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0.0.4
Compatibility
Changes
0.0.4 Changelog
New Features
Durability Loss System Rework
- New Durability Loss Formula: Durability Loss = ceil( 1 + Post-Penetration Damage × (Projectile Penetration / Armor Rating) × Material Factor )
- Uses post-penetration damage (i.e., damage after full/partial/ blunt calculations), making durability loss more realistic for high-tier armor against high-damage weapons.
- Full penetration no longer has a fixed extra penalty. All modifiers are now unified through the material factor and penetration ratio.
- Minimum loss is always 1. Upper limit is controlled by maxDurabilityLoss (default 999).
Penetration Mechanics Rework
- Full Penetration: Projectile penetration ≥ Armor Level + 5 → full damage.
- Partial Penetration: Armor Level - 10 ≤ Projectile Penetration < Armor Level + 5 → chance to deal 50%~80% random damage, otherwise blunt damage.
- New config options: partialPenetrationMinRatio / partialPenetrationMaxRatio to adjust damage range (default 0.5 / 0.8).
- Blunt Damage: Projectile Penetration < Armor Level - 10 → blunt damage based on defense difference.
Ricochet System
- Armor can be configured with per-part ricochet chance (ricochet_chance). When triggered, deals only a small fraction of damage (default 10%) without consuming durability.
- New config options: enableRicochet and ricochetDamageRatio to enable/disable ricochet and adjust damage ratio.
Armor Toughness System
- Each point of toughness reduces final damage by 1%. Toughness from multiple armor pieces stacks directly.
- Toughness scales linearly with durability (0% durability → 0% toughness).
- Toughness value is displayed in tooltips (inside square brackets).
- Natural Toughness: Added natural toughness attributes for entities (head_natural_toughness, etc.), independently configurable.
Treatment Limitation for Body Part Health (Hardcore Mode)
- Severe Trauma (Trauma) effects now prevent natural or medical regeneration of the affected body part. The trauma must be treated first.
Bug Fixes
- Fixed a crash caused by duplicate UUIDs on potion effect attribute modifiers.
- Fixed medical kits being unusable when only 1 durability remained.
- Fixed oral rehydration salts being infinitely usable.
- Pain/Dizziness resistance effects now actively clear the corresponding negative effects instead of only preventing application.
- The damage threshold for potion effect application is now based on the final calculated damage (instead of raw damage).
- Visual/auditory effects of Pain and Dizziness now refresh every tick based on the player's actual effect status.
- The body part health UI is now forcibly refreshed upon player respawn.
Additional Notes
For the sake of reasonableness and authenticity . No vanilla crafting recipes are provided for medical items. If needed, please add them yourself using KubeJS, data packs, or other methods.
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:P7GACeRj:BlhLfmBj"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:P7GACeRj:BlhLfmBj"
}

