Tags
Creators
Details
1.3.3+neoforge26.3
Compatibility
Changes
First Aid New 1.3.3
The Rush and the Reckoning
Danger brings the rush. Survival brings the reckoning.
Adrenaline now follows an encounter from the first visible threat through the fight and into its aftermath. Combat pressure can relieve pain and sharpen action, but a prolonged rush may leave Fatigue once the area is safe. A full-strength Adrenaline Injector can also bring a downed player back into the fight.
Applies to all nine maintained Forge 1.20.1, Fabric, and NeoForge 1.21.1, 26.1, 26.2, and 26.3 modules. The 1.21.11 legacy modules remain unchanged.
Adrenaline and combat feedback
- Lowered the default adrenaline gain coefficient from
0.18to0.15; administrators can still tune it with/firstaid adrenaline gain <value>(legacy/firstaid suppression gainstill works). - Changed adrenaline desaturation, visual obstruction, sound muffling, and tinnitus intensity to use linear response curves. Mild mode continues to reduce feedback strength, while dynamic remains the default mode.
- Reduced per-hit adrenaline accumulation while allowing valid player attacks against neutral and hostile creatures to build adrenaline and its pain relief.
- Kept the one-second adrenaline pain-relief grace period after adrenaline reaches zero.
- Pain relief now immediately clears First Aid injury debuffs and prevents them from being reapplied while relief is active; unrelated effects with the same name remain untouched when ownership cannot be confirmed.
Adrenaline encounter and rescue update
- Stationary or embedded projectiles no longer trigger near-miss adrenaline or its client feedback; only projectiles that actually moved can do so.
- Valid player-versus-player attacks now add adrenaline, alongside attacks on hostile and neutral creatures.
- Visible hostile creatures can start an encounter; nearby creatures targeting the player or a recent nearby player attacker sustain a configurable minimum adrenaline intensity. Defaults: 16-block sight, 100-degree view, 12-block threat range, 30-second attacker memory, 0.20 minimum intensity. Existing custom attacker-memory settings are preserved.
- Medium adrenaline grants Haste I and high adrenaline also grants Strength I. Stronger or longer effects from other sources remain intact.
- After 60 continuous seconds of adrenaline, leaving all nearby threats triggers Fatigue once: Darkness I, Nausea I, Mining Fatigue I, and Weakness I for 10% of the adrenaline duration, capped at 30 seconds. The fatigue timer also counts Adrenaline Injector use; if adrenaline ends first, Fatigue waits until the area is safe.
- Administrators can configure Fatigue in the server config or with
/firstaid adrenaline fatigue on|off,threshold <seconds>, andratio <percent>;/firstaid suppression fatigueremains an alias. Disabling it prevents new episodes while active effects expire normally. - The Adrenaline Injector now immediately fills adrenaline to maximum intensity and has four uses by default, including newly crafted injectors.
- An Adrenaline Injector can rescue a downed player, restoring collapsed critical parts to 1 health and applying the full injection effect. Its wake-up delay uses the defibrillator's shortening factor.
- Fixed the client rescue prompt and hold action to recognize the Adrenaline Injector in every maintained module, including Forge 1.20.1, and play its injection sound.
- Player-facing suppression labels now read Adrenaline.
/firstaid adrenalineprovides the existing command options;/firstaid suppressionand existing configuration and save keys remain compatible.
Builds
- Updated all nine maintained artifacts to
1.3.3+<loader><minecraft-version>. - Legacy modules are excluded from this release.
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:x1iQsjpv"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:yNbhkSj2:x1iQsjpv"
}

