Tags
Creators
Details
1.3.0-patched+fabric1.21.1
Compatibility
Changes
First Aid New 1.3.0
Where the screen itself remembers what the body endures.
Applies to:
firstaid-1.3.0+fabric1.21.1firstaid-1.3.0+fabric26.2firstaid-1.3.0+neoforge1.21.1firstaid-1.3.0+neoforge26.2firstaid-1.3.0+forge1.20.1
Highlights
This release is less about adding another syringe and more about making every heartbeat, near-miss, and dose read on the glass of the screen. Pain no longer telegraphs itself as a flat filter; morphine no longer arrives as a binary wash; suppression no longer collapses into a single gray shrug. The battlefield is graded again—soft where it should be soft, brutal where it should be brutal.
Added
- Composite pain / color post-processing on classic loaders (Forge 1.20.1, Fabric/NeoForge 1.21.1): saturation grading and radial blur now share one chain, so morphine color and pain warp can coexist instead of fighting over a single slot.
- Tiered morphine saturation and suppression desaturation on 26.2 loaders, with multi-pass desat + blur so high suppression still feels sharp and gray without erasing depth.
- Continuous gray-white suppression rim: edge wash and soft ash scale with suppression strength, so low, mid, and high pressure are legible at a glance.
- Hit-frequency red pulse vignette restored as a separate injury language—impact paints the frame; lingering pain keeps the blur.
- Adrenaline rush blur: while the adrenaline injector’s combat package is active, screen blur locks to moderate pain strength (pain level 2), even under painkillers.
- Milk-safe addiction feedback utilities and hardened milk hooks so FirstAid model state and vanilla cures stay in step.
Changed
- Morphine Injector recipe now costs two Morphine (plus iron, redstone, and a glass bottle). Concentrated mercy is no longer a one-pill craft.
- Morphine saturation fades with remaining duration (smoothstep), so the last minutes of relief feel different from the first.
- Suppression desaturation is stronger at peak and slower to ramp, with clear steps between mild, medium, and heavy pressure.
- Suppression always contributes a pain-like radial blur (weaker than injury pain), not only edge vignette.
- Suppression intensity decays more slowly, and high suppression can still ring with tinnitus; BGM detune remains tied to high addiction + withdrawal rather than every near-miss.
- Addiction rise / ultra-rise icons no longer sit on top of active morphine (or its activation delay). The addiction value still climbs; the treatment itself no longer looks like a drug crash.
- Milk clears morphine fully—effect, pending activation, model ticks—and resyncs the client so HUD and reality agree.
- Config polish: pain blur toggle, optional hide of player-model status lines, admin-focused addiction query, and related command tip text.
- Default suppression mode is now
mild(lowSuppressionEnabled = true), equivalent to/firstaid suppression mild. Use/firstaid suppression dynamicfor full-strength near-miss pressure.
Fixed
- Classic loaders where suppression desaturation never appeared or stuck at a default saturation boost when uniforms failed to apply.
- 26.2 post effects where color tiers preempted blur entirely during suppression or morphine.
- Sticky morphine after milk (
00:00leftovers, half-cleared model state). - Harmful addiction status icons reapplying every tick during an active morphine dose.
- Withdrawal checks firing during morphine activation delay as if the patient were already dry.
- NeoForge 26.2+ crash (NoClassDefFoundError for removed
PlayerInteractEvent.EntityInteractSpecificevent; replaced by modernPlayerInteractEvent.Action.RIGHT_CLICK_ENTITYsince 1.20.1). Fixes GitHub issue #6.
Crafting note
M M I
R B I
I
M = Morphine ×2 · I = Iron Ingot · R = Redstone · B = Glass Bottle
→ Morphine Injector (2 uses)
Closing
1.3.0 is the release that treats the HUD like a nervous system: graded, interruptible, and occasionally cruel. Take the syringe when you must—just remember it costs two pills now, and the world will still go a little soft around the edges when the adrenaline hits.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:yNbhkSj2:lwBMWn19"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:yNbhkSj2:lwBMWn19"
}

