mod now has.

Stamp one with your own - only your own, the item knows what the body knows - and anybody who looks at you reads it, talking or not. It treats nothing, protects against nothing, and costs two nuggets. What it is worth is decided entirely by whether somebody thinks to look before they open the bag.

The arm lands on the floor

Losing a limb here was final in the flattest possible way: the arm stopped existing the moment the saw finished. That is true of an amputation somebody chose. It is not true of the other way limbs come off - something takes one off you, and the thing it took is lying four feet away.

So it drops. It is an item: it can be picked up, carried, handed over, dropped down a hole and lost, and for a few minutes a surgeon can put it back.

What decides that is not the surgery. It is two things that happened before anybody opened a screen:

warm in a pocket 5 minutes
in water or snow three times as long

That is the real advice - a severed hand travels to hospital on ice - and it is the one thing about this everybody has heard and nobody expects a game to know.

It comes back worse than it was: weak, stiff like a set bone, and dirty, because it has been on the floor. And everybody who has the choice still takes it over a hook.

None of it makes anything survivable that was not. The stump bleeds the same, the shock arrives the same, and somebody still has to close it. What it adds is a second clock running beside the first and a decision about which to spend the minute on.

A limb that was already dead when it came off is meat. The item still drops and still says so - a puff of smoke would teach nothing, and somebody carrying a dead arm around knows exactly what they are carrying.

Worms

The commonest illness in the world and the one nobody puts in a game, because there is no scene in it. It does not burn, it opens nothing and it will not kill anybody this afternoon.

It takes: it eats before you do and drinks off the blood while it is there. What it leaves is somebody hungry, short and tired for weeks with no dramatic moment in the whole business.

Which is exactly why it belongs here: nothing else in this mod is slow.

It does not pass on its own - nothing about a parasite is self-limiting - and a bottle of antibiotics does nothing whatever for it. That is the second thing on the far side of the line the mod has spent two versions drawing. But unlike a virus it has an answer of its own, and that answer is a second card of tablets which answers nothing else.

Two cards that look alike, do different jobs and refuse each other's work is the clearest way this mod has of saying that medicine is specific.

People say things now

Everything in this mod has been told in the voice of a chart: a bone breaks and a line names the bone. That is the right voice for a readout and the wrong one for the moment itself, because the moment is not information. It is a person making a noise.

Now the worst of it comes with something said out loud, and whoever is standing near hears it (fourteen blocks). Seven occasions, twenty-nine variations: a break, a burn, an illness, a limb, a reaction to a drug, heavy bleeding, something left in them.

something went · water, water · I told you, I told you · pick it up, pick it up

Variations rather than one line apiece: the second time you hear the same six words the mod stops having a voice and starts having a string. The same line never comes twice running.

None of it is a mechanic. No line does anything. The point is that a mod about bodies with nothing to say about pain was describing bodies rather than people. As a side effect it is also a medic's first warning, and the only thing a bystander gets without walking over and opening a chart.

Its own minigame for each new item

  • The graft. The only treatment here that joins two pieces rather than repairing one, and that is different work. What decides it is not how neatly the skin was closed but whether the bone lined up before the first stitch: turn the end until marrow sits against marrow, let go, then go round the rim one stitch at a time, each where the last one left off. The grade is almost all bone - every stitch has to go in anyway, and the bone cannot be gone back over.
  • The worming tablets. Not the blister game: foil presses the same either way and there will not be a second game about foil. This is the other half - it is the tablet that will not go down a patient ill enough to need it. Crush it under a spoon until there are no lumps, then stir it into water until nothing is sitting on the bottom. Half crushed leaves grit, grit settles, and what settles is the dose nobody got.

Fixed in the shrapnel game

Two bugs, and they are the same bug twice: the fragments were placed in one geometry and reached for in another.

They were scattered by spread-across and depth-down. The forceps pivot about the mouth of the wound, which means they reach in a radius - so on a wide panel a fragment out to the side sat inside the rectangle and outside the circle. No angle would ever touch it.

The same mismatch caused the second one: bare hands could finish the whole job. Fingers were given a shorter radius while the fragments were scattered by depth, so most rolls put every one of them inside it. "Fingers reach what is near the surface and nothing else" was not a rule, it was a coin toss that mostly came up fingers.

Now they are placed the way they are reached for: an angle below the skin and a distance from the mouth. And the deepest is always further than a finger goes - bare hands can pick at the edges and never finish, which is exactly what the jaws are for.

Checked by enumeration: eight thousand rolls across four panel sizes - no fragment out of reach of the forceps, and no roll finishable with fingers alone.

Out of ten

The first question anybody in pain is asked, anywhere in the world. This mod had the second one - where it hurts - and not this one at all.

It is a third kind of reading, so there is now one of each:

a pulse a fact about a body, taken off it with two fingers
a temperature a figure from an instrument, and it costs the instrument
a score an opinion, out of somebody's mouth, and nothing can check it

So it is wrong in more ways than anything else here - and every one of those ways was already built:

  • Pills and morphine take it down without touching what is wrong.
  • Adrenaline takes it down and sends the bill twenty seconds later.
  • A hit head does not rank things, and neither does a mind that is somewhere else: both answer with a number that wanders.
  • Shock makes people quiet. The quietest casualty in the clearing is often the worst one, and that is not stoicism, it is a body shutting down.
  • A burn through the skin says nothing, because the nerves that would have reported it are part of what burnt.

Which is why you ask. A two on a heart running at a hundred and thirty is not a comfortable patient - it is one somebody has already dosed, and the mod says so to whoever asked. Four seconds of asking is cheaper than finding out with a second dose.

There is no minigame, for the same reason asking where it hurts has none: those two are the only things in this mod that are a conversation rather than a procedure.

Checked on the live server: whole - says nothing; one broken leg - 5 of 10; plus an arm and a bleed - 6, adding with diminishing returns; after painkillers - 1. A burn through the skin - nothing. The same burn plus a blistered one - 3. And a quiet patient at a pulse of 153, which is the pair the warning fires on.

Compatibility

Drops onto 1.6.0. A body saved before this version reads as it is: where the flag was, there is now a partial thickness burn - blistered, painful, answered by a salve, which is exactly what that flag always described. Reading it as anything else would either invent injuries or erase them.

Config

burns.enabled off - fire is just damage again
burns.chancePerDamage 0.08 per point of fire damage
burns.cookSeconds 30 - how long a burn goes on deciding how deep it is
burns.deepenPerSecond 0.05 a second inside that window
burns.coolBackChance 0.5 - chance one held under water comes back a step
burns.iceFactor 2.0 - how much readier a frozen burn is to go deeper
burns.fadeSeconds 90 - how long a superficial burn takes to close
burns.fluidFloor 0.15 - the share of surface at which volume starts going
burns.fluidDrainPerSecond 0.02 volume a second, per share over that floor
burns.chillPerSecond 0.004 - how fast a burnt body cools
burns.smokeChancePerSecond 0.08 a second in fire; 0 turns it off
burns.smokeSeconds 240
burns.smokeBreath 0.35

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