All Mods Resource Packs Data Packs Shaders Modpacks Plugins
FIrst Aid New

FIrst Aid New

by maoruiqa • Downloads: 0 • Followers: 0
Description
Gallery
Changelog
Versions

First Aid New

First Aid New is a multi-loader port of ichttt’s classic First Aid, rebuilt for modern Minecraft. It replaces the single vanilla health bar with per-body-part damage, injury debuffs, timed medicine, unconsciousness and rescue, and a full client feedback layer—pain, adrenaline, heartbeat audio, and HUD overlays that make survival feel physical again.

Original project: First Aid on CurseForge


1.3.3 — The Rush and the Reckoning

First Aid New 1.3.3 — The Rush and the Reckoning concept poster

Danger brings the rush. Survival brings the reckoning.

1.3.3 turns adrenaline into a complete encounter cycle. Seeing a hostile creature, fighting, or narrowly avoiding a moving projectile can raise it; sustained pressure brings pain relief and combat boosts. Once the threat is gone, a long rush can give way to Fatigue. The Adrenaline Injector now delivers a full rush and can rescue a downed player. Recent releases also brought more responsive pain, self-defibrillator rescue on supported builds, and adjustable medicine and crafting.

What's new

  • Adrenaline that follows danger: Visible hostiles, nearby attackers, valid attacks, and moving projectile near misses can build pressure. Feedback now scales linearly, while medium and high adrenaline grant Haste I and Strength I respectively.
  • Relief with an aftermath: Adrenaline pain relief clears First Aid injury debuffs while active. After 60 continuous seconds of adrenaline, leaving danger can trigger a short Fatigue episode; server owners can configure it.
  • A stronger last resort: Adrenaline Injectors fill the meter, have four uses by default, and can revive a downed player. Defibrillators can also be used for self-revival while downed.
  • Medicine and crafting controls: 1.3.2 added commands for addiction gain, recipe yields, and newly crafted device uses on supported modules; Bandages and Plaster now craft four by default there.
  • Clearer pain and audio: Recent hits create a short pain spike over ongoing injury pain, while rescue and respawn clear lingering heartbeat and ringing sounds.
  • Maintenance fixes: 26.2 post-processing shaders no longer import an unused uniform block; poison and Wither each trigger tinnitus once per effect episode; and medicine-use loops are cleaned up across the maintained loaders.

Supported builds (1.3.3)

Artifact Loader Minecraft
firstaid-1.3.3+forge1.20.1 Forge 1.20.1
firstaid-1.3.3+fabric1.21.1 Fabric 1.21.1
firstaid-1.3.3+neoforge1.21.1 NeoForge 1.21.1
firstaid-1.3.3+fabric26.2 Fabric 26.2
firstaid-1.3.3+neoforge26.2 NeoForge 26.2
firstaid-1.3.3+fabric26.3 Fabric 26.3
firstaid-1.3.3+neoforge26.3 NeoForge 26.3

The 1.21.11 and 26.1 modules are legacy-only and no longer supported.

Full notes: 1.3.3 · 1.3.2 · 1.3.1


Features

  • Locational health — head, body, arms, legs, feet; each with its own pool and overflow rules
  • Injury debuffs — limb damage that changes how you move, dig, and fight
  • Medicine with pacing — bandages, plaster, painkillers, morphine, injectors; activation delay and heal-over-time
  • Unconsciousness & rescue — critical downs, give-up flow, Adrenaline Injector rescue, and self-revival with a defibrillator
  • Adrenaline — encounters, attacks, and moving projectile near misses drive combat feedback, pain relief, and post-combat Fatigue
  • Opioid addiction — hidden addiction value, withdrawal episodes, status icons
  • Client feedback — pain blur, hit red pulse, morphine color grade, adrenaline rush blur, heartbeat audio
  • Public extension API — third-party treatment items and medicines

Screenshots

Deal with the Devil — 1.3.0 poster

Pain effect

UI health view

Unconsciousness


Extension API

Third-party mods can register custom treatment items and direct-use medicines:


Command Setup Guide

Players with OP (or sufficient permission) receive a compact First Aid command tip on join. In the tip:

  • Click a bracketed command to prefill chat
  • Hover for what it changes and a starter syntax

Quick start

/firstaid pain dynamic
/firstaid adrenaline mild
/firstaid medicineeffect assisted
  • pain dynamic — pain feedback follows injury severity
  • adrenaline mild — softer adrenaline feedback (dynamic is the default)
  • medicineeffect assisted — paced medicine without full realistic harshness

Common commands

Pain

/firstaid pain dynamic
/firstaid pain mild

Adrenaline

/firstaid adrenaline dynamic
/firstaid adrenaline mild
/firstaid adrenaline off

Legacy /firstaid suppression commands remain available for existing server scripts.

/firstaid adrenaline fatigue on
/firstaid adrenaline fatigue threshold 60
/firstaid adrenaline fatigue ratio 10
/firstaid adrenaline gain 0.15

Random damage

/firstaid randomdamage friendly chance 80
/firstaid randomdamage normal

Medicine timing

/firstaid medicineeffect realistic
/firstaid medicineeffect assisted
/firstaid medicineeffect casual

Rescue wake-up delay

/firstaid revivewakeup on 15
/firstaid revivewakeup off

Injury debuffs

/firstaid injurydebuff normal
/firstaid injurydebuff low
/firstaid injurydebuff off
/firstaid injurydebuff minecraft:slowness off

Addiction (admin)

/firstaid addiction set @s 0

Querying another player’s addiction is admin-only; operators can set values for balance testing.

Medicine and crafting (admin)

/firstaid addiction gain morphine
/firstaid crafting yield bandage 4
/firstaid crafting durability adrenaline_injector 4

Recommended presets

Survival-oriented

/firstaid pain dynamic
/firstaid adrenaline dynamic
/firstaid medicineeffect realistic
/firstaid revivewakeup on 15
/firstaid injurydebuff normal

Balanced

/firstaid pain dynamic
/firstaid adrenaline mild
/firstaid medicineeffect assisted
/firstaid revivewakeup on 15
/firstaid injurydebuff low

Casual

/firstaid pain mild
/firstaid adrenaline mild
/firstaid medicineeffect casual
/firstaid revivewakeup off
/firstaid injurydebuff low

Debug

/damagePart is for testing locational damage, not normal play:

/damagePart HEAD 4
/damagePart HEAD 4 nodebuff

Morphine Injector craft

M M I
R B I
  I
  • M — Morphine ×2
  • I — Iron Ingot
  • R — Redstone
  • B — Glass Bottle

→ Morphine Injector (2 uses)


Building

Each loader folder under this repository is its own Gradle project. From a module root (example: forge1.20.1):

.\gradlew.bat build

Runnable jars are written to that module’s build/libs/ and, for releases, collected under release/.

Maintained module roots:

  • forge1.20.1
  • fabric1.21.1
  • neoforge1.21.1
  • fabric26.2
  • neoforge26.2
  • fabric26.3
  • neoforge26.3

Credits & License

  • Based on First Aid by ichttt
  • This port is distributed under GPL-3.0, consistent with the original project

Repository: maoruiQa/FIrst-Aid-New

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.3
Neoforge
15d ago 1
26.2
Neoforge
15d ago 1
1.21.x
Neoforge
15d ago 1
1.20.1
Forge
15d ago 1
26.3
Fabric
15d ago 1
26.2
Fabric
15d ago 1
1.21.1
Fabric
15d ago 1
26.3
Neoforge
29d ago 1
26.2
Neoforge
29d ago 1
1.21.x
Neoforge
29d ago 1
1.20.1
Forge
29d ago 1
26.3
Fabric
29d ago 1
26.2
Fabric
29d ago 1
1.21.1
Fabric
29d ago 1
26.3
Neoforge
1mo ago 1
26.2
Neoforge
1mo ago 1
1.21.x
Neoforge
1mo ago 1
1.20.1
Forge
1mo ago 1
26.3
Fabric
1mo ago 1
26.2
Fabric
1mo ago 1
1.21.1
Fabric
1mo ago 1
26.3
Fabric
1mo ago 1
26.3
Neoforge
1mo ago 1
26.2
Neoforge
2mo ago 1
1.21.x
Neoforge
2mo ago 1
1.20.1
Forge
2mo ago 1
26.2
Fabric
2mo ago 1
1.21.1
Fabric
2mo ago 1
1.20.1
Forge
2mo ago 1
26.2
Neoforge
2mo ago 1
1.21.x
Neoforge
2mo ago 1
26.2
Fabric
2mo ago 1
1.21.1
Fabric
2mo ago 1
1.21.1
Fabric
3mo ago 1
26.2
Neoforge
3mo ago 1
1.21.x
Neoforge
3mo ago 1
1.20.1
Forge
3mo ago 1
26.2
Fabric
3mo ago 1
1.21.1
Fabric
3mo ago 1
26.2
Neoforge
4mo ago 1
26.1.x
Neoforge
4mo ago 1
1.21.x
Neoforge
4mo ago 1
1.20.1
Forge
4mo ago 1
26.2
Fabric
4mo ago 1
26.1.x
Fabric
4mo ago 1
1.21.1
Fabric
4mo ago 1
26.2
Neoforge
4mo ago 1
26.1.x
Neoforge
4mo ago 1
1.21.x
Neoforge
4mo ago 1
1.20.1
Forge
4mo ago 1
26.2
Fabric
4mo ago 1
26.1.x
Fabric
4mo ago 1
1.21.1
Fabric
4mo ago 1
26.1.x
Neoforge
5mo ago 1
1.21.x
Neoforge
5mo ago 1
1.20.1
Forge
5mo ago 1
26.1.x
Fabric
5mo ago 1
1.21.1
Fabric
5mo ago 1
1.21.x
Neoforge
5mo ago 1
1.20.1
Forge
5mo ago 1
26.1.x
Fabric
5mo ago 1
26.1.x
Neoforge
5mo ago 1
26.1.x
Neoforge
5mo ago 1
1.21.11
Neoforge
5mo ago 1
1.21.x
Neoforge
5mo ago 1
1.20.1
Forge
5mo ago 1
26.1.x
Fabric
5mo ago 1
1.21.11
Fabric
5mo ago 1
1.21.1
Fabric
5mo ago 1
1.20.1
Forge
6mo ago 1
1.21.1
Fabric
6mo ago 1
26.1.x
Fabric
6mo ago 1
1.21.11
Neoforge
6mo ago 1
1.21.11
Fabric
6mo ago 1
26.1.x
Fabric
6mo ago 1
1.21.1
Fabric
6mo ago 1
26.1.x
Neoforge
6mo ago 1
1.21.x
Neoforge
6mo ago 1
1.20.1
Forge
6mo ago 1
1.21.1
Fabric
6mo ago 1
26.1.x
Fabric
6mo ago 1
1.20.1
Forge
6mo ago 1
1.21.x
Neoforge
6mo ago 1
26.1.x
Neoforge
6mo ago 1
1.21.1
Fabric
6mo ago 1
1.21.11
Fabric
6mo ago 1
26.1.x
Fabric
6mo ago 1
1.20.1
Forge
6mo ago 1
1.21.x
Neoforge
6mo ago 1
1.21.11
Neoforge
6mo ago 1
26.1.x
Neoforge
6mo ago 1
26.1.x
Neoforge
6mo ago 1
1.21.11
Neoforge
6mo ago 1
1.21.x
Neoforge
6mo ago 1
1.20.1
Forge
6mo ago 1
26.1.x
Fabric
6mo ago 1
1.21.11
Fabric
6mo ago 1
1.21.1
Fabric
6mo ago 1
1.20.1
Forge
7mo ago 1
1.21.11
Fabric
7mo ago 1
1.21.1
Fabric
7mo ago 1
1.21.x
Neoforge
7mo ago 1
1.20.1
Forge
7mo ago 1
26.1
Neoforge
7mo ago 1
26.1
Fabric
7mo ago 1
1.21.11
Neoforge
7mo ago 1
1.21.x
Neoforge
7mo ago 1
1.21.11
Fabric
7mo ago 1
1.21.1
Fabric
7mo ago 1
1.21.1
Fabric
8mo ago 1
1.21.11
Fabric
8mo ago 1
1.21.11
Neoforge
8mo ago 1
1.21.1
Neoforge
8mo ago 1
# First Aid New 1.3.4

Refined combat feedback, damage and healing fixes, and server setup controls.

Applies to all seven maintained builds: Forge 1.20.1, Fabric and NeoForge 1.21.1, 26.2, and 26.3. Minecraft 26.1 and 1.21.11 modules remain legacy-only and are excluded.

## Tinnitus and injury feedback

  • Added personal /firstaid tinnitus controls for every player, without OP permission: query settings, turn ringing on or off, and set duration from 1% to 400% (75% by default). Settings save immediately; join messages include the command.
  • Adrenaline and near misses no longer trigger tinnitus. New head injuries trigger it when damage exceeds 4 health points or remaining head health is at most 40%, with a 10-second cooldown and a shorter, quieter cue. Explosion, poison, Wither, and morphine triggers remain.
  • Ringing fades to silence over its final 2 seconds, or its full duration when shorter. Expiry and cancellation prevent loop replay; pause, death, disconnect, world changes, and disabling sounds clear it immediately.
  • Replaced recurring head/torso injury nausea with short Mining Fatigue, Blindness, Darkness, and Slowness effects based on hit strength or remaining part health. Effects require new damage, respect a 4-second cooldown, and ignore fully absorbed hits. Torso Weakness clears after healing to 30%; poison and withdrawal nausea remain.
  • Smoothed pain-blur changes during injury, healing, relief, and tier transitions with tick-to-frame interpolation. The 26.2/26.3 post-processing graphs update blur uniforms each frame and keep the fading blur pass during morphine color effects.
  • Reduced adrenaline camera sway and near-miss kicks, added centered pressure-scaled roll, and removed adrenaline/near-miss FOV narrowing. Fabric and NeoForge overlays use matching parameters without duplicate NeoForge HUD rendering.
  • Adrenaline heartbeat starts above 5% pressure, scales its volume and speed with pressure, and fades for 3 seconds after pressure ends. Critical head/torso injury still triggers heartbeat; rescue, death, and disconnect clear it.
  • Registered the wounds and give-up key mappings on Fabric 26.2/26.3.

## Adrenaline balance

  • Added visible Adrenaline Speed, Adrenaline Attack Speed, and Adrenaline Strength effects at levels I–V, beginning at 20%, 35%, 50%, 65%, and 80% pressure. Movement and attack speed gain 4% per level; Strength adds 0.6 attack damage per level. Corresponding external effects prevent stacking, and severe injuries still restrict combat bonuses.
  • Pressure gains diminish as the meter fills. Near-miss gain is halved, and melee hits gain about 10% more pressure than ranged hits.
  • Nearby attackers replenish pressure once per second, with recovery and its ceiling scaling up to six threats. Recovery respects a 2-second delay after injury and does not prolong pressure above its encounter ceiling.
  • Actual injury removes 2 percentage points of pressure per heart lost, capped at 10 points per hit. Absorbed or cancelled hits remove none.
  • Nearby threats slow post-hold pressure decay by 60%, from 7.5 to 3 percentage points per second with default settings.
  • Added adrenalineReliefMultiplier (default 1.7, range 0–2) for injury-debuff and pain-FOV relief. Below 20% pressure, ordinary injury rules remain; at higher pressure, eligible thresholds decrease and debuffs are capped at level I. Pain blur and drug relief keep their existing scaling.
  • Adrenaline Injectors immediately sync full pressure and hold it for 15 seconds. Movement, attack speed, and strength now come from pressure; injectors retain Absorption II, brief regeneration, and rescue, but no longer grant or extend Painkiller or separate Speed/Haste/Strength effects.
  • Existing encounter Fatigue settings and legacy /firstaid suppression aliases remain available.

## Damage, absorption, and healing

  • Unified absorption into the vanilla player shield rather than separate body-part pools. Fully absorbed hits do not trigger injury feedback or consume adrenaline. The HUD shows shared absorption as gold hearts, including fractional hearts and hardcore sprites.
  • Fixed damage overflow so cumulative attenuation cannot fall below 50% of the original damage and alternate transfer paths cannot compound attenuation incorrectly.
  • Ender pearl damage now chooses a random body part for each damage point, including fractional remainders, instead of concentrating it in a single target.
  • Preserved fractional healing and redistributed available healing without wasting it on healthy parts; regeneration effects now heal the body-part model directly.
  • Retired legacy part-absorption save/wire fields. Forge's network protocol is now 7.0; use matching First Aid versions on the client and server.

## Administrator controls

  • Added /firstaid health <part> [value] across all maintained modules. Omit the value to query, or set a base maximum from 2 to 12 health points. Changes save and sync online players while preserving injuries and treatment; lowering caps clamps current health, and raising caps does not heal.
  • Added /firstaid reset to restore all First Aid server defaults, persist and sync settings, refresh online health caps and gameplay state, and reload crafting recipes. Player injuries, addiction, and personal client settings are preserved. Busy and reload-failure states report errors.
  • Added Forge 1.20.1 parity for realistic, assisted, and casual medicine modes and normal, low, and off injury-debuff modes, including config synchronization and command tips.

## Builds

  • Published 1.3.4+<loader><minecraft-version> installable mod JARs for the seven maintained modules in release/.
  • Source and development JARs are excluded from the release artifacts.
  • Added and extended focused checks for tinnitus lifetime, smooth blur, absorption, damage/healing conservation, medical modes, and health/reset commands.
# First Aid New 1.3.4

Refined combat feedback, damage and healing fixes, and server setup controls.

Applies to all seven maintained builds: Forge 1.20.1, Fabric and NeoForge 1.21.1, 26.2, and 26.3. Minecraft 26.1 and 1.21.11 modules remain legacy-only and are excluded.

## Tinnitus and injury feedback

  • Added personal /firstaid tinnitus controls for every player, without OP permission: query settings, turn ringing on or off, and set duration from 1% to 400% (75% by default). Settings save immediately; join messages include the command.
  • Adrenaline and near misses no longer trigger tinnitus. New head injuries trigger it when damage exceeds 4 health points or remaining head health is at most 40%, with a 10-second cooldown and a shorter, quieter cue. Explosion, poison, Wither, and morphine triggers remain.
  • Ringing fades to silence over its final 2 seconds, or its full duration when shorter. Expiry and cancellation prevent loop replay; pause, death, disconnect, world changes, and disabling sounds clear it immediately.
  • Replaced recurring head/torso injury nausea with short Mining Fatigue, Blindness, Darkness, and Slowness effects based on hit strength or remaining part health. Effects require new damage, respect a 4-second cooldown, and ignore fully absorbed hits. Torso Weakness clears after healing to 30%; poison and withdrawal nausea remain.
  • Smoothed pain-blur changes during injury, healing, relief, and tier transitions with tick-to-frame interpolation. The 26.2/26.3 post-processing graphs update blur uniforms each frame and keep the fading blur pass during morphine color effects.
  • Reduced adrenaline camera sway and near-miss kicks, added centered pressure-scaled roll, and removed adrenaline/near-miss FOV narrowing. Fabric and NeoForge overlays use matching parameters without duplicate NeoForge HUD rendering.
  • Adrenaline heartbeat starts above 5% pressure, scales its volume and speed with pressure, and fades for 3 seconds after pressure ends. Critical head/torso injury still triggers heartbeat; rescue, death, and disconnect clear it.
  • Registered the wounds and give-up key mappings on Fabric 26.2/26.3.

## Adrenaline balance

  • Added visible Adrenaline Speed, Adrenaline Attack Speed, and Adrenaline Strength effects at levels I–V, beginning at 20%, 35%, 50%, 65%, and 80% pressure. Movement and attack speed gain 4% per level; Strength adds 0.6 attack damage per level. Corresponding external effects prevent stacking, and severe injuries still restrict combat bonuses.
  • Pressure gains diminish as the meter fills. Near-miss gain is halved, and melee hits gain about 10% more pressure than ranged hits.
  • Nearby attackers replenish pressure once per second, with recovery and its ceiling scaling up to six threats. Recovery respects a 2-second delay after injury and does not prolong pressure above its encounter ceiling.
  • Actual injury removes 2 percentage points of pressure per heart lost, capped at 10 points per hit. Absorbed or cancelled hits remove none.
  • Nearby threats slow post-hold pressure decay by 60%, from 7.5 to 3 percentage points per second with default settings.
  • Added adrenalineReliefMultiplier (default 1.7, range 0–2) for injury-debuff and pain-FOV relief. Below 20% pressure, ordinary injury rules remain; at higher pressure, eligible thresholds decrease and debuffs are capped at level I. Pain blur and drug relief keep their existing scaling.
  • Adrenaline Injectors immediately sync full pressure and hold it for 15 seconds. Movement, attack speed, and strength now come from pressure; injectors retain Absorption II, brief regeneration, and rescue, but no longer grant or extend Painkiller or separate Speed/Haste/Strength effects.
  • Existing encounter Fatigue settings and legacy /firstaid suppression aliases remain available.

## Damage, absorption, and healing

  • Unified absorption into the vanilla player shield rather than separate body-part pools. Fully absorbed hits do not trigger injury feedback or consume adrenaline. The HUD shows shared absorption as gold hearts, including fractional hearts and hardcore sprites.
  • Fixed damage overflow so cumulative attenuation cannot fall below 50% of the original damage and alternate transfer paths cannot compound attenuation incorrectly.
  • Ender pearl damage now chooses a random body part for each damage point, including fractional remainders, instead of concentrating it in a single target.
  • Preserved fractional healing and redistributed available healing without wasting it on healthy parts; regeneration effects now heal the body-part model directly.
  • Retired legacy part-absorption save/wire fields. Forge's network protocol is now 7.0; use matching First Aid versions on the client and server.

## Administrator controls

  • Added /firstaid health <part> [value] across all maintained modules. Omit the value to query, or set a base maximum from 2 to 12 health points. Changes save and sync online players while preserving injuries and treatment; lowering caps clamps current health, and raising caps does not heal.
  • Added /firstaid reset to restore all First Aid server defaults, persist and sync settings, refresh online health caps and gameplay state, and reload crafting recipes. Player injuries, addiction, and personal client settings are preserved. Busy and reload-failure states report errors.
  • Added Forge 1.20.1 parity for realistic, assisted, and casual medicine modes and normal, low, and off injury-debuff modes, including config synchronization and command tips.

## Builds

  • Published 1.3.4+<loader><minecraft-version> installable mod JARs for the seven maintained modules in release/.
  • Source and development JARs are excluded from the release artifacts.
  • Added and extended focused checks for tinnitus lifetime, smooth blur, absorption, damage/healing conservation, medical modes, and health/reset commands.
# First Aid New 1.3.4

Refined combat feedback, damage and healing fixes, and server setup controls.

Applies to all seven maintained builds: Forge 1.20.1, Fabric and NeoForge 1.21.1, 26.2, and 26.3. Minecraft 26.1 and 1.21.11 modules remain legacy-only and are excluded.

## Tinnitus and injury feedback

  • Added personal /firstaid tinnitus controls for every player, without OP permission: query settings, turn ringing on or off, and set duration from 1% to 400% (75% by default). Settings save immediately; join messages include the command.
  • Adrenaline and near misses no longer trigger tinnitus. New head injuries trigger it when damage exceeds 4 health points or remaining head health is at most 40%, with a 10-second cooldown and a shorter, quieter cue. Explosion, poison, Wither, and morphine triggers remain.
  • Ringing fades to silence over its final 2 seconds, or its full duration when shorter. Expiry and cancellation prevent loop replay; pause, death, disconnect, world changes, and disabling sounds clear it immediately.
  • Replaced recurring head/torso injury nausea with short Mining Fatigue, Blindness, Darkness, and Slowness effects based on hit strength or remaining part health. Effects require new damage, respect a 4-second cooldown, and ignore fully absorbed hits. Torso Weakness clears after healing to 30%; poison and withdrawal nausea remain.
  • Smoothed pain-blur changes during injury, healing, relief, and tier transitions with tick-to-frame interpolation. The 26.2/26.3 post-processing graphs update blur uniforms each frame and keep the fading blur pass during morphine color effects.
  • Reduced adrenaline camera sway and near-miss kicks, added centered pressure-scaled roll, and removed adrenaline/near-miss FOV narrowing. Fabric and NeoForge overlays use matching parameters without duplicate NeoForge HUD rendering.
  • Adrenaline heartbeat starts above 5% pressure, scales its volume and speed with pressure, and fades for 3 seconds after pressure ends. Critical head/torso injury still triggers heartbeat; rescue, death, and disconnect clear it.
  • Registered the wounds and give-up key mappings on Fabric 26.2/26.3.

## Adrenaline balance

  • Added visible Adrenaline Speed, Adrenaline Attack Speed, and Adrenaline Strength effects at levels I–V, beginning at 20%, 35%, 50%, 65%, and 80% pressure. Movement and attack speed gain 4% per level; Strength adds 0.6 attack damage per level. Corresponding external effects prevent stacking, and severe injuries still restrict combat bonuses.
  • Pressure gains diminish as the meter fills. Near-miss gain is halved, and melee hits gain about 10% more pressure than ranged hits.
  • Nearby attackers replenish pressure once per second, with recovery and its ceiling scaling up to six threats. Recovery respects a 2-second delay after injury and does not prolong pressure above its encounter ceiling.
  • Actual injury removes 2 percentage points of pressure per heart lost, capped at 10 points per hit. Absorbed or cancelled hits remove none.
  • Nearby threats slow post-hold pressure decay by 60%, from 7.5 to 3 percentage points per second with default settings.
  • Added adrenalineReliefMultiplier (default 1.7, range 0–2) for injury-debuff and pain-FOV relief. Below 20% pressure, ordinary injury rules remain; at higher pressure, eligible thresholds decrease and debuffs are capped at level I. Pain blur and drug relief keep their existing scaling.
  • Adrenaline Injectors immediately sync full pressure and hold it for 15 seconds. Movement, attack speed, and strength now come from pressure; injectors retain Absorption II, brief regeneration, and rescue, but no longer grant or extend Painkiller or separate Speed/Haste/Strength effects.
  • Existing encounter Fatigue settings and legacy /firstaid suppression aliases remain available.

## Damage, absorption, and healing

  • Unified absorption into the vanilla player shield rather than separate body-part pools. Fully absorbed hits do not trigger injury feedback or consume adrenaline. The HUD shows shared absorption as gold hearts, including fractional hearts and hardcore sprites.
  • Fixed damage overflow so cumulative attenuation cannot fall below 50% of the original damage and alternate transfer paths cannot compound attenuation incorrectly.
  • Ender pearl damage now chooses a random body part for each damage point, including fractional remainders, instead of concentrating it in a single target.
  • Preserved fractional healing and redistributed available healing without wasting it on healthy parts; regeneration effects now heal the body-part model directly.
  • Retired legacy part-absorption save/wire fields. Forge's network protocol is now 7.0; use matching First Aid versions on the client and server.

## Administrator controls

  • Added /firstaid health <part> [value] across all maintained modules. Omit the value to query, or set a base maximum from 2 to 12 health points. Changes save and sync online players while preserving injuries and treatment; lowering caps clamps current health, and raising caps does not heal.
  • Added /firstaid reset to restore all First Aid server defaults, persist and sync settings, refresh online health caps and gameplay state, and reload crafting recipes. Player injuries, addiction, and personal client settings are preserved. Busy and reload-failure states report errors.
  • Added Forge 1.20.1 parity for realistic, assisted, and casual medicine modes and normal, low, and off injury-debuff modes, including config synchronization and command tips.

## Builds

  • Published 1.3.4+<loader><minecraft-version> installable mod JARs for the seven maintained modules in release/.
  • Source and development JARs are excluded from the release artifacts.
  • Added and extended focused checks for tinnitus lifetime, smooth blur, absorption, damage/healing conservation, medical modes, and health/reset commands.
# First Aid New 1.3.4

Refined combat feedback, damage and healing fixes, and server setup controls.

Applies to all seven maintained builds: Forge 1.20.1, Fabric and NeoForge 1.21.1, 26.2, and 26.3. Minecraft 26.1 and 1.21.11 modules remain legacy-only and are excluded.

## Tinnitus and injury feedback

  • Added personal /firstaid tinnitus controls for every player, without OP permission: query settings, turn ringing on or off, and set duration from 1% to 400% (75% by default). Settings save immediately; join messages include the command.
  • Adrenaline and near misses no longer trigger tinnitus. New head injuries trigger it when damage exceeds 4 health points or remaining head health is at most 40%, with a 10-second cooldown and a shorter, quieter cue. Explosion, poison, Wither, and morphine triggers remain.
  • Ringing fades to silence over its final 2 seconds, or its full duration when shorter. Expiry and cancellation prevent loop replay; pause, death, disconnect, world changes, and disabling sounds clear it immediately.
  • Replaced recurring head/torso injury nausea with short Mining Fatigue, Blindness, Darkness, and Slowness effects based on hit strength or remaining part health. Effects require new damage, respect a 4-second cooldown, and ignore fully absorbed hits. Torso Weakness clears after healing to 30%; poison and withdrawal nausea remain.
  • Smoothed pain-blur changes during injury, healing, relief, and tier transitions with tick-to-frame interpolation. The 26.2/26.3 post-processing graphs update blur uniforms each frame and keep the fading blur pass during morphine color effects.
  • Reduced adrenaline camera sway and near-miss kicks, added centered pressure-scaled roll, and removed adrenaline/near-miss FOV narrowing. Fabric and NeoForge overlays use matching parameters without duplicate NeoForge HUD rendering.
  • Adrenaline heartbeat starts above 5% pressure, scales its volume and speed with pressure, and fades for 3 seconds after pressure ends. Critical head/torso injury still triggers heartbeat; rescue, death, and disconnect clear it.
  • Registered the wounds and give-up key mappings on Fabric 26.2/26.3.

## Adrenaline balance

  • Added visible Adrenaline Speed, Adrenaline Attack Speed, and Adrenaline Strength effects at levels I–V, beginning at 20%, 35%, 50%, 65%, and 80% pressure. Movement and attack speed gain 4% per level; Strength adds 0.6 attack damage per level. Corresponding external effects prevent stacking, and severe injuries still restrict combat bonuses.
  • Pressure gains diminish as the meter fills. Near-miss gain is halved, and melee hits gain about 10% more pressure than ranged hits.
  • Nearby attackers replenish pressure once per second, with recovery and its ceiling scaling up to six threats. Recovery respects a 2-second delay after injury and does not prolong pressure above its encounter ceiling.
  • Actual injury removes 2 percentage points of pressure per heart lost, capped at 10 points per hit. Absorbed or cancelled hits remove none.
  • Nearby threats slow post-hold pressure decay by 60%, from 7.5 to 3 percentage points per second with default settings.
  • Added adrenalineReliefMultiplier (default 1.7, range 0–2) for injury-debuff and pain-FOV relief. Below 20% pressure, ordinary injury rules remain; at higher pressure, eligible thresholds decrease and debuffs are capped at level I. Pain blur and drug relief keep their existing scaling.
  • Adrenaline Injectors immediately sync full pressure and hold it for 15 seconds. Movement, attack speed, and strength now come from pressure; injectors retain Absorption II, brief regeneration, and rescue, but no longer grant or extend Painkiller or separate Speed/Haste/Strength effects.
  • Existing encounter Fatigue settings and legacy /firstaid suppression aliases remain available.

## Damage, absorption, and healing

  • Unified absorption into the vanilla player shield rather than separate body-part pools. Fully absorbed hits do not trigger injury feedback or consume adrenaline. The HUD shows shared absorption as gold hearts, including fractional hearts and hardcore sprites.
  • Fixed damage overflow so cumulative attenuation cannot fall below 50% of the original damage and alternate transfer paths cannot compound attenuation incorrectly.
  • Ender pearl damage now chooses a random body part for each damage point, including fractional remainders, instead of concentrating it in a single target.
  • Preserved fractional healing and redistributed available healing without wasting it on healthy parts; regeneration effects now heal the body-part model directly.
  • Retired legacy part-absorption save/wire fields. Forge's network protocol is now 7.0; use matching First Aid versions on the client and server.

## Administrator controls

  • Added /firstaid health <part> [value] across all maintained modules. Omit the value to query, or set a base maximum from 2 to 12 health points. Changes save and sync online players while preserving injuries and treatment; lowering caps clamps current health, and raising caps does not heal.
  • Added /firstaid reset to restore all First Aid server defaults, persist and sync settings, refresh online health caps and gameplay state, and reload crafting recipes. Player injuries, addiction, and personal client settings are preserved. Busy and reload-failure states report errors.
  • Added Forge 1.20.1 parity for realistic, assisted, and casual medicine modes and normal, low, and off injury-debuff modes, including config synchronization and command tips.

## Builds

  • Published 1.3.4+<loader><minecraft-version> installable mod JARs for the seven maintained modules in release/.
  • Source and development JARs are excluded from the release artifacts.
  • Added and extended focused checks for tinnitus lifetime, smooth blur, absorption, damage/healing conservation, medical modes, and health/reset commands.
# First Aid New 1.3.4

Refined combat feedback, damage and healing fixes, and server setup controls.

Applies to all seven maintained builds: Forge 1.20.1, Fabric and NeoForge 1.21.1, 26.2, and 26.3. Minecraft 26.1 and 1.21.11 modules remain legacy-only and are excluded.

## Tinnitus and injury feedback

  • Added personal /firstaid tinnitus controls for every player, without OP permission: query settings, turn ringing on or off, and set duration from 1% to 400% (75% by default). Settings save immediately; join messages include the command.
  • Adrenaline and near misses no longer trigger tinnitus. New head injuries trigger it when damage exceeds 4 health points or remaining head health is at most 40%, with a 10-second cooldown and a shorter, quieter cue. Explosion, poison, Wither, and morphine triggers remain.
  • Ringing fades to silence over its final 2 seconds, or its full duration when shorter. Expiry and cancellation prevent loop replay; pause, death, disconnect, world changes, and disabling sounds clear it immediately.
  • Replaced recurring head/torso injury nausea with short Mining Fatigue, Blindness, Darkness, and Slowness effects based on hit strength or remaining part health. Effects require new damage, respect a 4-second cooldown, and ignore fully absorbed hits. Torso Weakness clears after healing to 30%; poison and withdrawal nausea remain.
  • Smoothed pain-blur changes during injury, healing, relief, and tier transitions with tick-to-frame interpolation. The 26.2/26.3 post-processing graphs update blur uniforms each frame and keep the fading blur pass during morphine color effects.
  • Reduced adrenaline camera sway and near-miss kicks, added centered pressure-scaled roll, and removed adrenaline/near-miss FOV narrowing. Fabric and NeoForge overlays use matching parameters without duplicate NeoForge HUD rendering.
  • Adrenaline heartbeat starts above 5% pressure, scales its volume and speed with pressure, and fades for 3 seconds after pressure ends. Critical head/torso injury still triggers heartbeat; rescue, death, and disconnect clear it.
  • Registered the wounds and give-up key mappings on Fabric 26.2/26.3.

## Adrenaline balance

  • Added visible Adrenaline Speed, Adrenaline Attack Speed, and Adrenaline Strength effects at levels I–V, beginning at 20%, 35%, 50%, 65%, and 80% pressure. Movement and attack speed gain 4% per level; Strength adds 0.6 attack damage per level. Corresponding external effects prevent stacking, and severe injuries still restrict combat bonuses.
  • Pressure gains diminish as the meter fills. Near-miss gain is halved, and melee hits gain about 10% more pressure than ranged hits.
  • Nearby attackers replenish pressure once per second, with recovery and its ceiling scaling up to six threats. Recovery respects a 2-second delay after injury and does not prolong pressure above its encounter ceiling.
  • Actual injury removes 2 percentage points of pressure per heart lost, capped at 10 points per hit. Absorbed or cancelled hits remove none.
  • Nearby threats slow post-hold pressure decay by 60%, from 7.5 to 3 percentage points per second with default settings.
  • Added adrenalineReliefMultiplier (default 1.7, range 0–2) for injury-debuff and pain-FOV relief. Below 20% pressure, ordinary injury rules remain; at higher pressure, eligible thresholds decrease and debuffs are capped at level I. Pain blur and drug relief keep their existing scaling.
  • Adrenaline Injectors immediately sync full pressure and hold it for 15 seconds. Movement, attack speed, and strength now come from pressure; injectors retain Absorption II, brief regeneration, and rescue, but no longer grant or extend Painkiller or separate Speed/Haste/Strength effects.
  • Existing encounter Fatigue settings and legacy /firstaid suppression aliases remain available.

## Damage, absorption, and healing

  • Unified absorption into the vanilla player shield rather than separate body-part pools. Fully absorbed hits do not trigger injury feedback or consume adrenaline. The HUD shows shared absorption as gold hearts, including fractional hearts and hardcore sprites.
  • Fixed damage overflow so cumulative attenuation cannot fall below 50% of the original damage and alternate transfer paths cannot compound attenuation incorrectly.
  • Ender pearl damage now chooses a random body part for each damage point, including fractional remainders, instead of concentrating it in a single target.
  • Preserved fractional healing and redistributed available healing without wasting it on healthy parts; regeneration effects now heal the body-part model directly.
  • Retired legacy part-absorption save/wire fields. Forge's network protocol is now 7.0; use matching First Aid versions on the client and server.

## Administrator controls

  • Added /firstaid health <part> [value] across all maintained modules. Omit the value to query, or set a base maximum from 2 to 12 health points. Changes save and sync online players while preserving injuries and treatment; lowering caps clamps current health, and raising caps does not heal.
  • Added /firstaid reset to restore all First Aid server defaults, persist and sync settings, refresh online health caps and gameplay state, and reload crafting recipes. Player injuries, addiction, and personal client settings are preserved. Busy and reload-failure states report errors.
  • Added Forge 1.20.1 parity for realistic, assisted, and casual medicine modes and normal, low, and off injury-debuff modes, including config synchronization and command tips.

## Builds

  • Published 1.3.4+<loader><minecraft-version> installable mod JARs for the seven maintained modules in release/.
  • Source and development JARs are excluded from the release artifacts.
  • Added and extended focused checks for tinnitus lifetime, smooth blur, absorption, damage/healing conservation, medical modes, and health/reset commands.
# First Aid New 1.3.4

Refined combat feedback, damage and healing fixes, and server setup controls.

Applies to all seven maintained builds: Forge 1.20.1, Fabric and NeoForge 1.21.1, 26.2, and 26.3. Minecraft 26.1 and 1.21.11 modules remain legacy-only and are excluded.

## Tinnitus and injury feedback

  • Added personal /firstaid tinnitus controls for every player, without OP permission: query settings, turn ringing on or off, and set duration from 1% to 400% (75% by default). Settings save immediately; join messages include the command.
  • Adrenaline and near misses no longer trigger tinnitus. New head injuries trigger it when damage exceeds 4 health points or remaining head health is at most 40%, with a 10-second cooldown and a shorter, quieter cue. Explosion, poison, Wither, and morphine triggers remain.
  • Ringing fades to silence over its final 2 seconds, or its full duration when shorter. Expiry and cancellation prevent loop replay; pause, death, disconnect, world changes, and disabling sounds clear it immediately.
  • Replaced recurring head/torso injury nausea with short Mining Fatigue, Blindness, Darkness, and Slowness effects based on hit strength or remaining part health. Effects require new damage, respect a 4-second cooldown, and ignore fully absorbed hits. Torso Weakness clears after healing to 30%; poison and withdrawal nausea remain.
  • Smoothed pain-blur changes during injury, healing, relief, and tier transitions with tick-to-frame interpolation. The 26.2/26.3 post-processing graphs update blur uniforms each frame and keep the fading blur pass during morphine color effects.
  • Reduced adrenaline camera sway and near-miss kicks, added centered pressure-scaled roll, and removed adrenaline/near-miss FOV narrowing. Fabric and NeoForge overlays use matching parameters without duplicate NeoForge HUD rendering.
  • Adrenaline heartbeat starts above 5% pressure, scales its volume and speed with pressure, and fades for 3 seconds after pressure ends. Critical head/torso injury still triggers heartbeat; rescue, death, and disconnect clear it.
  • Registered the wounds and give-up key mappings on Fabric 26.2/26.3.

## Adrenaline balance

  • Added visible Adrenaline Speed, Adrenaline Attack Speed, and Adrenaline Strength effects at levels I–V, beginning at 20%, 35%, 50%, 65%, and 80% pressure. Movement and attack speed gain 4% per level; Strength adds 0.6 attack damage per level. Corresponding external effects prevent stacking, and severe injuries still restrict combat bonuses.
  • Pressure gains diminish as the meter fills. Near-miss gain is halved, and melee hits gain about 10% more pressure than ranged hits.
  • Nearby attackers replenish pressure once per second, with recovery and its ceiling scaling up to six threats. Recovery respects a 2-second delay after injury and does not prolong pressure above its encounter ceiling.
  • Actual injury removes 2 percentage points of pressure per heart lost, capped at 10 points per hit. Absorbed or cancelled hits remove none.
  • Nearby threats slow post-hold pressure decay by 60%, from 7.5 to 3 percentage points per second with default settings.
  • Added adrenalineReliefMultiplier (default 1.7, range 0–2) for injury-debuff and pain-FOV relief. Below 20% pressure, ordinary injury rules remain; at higher pressure, eligible thresholds decrease and debuffs are capped at level I. Pain blur and drug relief keep their existing scaling.
  • Adrenaline Injectors immediately sync full pressure and hold it for 15 seconds. Movement, attack speed, and strength now come from pressure; injectors retain Absorption II, brief regeneration, and rescue, but no longer grant or extend Painkiller or separate Speed/Haste/Strength effects.
  • Existing encounter Fatigue settings and legacy /firstaid suppression aliases remain available.

## Damage, absorption, and healing

  • Unified absorption into the vanilla player shield rather than separate body-part pools. Fully absorbed hits do not trigger injury feedback or consume adrenaline. The HUD shows shared absorption as gold hearts, including fractional hearts and hardcore sprites.
  • Fixed damage overflow so cumulative attenuation cannot fall below 50% of the original damage and alternate transfer paths cannot compound attenuation incorrectly.
  • Ender pearl damage now chooses a random body part for each damage point, including fractional remainders, instead of concentrating it in a single target.
  • Preserved fractional healing and redistributed available healing without wasting it on healthy parts; regeneration effects now heal the body-part model directly.
  • Retired legacy part-absorption save/wire fields. Forge's network protocol is now 7.0; use matching First Aid versions on the client and server.

## Administrator controls

  • Added /firstaid health <part> [value] across all maintained modules. Omit the value to query, or set a base maximum from 2 to 12 health points. Changes save and sync online players while preserving injuries and treatment; lowering caps clamps current health, and raising caps does not heal.
  • Added /firstaid reset to restore all First Aid server defaults, persist and sync settings, refresh online health caps and gameplay state, and reload crafting recipes. Player injuries, addiction, and personal client settings are preserved. Busy and reload-failure states report errors.
  • Added Forge 1.20.1 parity for realistic, assisted, and casual medicine modes and normal, low, and off injury-debuff modes, including config synchronization and command tips.

## Builds

  • Published 1.3.4+<loader><minecraft-version> installable mod JARs for the seven maintained modules in release/.
  • Source and development JARs are excluded from the release artifacts.
  • Added and extended focused checks for tinnitus lifetime, smooth blur, absorption, damage/healing conservation, medical modes, and health/reset commands.
# First Aid New 1.3.4

Refined combat feedback, damage and healing fixes, and server setup controls.

Applies to all seven maintained builds: Forge 1.20.1, Fabric and NeoForge 1.21.1, 26.2, and 26.3. Minecraft 26.1 and 1.21.11 modules remain legacy-only and are excluded.

## Tinnitus and injury feedback

  • Added personal /firstaid tinnitus controls for every player, without OP permission: query settings, turn ringing on or off, and set duration from 1% to 400% (75% by default). Settings save immediately; join messages include the command.
  • Adrenaline and near misses no longer trigger tinnitus. New head injuries trigger it when damage exceeds 4 health points or remaining head health is at most 40%, with a 10-second cooldown and a shorter, quieter cue. Explosion, poison, Wither, and morphine triggers remain.
  • Ringing fades to silence over its final 2 seconds, or its full duration when shorter. Expiry and cancellation prevent loop replay; pause, death, disconnect, world changes, and disabling sounds clear it immediately.
  • Replaced recurring head/torso injury nausea with short Mining Fatigue, Blindness, Darkness, and Slowness effects based on hit strength or remaining part health. Effects require new damage, respect a 4-second cooldown, and ignore fully absorbed hits. Torso Weakness clears after healing to 30%; poison and withdrawal nausea remain.
  • Smoothed pain-blur changes during injury, healing, relief, and tier transitions with tick-to-frame interpolation. The 26.2/26.3 post-processing graphs update blur uniforms each frame and keep the fading blur pass during morphine color effects.
  • Reduced adrenaline camera sway and near-miss kicks, added centered pressure-scaled roll, and removed adrenaline/near-miss FOV narrowing. Fabric and NeoForge overlays use matching parameters without duplicate NeoForge HUD rendering.
  • Adrenaline heartbeat starts above 5% pressure, scales its volume and speed with pressure, and fades for 3 seconds after pressure ends. Critical head/torso injury still triggers heartbeat; rescue, death, and disconnect clear it.
  • Registered the wounds and give-up key mappings on Fabric 26.2/26.3.

## Adrenaline balance

  • Added visible Adrenaline Speed, Adrenaline Attack Speed, and Adrenaline Strength effects at levels I–V, beginning at 20%, 35%, 50%, 65%, and 80% pressure. Movement and attack speed gain 4% per level; Strength adds 0.6 attack damage per level. Corresponding external effects prevent stacking, and severe injuries still restrict combat bonuses.
  • Pressure gains diminish as the meter fills. Near-miss gain is halved, and melee hits gain about 10% more pressure than ranged hits.
  • Nearby attackers replenish pressure once per second, with recovery and its ceiling scaling up to six threats. Recovery respects a 2-second delay after injury and does not prolong pressure above its encounter ceiling.
  • Actual injury removes 2 percentage points of pressure per heart lost, capped at 10 points per hit. Absorbed or cancelled hits remove none.
  • Nearby threats slow post-hold pressure decay by 60%, from 7.5 to 3 percentage points per second with default settings.
  • Added adrenalineReliefMultiplier (default 1.7, range 0–2) for injury-debuff and pain-FOV relief. Below 20% pressure, ordinary injury rules remain; at higher pressure, eligible thresholds decrease and debuffs are capped at level I. Pain blur and drug relief keep their existing scaling.
  • Adrenaline Injectors immediately sync full pressure and hold it for 15 seconds. Movement, attack speed, and strength now come from pressure; injectors retain Absorption II, brief regeneration, and rescue, but no longer grant or extend Painkiller or separate Speed/Haste/Strength effects.
  • Existing encounter Fatigue settings and legacy /firstaid suppression aliases remain available.

## Damage, absorption, and healing

  • Unified absorption into the vanilla player shield rather than separate body-part pools. Fully absorbed hits do not trigger injury feedback or consume adrenaline. The HUD shows shared absorption as gold hearts, including fractional hearts and hardcore sprites.
  • Fixed damage overflow so cumulative attenuation cannot fall below 50% of the original damage and alternate transfer paths cannot compound attenuation incorrectly.
  • Ender pearl damage now chooses a random body part for each damage point, including fractional remainders, instead of concentrating it in a single target.
  • Preserved fractional healing and redistributed available healing without wasting it on healthy parts; regeneration effects now heal the body-part model directly.
  • Retired legacy part-absorption save/wire fields. Forge's network protocol is now 7.0; use matching First Aid versions on the client and server.

## Administrator controls

  • Added /firstaid health <part> [value] across all maintained modules. Omit the value to query, or set a base maximum from 2 to 12 health points. Changes save and sync online players while preserving injuries and treatment; lowering caps clamps current health, and raising caps does not heal.
  • Added /firstaid reset to restore all First Aid server defaults, persist and sync settings, refresh online health caps and gameplay state, and reload crafting recipes. Player injuries, addiction, and personal client settings are preserved. Busy and reload-failure states report errors.
  • Added Forge 1.20.1 parity for realistic, assisted, and casual medicine modes and normal, low, and off injury-debuff modes, including config synchronization and command tips.

## Builds

  • Published 1.3.4+<loader><minecraft-version> installable mod JARs for the seven maintained modules in release/.
  • Source and development JARs are excluded from the release artifacts.
  • Added and extended focused checks for tinnitus lifetime, smooth blur, absorption, damage/healing conservation, medical modes, and health/reset commands.
# 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 0.18 to 0.15; administrators can still tune it with /firstaid adrenaline gain <value> (legacy /firstaid suppression gain still 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>, and ratio <percent>; /firstaid suppression fatigue remains 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 adrenaline provides the existing command options; /firstaid suppression and 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.
# 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 0.18 to 0.15; administrators can still tune it with /firstaid adrenaline gain <value> (legacy /firstaid suppression gain still 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>, and ratio <percent>; /firstaid suppression fatigue remains 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 adrenaline provides the existing command options; /firstaid suppression and 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.
# 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 0.18 to 0.15; administrators can still tune it with /firstaid adrenaline gain <value> (legacy /firstaid suppression gain still 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>, and ratio <percent>; /firstaid suppression fatigue remains 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 adrenaline provides the existing command options; /firstaid suppression and 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.
# 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 0.18 to 0.15; administrators can still tune it with /firstaid adrenaline gain <value> (legacy /firstaid suppression gain still 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>, and ratio <percent>; /firstaid suppression fatigue remains 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 adrenaline provides the existing command options; /firstaid suppression and 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.
# 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 0.18 to 0.15; administrators can still tune it with /firstaid adrenaline gain <value> (legacy /firstaid suppression gain still 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>, and ratio <percent>; /firstaid suppression fatigue remains 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 adrenaline provides the existing command options; /firstaid suppression and 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.
# 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 0.18 to 0.15; administrators can still tune it with /firstaid adrenaline gain <value> (legacy /firstaid suppression gain still 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>, and ratio <percent>; /firstaid suppression fatigue remains 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 adrenaline provides the existing command options; /firstaid suppression and 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.
# 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 0.18 to 0.15; administrators can still tune it with /firstaid adrenaline gain <value> (legacy /firstaid suppression gain still 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>, and ratio <percent>; /firstaid suppression fatigue remains 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 adrenaline provides the existing command options; /firstaid suppression and 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.
# First Aid New 1.3.2

Applies to the 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.

## Medicine and crafting

The following changes apply to Forge 1.20.1 and Fabric/NeoForge 1.21.1, 26.2, and 26.3. The 26.1 and legacy modules keep their existing behavior.

  • Added administrator commands to query or set /firstaid addiction gain <morphine|morphine_injector> [value] (0–100), /firstaid crafting yield <bandage|plaster|painkillers|morphine> [count] (1–16), and /firstaid crafting durability <morphine_injector|adrenaline_injector|defibrillator> [uses] (1–1000). Omitting the value queries the current setting. Crafting changes persist and reload/sync recipes automatically; failed reloads restore the previous setting.
  • Raised the default addiction gain per use to 7.8 for oral Morphine and 20 for the Morphine Injector. Existing medical-use multipliers and the addiction cap are unchanged; saved administrator settings are not overwritten.
  • Shortened the Morphine Injector's regeneration effect from 3600 to 2520 ticks (70%) and its new Morphine and pain-relief effect durations to 85% of their previous values. Updated its tooltip duration range.
  • Doubled the default Bandage and Plaster recipe yields from 2 to 4; Painkillers remain 2 and Morphine remains 1. Newly crafted Morphine/Adrenaline Injectors default to 2 uses and Defibrillators to 3. Durability settings apply to newly crafted items only, not existing items or items from other sources.
  • Adjusted results after datapack recipes are loaded, retaining overridden ingredients, recipe shape, and other result data. Unstackable devices still craft one at a time.

## Fixed

  • Restored the Morphine Injector crafting recipe on Fabric and NeoForge 26.2 by using the ingredient format required by that Minecraft version. The recipe still requires two Morphine, iron, redstone, and a glass bottle.
  • Fixed recipe result customization on the 26.2/26.3 modules so recipe loading does not create item stacks before item components are bound; NeoForge 1.21.1/26.x now tolerates recipe loading before its server config is available.
  • Audited the other maintained recipe files for missing recipes, malformed JSON, and mismatched results. No further damaged recipes were found. The 26.1 modules do not register a Morphine Injector, so they intentionally have no recipe for it.

## Version

  • Set all nine maintained loader/version modules to 1.3.2+<loader><minecraft-version>.
  • The 26.1 modules keep their existing feature set; this version change does not add the Morphine Injector to 26.1.
# First Aid New 1.3.2

Applies to the 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.

## Medicine and crafting

The following changes apply to Forge 1.20.1 and Fabric/NeoForge 1.21.1, 26.2, and 26.3. The 26.1 and legacy modules keep their existing behavior.

  • Added administrator commands to query or set /firstaid addiction gain <morphine|morphine_injector> [value] (0–100), /firstaid crafting yield <bandage|plaster|painkillers|morphine> [count] (1–16), and /firstaid crafting durability <morphine_injector|adrenaline_injector|defibrillator> [uses] (1–1000). Omitting the value queries the current setting. Crafting changes persist and reload/sync recipes automatically; failed reloads restore the previous setting.
  • Raised the default addiction gain per use to 7.8 for oral Morphine and 20 for the Morphine Injector. Existing medical-use multipliers and the addiction cap are unchanged; saved administrator settings are not overwritten.
  • Shortened the Morphine Injector's regeneration effect from 3600 to 2520 ticks (70%) and its new Morphine and pain-relief effect durations to 85% of their previous values. Updated its tooltip duration range.
  • Doubled the default Bandage and Plaster recipe yields from 2 to 4; Painkillers remain 2 and Morphine remains 1. Newly crafted Morphine/Adrenaline Injectors default to 2 uses and Defibrillators to 3. Durability settings apply to newly crafted items only, not existing items or items from other sources.
  • Adjusted results after datapack recipes are loaded, retaining overridden ingredients, recipe shape, and other result data. Unstackable devices still craft one at a time.

## Fixed

  • Restored the Morphine Injector crafting recipe on Fabric and NeoForge 26.2 by using the ingredient format required by that Minecraft version. The recipe still requires two Morphine, iron, redstone, and a glass bottle.
  • Fixed recipe result customization on the 26.2/26.3 modules so recipe loading does not create item stacks before item components are bound; NeoForge 1.21.1/26.x now tolerates recipe loading before its server config is available.
  • Audited the other maintained recipe files for missing recipes, malformed JSON, and mismatched results. No further damaged recipes were found. The 26.1 modules do not register a Morphine Injector, so they intentionally have no recipe for it.

## Version

  • Set all nine maintained loader/version modules to 1.3.2+<loader><minecraft-version>.
  • The 26.1 modules keep their existing feature set; this version change does not add the Morphine Injector to 26.1.
# First Aid New 1.3.2

Applies to the 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.

## Medicine and crafting

The following changes apply to Forge 1.20.1 and Fabric/NeoForge 1.21.1, 26.2, and 26.3. The 26.1 and legacy modules keep their existing behavior.

  • Added administrator commands to query or set /firstaid addiction gain <morphine|morphine_injector> [value] (0–100), /firstaid crafting yield <bandage|plaster|painkillers|morphine> [count] (1–16), and /firstaid crafting durability <morphine_injector|adrenaline_injector|defibrillator> [uses] (1–1000). Omitting the value queries the current setting. Crafting changes persist and reload/sync recipes automatically; failed reloads restore the previous setting.
  • Raised the default addiction gain per use to 7.8 for oral Morphine and 20 for the Morphine Injector. Existing medical-use multipliers and the addiction cap are unchanged; saved administrator settings are not overwritten.
  • Shortened the Morphine Injector's regeneration effect from 3600 to 2520 ticks (70%) and its new Morphine and pain-relief effect durations to 85% of their previous values. Updated its tooltip duration range.
  • Doubled the default Bandage and Plaster recipe yields from 2 to 4; Painkillers remain 2 and Morphine remains 1. Newly crafted Morphine/Adrenaline Injectors default to 2 uses and Defibrillators to 3. Durability settings apply to newly crafted items only, not existing items or items from other sources.
  • Adjusted results after datapack recipes are loaded, retaining overridden ingredients, recipe shape, and other result data. Unstackable devices still craft one at a time.

## Fixed

  • Restored the Morphine Injector crafting recipe on Fabric and NeoForge 26.2 by using the ingredient format required by that Minecraft version. The recipe still requires two Morphine, iron, redstone, and a glass bottle.
  • Fixed recipe result customization on the 26.2/26.3 modules so recipe loading does not create item stacks before item components are bound; NeoForge 1.21.1/26.x now tolerates recipe loading before its server config is available.
  • Audited the other maintained recipe files for missing recipes, malformed JSON, and mismatched results. No further damaged recipes were found. The 26.1 modules do not register a Morphine Injector, so they intentionally have no recipe for it.

## Version

  • Set all nine maintained loader/version modules to 1.3.2+<loader><minecraft-version>.
  • The 26.1 modules keep their existing feature set; this version change does not add the Morphine Injector to 26.1.
# First Aid New 1.3.2

Applies to the 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.

## Medicine and crafting

The following changes apply to Forge 1.20.1 and Fabric/NeoForge 1.21.1, 26.2, and 26.3. The 26.1 and legacy modules keep their existing behavior.

  • Added administrator commands to query or set /firstaid addiction gain <morphine|morphine_injector> [value] (0–100), /firstaid crafting yield <bandage|plaster|painkillers|morphine> [count] (1–16), and /firstaid crafting durability <morphine_injector|adrenaline_injector|defibrillator> [uses] (1–1000). Omitting the value queries the current setting. Crafting changes persist and reload/sync recipes automatically; failed reloads restore the previous setting.
  • Raised the default addiction gain per use to 7.8 for oral Morphine and 20 for the Morphine Injector. Existing medical-use multipliers and the addiction cap are unchanged; saved administrator settings are not overwritten.
  • Shortened the Morphine Injector's regeneration effect from 3600 to 2520 ticks (70%) and its new Morphine and pain-relief effect durations to 85% of their previous values. Updated its tooltip duration range.
  • Doubled the default Bandage and Plaster recipe yields from 2 to 4; Painkillers remain 2 and Morphine remains 1. Newly crafted Morphine/Adrenaline Injectors default to 2 uses and Defibrillators to 3. Durability settings apply to newly crafted items only, not existing items or items from other sources.
  • Adjusted results after datapack recipes are loaded, retaining overridden ingredients, recipe shape, and other result data. Unstackable devices still craft one at a time.

## Fixed

  • Restored the Morphine Injector crafting recipe on Fabric and NeoForge 26.2 by using the ingredient format required by that Minecraft version. The recipe still requires two Morphine, iron, redstone, and a glass bottle.
  • Fixed recipe result customization on the 26.2/26.3 modules so recipe loading does not create item stacks before item components are bound; NeoForge 1.21.1/26.x now tolerates recipe loading before its server config is available.
  • Audited the other maintained recipe files for missing recipes, malformed JSON, and mismatched results. No further damaged recipes were found. The 26.1 modules do not register a Morphine Injector, so they intentionally have no recipe for it.

## Version

  • Set all nine maintained loader/version modules to 1.3.2+<loader><minecraft-version>.
  • The 26.1 modules keep their existing feature set; this version change does not add the Morphine Injector to 26.1.
# First Aid New 1.3.2

Applies to the 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.

## Medicine and crafting

The following changes apply to Forge 1.20.1 and Fabric/NeoForge 1.21.1, 26.2, and 26.3. The 26.1 and legacy modules keep their existing behavior.

  • Added administrator commands to query or set /firstaid addiction gain <morphine|morphine_injector> [value] (0–100), /firstaid crafting yield <bandage|plaster|painkillers|morphine> [count] (1–16), and /firstaid crafting durability <morphine_injector|adrenaline_injector|defibrillator> [uses] (1–1000). Omitting the value queries the current setting. Crafting changes persist and reload/sync recipes automatically; failed reloads restore the previous setting.
  • Raised the default addiction gain per use to 7.8 for oral Morphine and 20 for the Morphine Injector. Existing medical-use multipliers and the addiction cap are unchanged; saved administrator settings are not overwritten.
  • Shortened the Morphine Injector's regeneration effect from 3600 to 2520 ticks (70%) and its new Morphine and pain-relief effect durations to 85% of their previous values. Updated its tooltip duration range.
  • Doubled the default Bandage and Plaster recipe yields from 2 to 4; Painkillers remain 2 and Morphine remains 1. Newly crafted Morphine/Adrenaline Injectors default to 2 uses and Defibrillators to 3. Durability settings apply to newly crafted items only, not existing items or items from other sources.
  • Adjusted results after datapack recipes are loaded, retaining overridden ingredients, recipe shape, and other result data. Unstackable devices still craft one at a time.

## Fixed

  • Restored the Morphine Injector crafting recipe on Fabric and NeoForge 26.2 by using the ingredient format required by that Minecraft version. The recipe still requires two Morphine, iron, redstone, and a glass bottle.
  • Fixed recipe result customization on the 26.2/26.3 modules so recipe loading does not create item stacks before item components are bound; NeoForge 1.21.1/26.x now tolerates recipe loading before its server config is available.
  • Audited the other maintained recipe files for missing recipes, malformed JSON, and mismatched results. No further damaged recipes were found. The 26.1 modules do not register a Morphine Injector, so they intentionally have no recipe for it.

## Version

  • Set all nine maintained loader/version modules to 1.3.2+<loader><minecraft-version>.
  • The 26.1 modules keep their existing feature set; this version change does not add the Morphine Injector to 26.1.
# First Aid New 1.3.2

Applies to the 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.

## Medicine and crafting

The following changes apply to Forge 1.20.1 and Fabric/NeoForge 1.21.1, 26.2, and 26.3. The 26.1 and legacy modules keep their existing behavior.

  • Added administrator commands to query or set /firstaid addiction gain <morphine|morphine_injector> [value] (0–100), /firstaid crafting yield <bandage|plaster|painkillers|morphine> [count] (1–16), and /firstaid crafting durability <morphine_injector|adrenaline_injector|defibrillator> [uses] (1–1000). Omitting the value queries the current setting. Crafting changes persist and reload/sync recipes automatically; failed reloads restore the previous setting.
  • Raised the default addiction gain per use to 7.8 for oral Morphine and 20 for the Morphine Injector. Existing medical-use multipliers and the addiction cap are unchanged; saved administrator settings are not overwritten.
  • Shortened the Morphine Injector's regeneration effect from 3600 to 2520 ticks (70%) and its new Morphine and pain-relief effect durations to 85% of their previous values. Updated its tooltip duration range.
  • Doubled the default Bandage and Plaster recipe yields from 2 to 4; Painkillers remain 2 and Morphine remains 1. Newly crafted Morphine/Adrenaline Injectors default to 2 uses and Defibrillators to 3. Durability settings apply to newly crafted items only, not existing items or items from other sources.
  • Adjusted results after datapack recipes are loaded, retaining overridden ingredients, recipe shape, and other result data. Unstackable devices still craft one at a time.

## Fixed

  • Restored the Morphine Injector crafting recipe on Fabric and NeoForge 26.2 by using the ingredient format required by that Minecraft version. The recipe still requires two Morphine, iron, redstone, and a glass bottle.
  • Fixed recipe result customization on the 26.2/26.3 modules so recipe loading does not create item stacks before item components are bound; NeoForge 1.21.1/26.x now tolerates recipe loading before its server config is available.
  • Audited the other maintained recipe files for missing recipes, malformed JSON, and mismatched results. No further damaged recipes were found. The 26.1 modules do not register a Morphine Injector, so they intentionally have no recipe for it.

## Version

  • Set all nine maintained loader/version modules to 1.3.2+<loader><minecraft-version>.
  • The 26.1 modules keep their existing feature set; this version change does not add the Morphine Injector to 26.1.
# First Aid New 1.3.2

Applies to the 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.

## Medicine and crafting

The following changes apply to Forge 1.20.1 and Fabric/NeoForge 1.21.1, 26.2, and 26.3. The 26.1 and legacy modules keep their existing behavior.

  • Added administrator commands to query or set /firstaid addiction gain <morphine|morphine_injector> [value] (0–100), /firstaid crafting yield <bandage|plaster|painkillers|morphine> [count] (1–16), and /firstaid crafting durability <morphine_injector|adrenaline_injector|defibrillator> [uses] (1–1000). Omitting the value queries the current setting. Crafting changes persist and reload/sync recipes automatically; failed reloads restore the previous setting.
  • Raised the default addiction gain per use to 7.8 for oral Morphine and 20 for the Morphine Injector. Existing medical-use multipliers and the addiction cap are unchanged; saved administrator settings are not overwritten.
  • Shortened the Morphine Injector's regeneration effect from 3600 to 2520 ticks (70%) and its new Morphine and pain-relief effect durations to 85% of their previous values. Updated its tooltip duration range.
  • Doubled the default Bandage and Plaster recipe yields from 2 to 4; Painkillers remain 2 and Morphine remains 1. Newly crafted Morphine/Adrenaline Injectors default to 2 uses and Defibrillators to 3. Durability settings apply to newly crafted items only, not existing items or items from other sources.
  • Adjusted results after datapack recipes are loaded, retaining overridden ingredients, recipe shape, and other result data. Unstackable devices still craft one at a time.

## Fixed

  • Restored the Morphine Injector crafting recipe on Fabric and NeoForge 26.2 by using the ingredient format required by that Minecraft version. The recipe still requires two Morphine, iron, redstone, and a glass bottle.
  • Fixed recipe result customization on the 26.2/26.3 modules so recipe loading does not create item stacks before item components are bound; NeoForge 1.21.1/26.x now tolerates recipe loading before its server config is available.
  • Audited the other maintained recipe files for missing recipes, malformed JSON, and mismatched results. No further damaged recipes were found. The 26.1 modules do not register a Morphine Injector, so they intentionally have no recipe for it.

## Version

  • Set all nine maintained loader/version modules to 1.3.2+<loader><minecraft-version>.
  • The 26.1 modules keep their existing feature set; this version change does not add the Morphine Injector to 26.1.
# First Aid New 1.3.1-hotfix20181682026

Hotfix for the food-regen hunger leak on top of **1.3.1** (and the 26.1 **1.2.8** line).

Applies to:

  • firstaid-1.3.1-hotfix20181682026+fabric1.21.1
  • firstaid-1.3.1-hotfix20181682026+fabric26.2
  • firstaid-1.3.1-hotfix20181682026+neoforge1.21.1
  • firstaid-1.3.1-hotfix20181682026+neoforge26.2
  • firstaid-1.3.1-hotfix20181682026+forge1.20.1
  • firstaid-1.2.8-hotfix20181682026+fabric26.1
  • firstaid-1.2.8-hotfix20181682026+neoforge26.1

## Fixed

  • Hunger and saturation no longer drain at the natural-regeneration rate when vanilla health is still below max but First Aid cannot apply more food regen.
  • Typical case: LIMITED / LIMITED2 after every eligible body part has reached naturalRegenLimitRatio (default 85%). FoodData used to keep calling heal() and then addExhaustion() even though applyNaturalRegen applied 0.
  • The same leak is stopped when food regen is disabled by allowOtherHealingItems=false or naturalRegenMultiplier<=0.
  • Bandages, Regeneration potions, and other external heals still work past the food-regen cap. Vanilla health is not faked to full.

## Notes

  • Movement, combat, and starvation exhaustion are unchanged.
  • Destroyed parts in LIMITED2 still cannot be restored by food regen.
# First Aid New 1.3.1-hotfix20181682026

Hotfix for the food-regen hunger leak on top of **1.3.1** (and the 26.1 **1.2.8** line).

Applies to:

  • firstaid-1.3.1-hotfix20181682026+fabric1.21.1
  • firstaid-1.3.1-hotfix20181682026+fabric26.2
  • firstaid-1.3.1-hotfix20181682026+neoforge1.21.1
  • firstaid-1.3.1-hotfix20181682026+neoforge26.2
  • firstaid-1.3.1-hotfix20181682026+forge1.20.1
  • firstaid-1.2.8-hotfix20181682026+fabric26.1
  • firstaid-1.2.8-hotfix20181682026+neoforge26.1

## Fixed

  • Hunger and saturation no longer drain at the natural-regeneration rate when vanilla health is still below max but First Aid cannot apply more food regen.
  • Typical case: LIMITED / LIMITED2 after every eligible body part has reached naturalRegenLimitRatio (default 85%). FoodData used to keep calling heal() and then addExhaustion() even though applyNaturalRegen applied 0.
  • The same leak is stopped when food regen is disabled by allowOtherHealingItems=false or naturalRegenMultiplier<=0.
  • Bandages, Regeneration potions, and other external heals still work past the food-regen cap. Vanilla health is not faked to full.

## Notes

  • Movement, combat, and starvation exhaustion are unchanged.
  • Destroyed parts in LIMITED2 still cannot be restored by food regen.
# First Aid New 1.3.1-hotfix20181682026

Hotfix for the food-regen hunger leak on top of **1.3.1** (and the 26.1 **1.2.8** line).

Applies to:

  • firstaid-1.3.1-hotfix20181682026+fabric1.21.1
  • firstaid-1.3.1-hotfix20181682026+fabric26.2
  • firstaid-1.3.1-hotfix20181682026+neoforge1.21.1
  • firstaid-1.3.1-hotfix20181682026+neoforge26.2
  • firstaid-1.3.1-hotfix20181682026+forge1.20.1
  • firstaid-1.2.8-hotfix20181682026+fabric26.1
  • firstaid-1.2.8-hotfix20181682026+neoforge26.1

## Fixed

  • Hunger and saturation no longer drain at the natural-regeneration rate when vanilla health is still below max but First Aid cannot apply more food regen.
  • Typical case: LIMITED / LIMITED2 after every eligible body part has reached naturalRegenLimitRatio (default 85%). FoodData used to keep calling heal() and then addExhaustion() even though applyNaturalRegen applied 0.
  • The same leak is stopped when food regen is disabled by allowOtherHealingItems=false or naturalRegenMultiplier<=0.
  • Bandages, Regeneration potions, and other external heals still work past the food-regen cap. Vanilla health is not faked to full.

## Notes

  • Movement, combat, and starvation exhaustion are unchanged.
  • Destroyed parts in LIMITED2 still cannot be restored by food regen.
# First Aid New 1.3.1-hotfix20181682026

Hotfix for the food-regen hunger leak on top of **1.3.1** (and the 26.1 **1.2.8** line).

Applies to:

  • firstaid-1.3.1-hotfix20181682026+fabric1.21.1
  • firstaid-1.3.1-hotfix20181682026+fabric26.2
  • firstaid-1.3.1-hotfix20181682026+neoforge1.21.1
  • firstaid-1.3.1-hotfix20181682026+neoforge26.2
  • firstaid-1.3.1-hotfix20181682026+forge1.20.1
  • firstaid-1.2.8-hotfix20181682026+fabric26.1
  • firstaid-1.2.8-hotfix20181682026+neoforge26.1

## Fixed

  • Hunger and saturation no longer drain at the natural-regeneration rate when vanilla health is still below max but First Aid cannot apply more food regen.
  • Typical case: LIMITED / LIMITED2 after every eligible body part has reached naturalRegenLimitRatio (default 85%). FoodData used to keep calling heal() and then addExhaustion() even though applyNaturalRegen applied 0.
  • The same leak is stopped when food regen is disabled by allowOtherHealingItems=false or naturalRegenMultiplier<=0.
  • Bandages, Regeneration potions, and other external heals still work past the food-regen cap. Vanilla health is not faked to full.

## Notes

  • Movement, combat, and starvation exhaustion are unchanged.
  • Destroyed parts in LIMITED2 still cannot be restored by food regen.
# First Aid New 1.3.1-hotfix20181682026

Hotfix for the food-regen hunger leak on top of **1.3.1** (and the 26.1 **1.2.8** line).

Applies to:

  • firstaid-1.3.1-hotfix20181682026+fabric1.21.1
  • firstaid-1.3.1-hotfix20181682026+fabric26.2
  • firstaid-1.3.1-hotfix20181682026+neoforge1.21.1
  • firstaid-1.3.1-hotfix20181682026+neoforge26.2
  • firstaid-1.3.1-hotfix20181682026+forge1.20.1
  • firstaid-1.2.8-hotfix20181682026+fabric26.1
  • firstaid-1.2.8-hotfix20181682026+neoforge26.1

## Fixed

  • Hunger and saturation no longer drain at the natural-regeneration rate when vanilla health is still below max but First Aid cannot apply more food regen.
  • Typical case: LIMITED / LIMITED2 after every eligible body part has reached naturalRegenLimitRatio (default 85%). FoodData used to keep calling heal() and then addExhaustion() even though applyNaturalRegen applied 0.
  • The same leak is stopped when food regen is disabled by allowOtherHealingItems=false or naturalRegenMultiplier<=0.
  • Bandages, Regeneration potions, and other external heals still work past the food-regen cap. Vanilla health is not faked to full.

## Notes

  • Movement, combat, and starvation exhaustion are unchanged.
  • Destroyed parts in LIMITED2 still cannot be restored by food regen.
# First Aid New 1.3.1

  • Pain that has a before and after — and a way to shock yourself back onto your feet.*

Applies to:

  • firstaid-1.3.1+fabric1.21.1
  • firstaid-1.3.1+fabric26.2
  • firstaid-1.3.1+neoforge1.21.1
  • firstaid-1.3.1+neoforge26.2
  • firstaid-1.3.1+forge1.20.1

Compared with **1.3.0**, which graded the screen (composite pain, morphine colour, suppression rim), **1.3.1** grades **time**, then cleans up the nerves: a nick no longer spends the whole pain budget, revival no longer leaves you ringing, and a downed player can self-revive with a defibrillator.

Closes GitHub issue [#7](https://github.com/maoruiQa/FIrst-Aid-New/issues/7).

## Highlights vs 1.3.0

| Area | 1.3.0 | 1.3.1 |
|------|--------|--------|
| Pain | One visual strength from current injury | **Chronic** ache + **acute** spike that decays |
| Morphine look | Smoothstep fade of remaining time | Exponential fade + **10s rush** onset |
| Tinnitus | High suppression / severe pain / near-miss | Explosions, head hits, hard shocks, or **overpower** suppression only |
| After revival / login | Heartbeat and ringing could stick | Hard-stop + short mute window |
| Defibrillator | Other-player rescue only | **Self-revive** while downed (hold Use, 3s) |
| Downed HUD | One long rescue line | Two short lines + cyan charge bar |

## Pain system

Pain is no longer a single static integer from injury alone.

| Layer | Source | Behaviour |
|-------|--------|-----------|
| **Chronic** | Visible body-part injury | Softer low-end curve; stays until you heal |
| **Acute** | Recent damage amount | Spikes on hit, decays over a few seconds |
| **Display level** (Mild→Critical) | Combined | Still 1–5 for HUD / API |

  • Higher visual ceiling** (PAIN_HARD_CAP ≈ 1.85): brief near-blind blur / FOV tunnel after heavy trauma, then accelerated decay so white-out never sticks.
  • Wider mild/moderate bands**: a few drops of health no longer slam you into extreme/critical presentation.
  • ~25% acute breakthrough** under morphine/painkillers: opioids mute the wound, not the impact language of a hard hit.
  • Optional **sprint flare** when already severely injured, and a short **hitch of slowness** when acute pain crosses a high threshold (cooldown-limited).
  • Blur and FOV follow continuous intensity (can exceed 1.0 during spikes), with a fast rise and slower settle.

## Morphine

### Rush window (first 10 seconds)

When morphine **activates** (oral after delay, or injector immediately), a **10s rush** plays layered random stingers from a fixed pool (heartbeat, soft tinnitus, beacon wash, respawn-anchor charge, amethyst chime, etc.). Sounds may overlap; volumes stay moderate.

### Saturation curve

1.3.0 faded morphine colour with a simple smoothstep of ticksLeft / max.

1.3.1 uses a **decelerating exponential** fade over the dose (exp(-k · progress)), with a clean end fade and a **high floor during the 10s rush** so onset always reads vivid.

## Feedback audio (issue #7)

### No more stuck ringing / heartbeat

  • Hard-stops tinnitus and heartbeat on death, respawn, login/disconnect, and successful rescue.
  • Rescue clears residual suppression and starts a short audio mute window so revival does not re-arm ringing immediately.
  • Heartbeat no longer sustains from tiny leftover suppression intensity.

### Ear ringing is rarer

Tinnitus now comes from:

1. **Explosion** damage
2. **Head trauma** (meaningful HP lost on the head this hit)
3. **Sudden strong full-body shock** (~3+ hearts in one hit)
4. **Overpowering suppression only** (intensity ≥ ~0.85), short and quiet

Near-miss still drives camera/desaturation suppression, but no longer always rings the ears. This is a deliberate step back from 1.3.0’s easier tinnitus.

## Self-defibrillator

While critical-downed, hold a defibrillator and hold **Use** for 3 seconds to revive yourself (1 durability). Bandage/plaster remain other-player rescue items only.

Downed HUD:

  • Rescue help is **two short lines** instead of one unreadable sentence.
  • Self-charge uses a **cyan** progress bar, separate from the red give-up bar.
  • Releasing Use mid-charge **stops** the defibrillator sound immediately.

## Fixes since 1.3.0

  • Fabric 1.21.1 composite pain / colour post-effect application.
  • Forge / NeoForge load crash: a private helper was accidentally marked @SubscribeEvent (illegal on those buses).
  • Rescue / self-defib hold audio no longer keeps playing after the hold is cancelled.

## Technical

  • Pain/morphine model fields (existing 1.3.1 sync): acutePainIntensity, chronicPainIntensity, morphineRushTicks.
  • Feedback/self-defib fields: tinnitusCueId, tinnitusCueSeverity, audioMuteTicks.
  • Network: MessageClientRequest.ATTEMPT_SELF_DEFIB appended (no ordinal break for older clients).
  • Client: MorphineRushController; tracked tinnitus and rescue-charge sound instances.

## Closing

1.3.0 made the screen a nervous system. 1.3.1 gives that system a **hit, a gasp, and a long ache** — then lets you stop the ringing, and, if you still have a defibrillator in your hand, shock yourself back to work.
# First Aid New 1.3.1

  • Pain that has a before and after — and a way to shock yourself back onto your feet.*

Applies to:

  • firstaid-1.3.1+fabric1.21.1
  • firstaid-1.3.1+fabric26.2
  • firstaid-1.3.1+neoforge1.21.1
  • firstaid-1.3.1+neoforge26.2
  • firstaid-1.3.1+forge1.20.1

Compared with **1.3.0**, which graded the screen (composite pain, morphine colour, suppression rim), **1.3.1** grades **time**, then cleans up the nerves: a nick no longer spends the whole pain budget, revival no longer leaves you ringing, and a downed player can self-revive with a defibrillator.

Closes GitHub issue [#7](https://github.com/maoruiQa/FIrst-Aid-New/issues/7).

## Highlights vs 1.3.0

| Area | 1.3.0 | 1.3.1 |
|------|--------|--------|
| Pain | One visual strength from current injury | **Chronic** ache + **acute** spike that decays |
| Morphine look | Smoothstep fade of remaining time | Exponential fade + **10s rush** onset |
| Tinnitus | High suppression / severe pain / near-miss | Explosions, head hits, hard shocks, or **overpower** suppression only |
| After revival / login | Heartbeat and ringing could stick | Hard-stop + short mute window |
| Defibrillator | Other-player rescue only | **Self-revive** while downed (hold Use, 3s) |
| Downed HUD | One long rescue line | Two short lines + cyan charge bar |

## Pain system

Pain is no longer a single static integer from injury alone.

| Layer | Source | Behaviour |
|-------|--------|-----------|
| **Chronic** | Visible body-part injury | Softer low-end curve; stays until you heal |
| **Acute** | Recent damage amount | Spikes on hit, decays over a few seconds |
| **Display level** (Mild→Critical) | Combined | Still 1–5 for HUD / API |

  • Higher visual ceiling** (PAIN_HARD_CAP ≈ 1.85): brief near-blind blur / FOV tunnel after heavy trauma, then accelerated decay so white-out never sticks.
  • Wider mild/moderate bands**: a few drops of health no longer slam you into extreme/critical presentation.
  • ~25% acute breakthrough** under morphine/painkillers: opioids mute the wound, not the impact language of a hard hit.
  • Optional **sprint flare** when already severely injured, and a short **hitch of slowness** when acute pain crosses a high threshold (cooldown-limited).
  • Blur and FOV follow continuous intensity (can exceed 1.0 during spikes), with a fast rise and slower settle.

## Morphine

### Rush window (first 10 seconds)

When morphine **activates** (oral after delay, or injector immediately), a **10s rush** plays layered random stingers from a fixed pool (heartbeat, soft tinnitus, beacon wash, respawn-anchor charge, amethyst chime, etc.). Sounds may overlap; volumes stay moderate.

### Saturation curve

1.3.0 faded morphine colour with a simple smoothstep of ticksLeft / max.

1.3.1 uses a **decelerating exponential** fade over the dose (exp(-k · progress)), with a clean end fade and a **high floor during the 10s rush** so onset always reads vivid.

## Feedback audio (issue #7)

### No more stuck ringing / heartbeat

  • Hard-stops tinnitus and heartbeat on death, respawn, login/disconnect, and successful rescue.
  • Rescue clears residual suppression and starts a short audio mute window so revival does not re-arm ringing immediately.
  • Heartbeat no longer sustains from tiny leftover suppression intensity.

### Ear ringing is rarer

Tinnitus now comes from:

1. **Explosion** damage
2. **Head trauma** (meaningful HP lost on the head this hit)
3. **Sudden strong full-body shock** (~3+ hearts in one hit)
4. **Overpowering suppression only** (intensity ≥ ~0.85), short and quiet

Near-miss still drives camera/desaturation suppression, but no longer always rings the ears. This is a deliberate step back from 1.3.0’s easier tinnitus.

## Self-defibrillator

While critical-downed, hold a defibrillator and hold **Use** for 3 seconds to revive yourself (1 durability). Bandage/plaster remain other-player rescue items only.

Downed HUD:

  • Rescue help is **two short lines** instead of one unreadable sentence.
  • Self-charge uses a **cyan** progress bar, separate from the red give-up bar.
  • Releasing Use mid-charge **stops** the defibrillator sound immediately.

## Fixes since 1.3.0

  • Fabric 1.21.1 composite pain / colour post-effect application.
  • Forge / NeoForge load crash: a private helper was accidentally marked @SubscribeEvent (illegal on those buses).
  • Rescue / self-defib hold audio no longer keeps playing after the hold is cancelled.

## Technical

  • Pain/morphine model fields (existing 1.3.1 sync): acutePainIntensity, chronicPainIntensity, morphineRushTicks.
  • Feedback/self-defib fields: tinnitusCueId, tinnitusCueSeverity, audioMuteTicks.
  • Network: MessageClientRequest.ATTEMPT_SELF_DEFIB appended (no ordinal break for older clients).
  • Client: MorphineRushController; tracked tinnitus and rescue-charge sound instances.

## Closing

1.3.0 made the screen a nervous system. 1.3.1 gives that system a **hit, a gasp, and a long ache** — then lets you stop the ringing, and, if you still have a defibrillator in your hand, shock yourself back to work.
FIrst Aid New Icon
Download FIrst Aid New
Select game version
Select platform