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

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




Extension API
Third-party mods can register custom treatment items and direct-use medicines:
- Common overview: docs/firstaid-extension-api.md
- Fabric: docs/firstaid-extension-fabric.md
- NeoForge: docs/firstaid-extension-neoforge.md
- Forge 1.20.1: docs/firstaid-extension-forge1.20.1.md
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 severityadrenaline mild— softer adrenaline feedback (dynamicis 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:
forge1.20.1fabric1.21.1neoforge1.21.1fabric26.2neoforge26.2fabric26.3neoforge26.3
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
How to Install FIrst Aid New (Mod)
FIrst Aid New by maoruiqa is verified for Fabric, Forge, Neoforge across Minecraft versions 1.20.1, 1.21.1, 1.21.11, 1.21.2, 1.21.3, 1.21.4, 26.1, 26.1.1 (latest release: 1.3.4+neoforge26.3, file size: 1.0 MB). Follow the steps below to install it safely from ModCraft.tv:
- Click the Download button above and select your Minecraft version (1.20.1, 1.21.1, 1.21.11, 1.21.2, 1.21.3, 1.21.4, 26.1, 26.1.1) and platform (Fabric, Forge, Neoforge).
- Make sure you have the compatible loader or environment installed for Fabric, Forge, Neoforge.
- Move the downloaded FIrst Aid New file into your Minecraft
.minecraft/modsfolder and launch the game.
All Versions
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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 tinnituscontrols 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
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 tinnituscontrols 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
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 tinnituscontrols 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
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 tinnituscontrols 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
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 tinnituscontrols 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
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 tinnituscontrols 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
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 tinnituscontrols 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
## The Rush and the Reckoning
- Danger brings the rush. Survival brings the reckoning.*
Adrenaline now follows an encounter from the first visible threat through the fight and into its aftermath. Combat pressure can relieve pain and sharpen action, but a prolonged rush may leave Fatigue once the area is safe. A full-strength Adrenaline Injector can also bring a downed player back into the fight.
Applies to all nine maintained Forge 1.20.1, Fabric, and NeoForge 1.21.1, 26.1, 26.2, and 26.3 modules. The 1.21.11 legacy modules remain unchanged.
## Adrenaline and combat feedback
- Lowered the default adrenaline gain coefficient from
0.18to0.15; administrators can still tune it with/firstaid adrenaline gain <value>(legacy/firstaid suppression gainstill works). - Changed adrenaline desaturation, visual obstruction, sound muffling, and tinnitus intensity to use linear response curves. Mild mode continues to reduce feedback strength, while dynamic remains the default mode.
- Reduced per-hit adrenaline accumulation while allowing valid player attacks against neutral and hostile creatures to build adrenaline and its pain relief.
- Kept the one-second adrenaline pain-relief grace period after adrenaline reaches zero.
- Pain relief now immediately clears First Aid injury debuffs and prevents them from being reapplied while relief is active; unrelated effects with the same name remain untouched when ownership cannot be confirmed.
## Adrenaline encounter and rescue update
- Stationary or embedded projectiles no longer trigger near-miss adrenaline or its client feedback; only projectiles that actually moved can do so.
- Valid player-versus-player attacks now add adrenaline, alongside attacks on hostile and neutral creatures.
- Visible hostile creatures can start an encounter; nearby creatures targeting the player or a recent nearby player attacker sustain a configurable minimum adrenaline intensity. Defaults: 16-block sight, 100-degree view, 12-block threat range, 30-second attacker memory, 0.20 minimum intensity. Existing custom attacker-memory settings are preserved.
- Medium adrenaline grants Haste I and high adrenaline also grants Strength I. Stronger or longer effects from other sources remain intact.
- After 60 continuous seconds of adrenaline, leaving all nearby threats triggers Fatigue once: Darkness I, Nausea I, Mining Fatigue I, and Weakness I for 10% of the adrenaline duration, capped at 30 seconds. The fatigue timer also counts Adrenaline Injector use; if adrenaline ends first, Fatigue waits until the area is safe.
- Administrators can configure Fatigue in the server config or with
/firstaid adrenaline fatigue on|off,threshold <seconds>, andratio <percent>;/firstaid suppression fatigueremains an alias. Disabling it prevents new episodes while active effects expire normally. - The Adrenaline Injector now immediately fills adrenaline to maximum intensity and has four uses by default, including new
## The Rush and the Reckoning
- Danger brings the rush. Survival brings the reckoning.*
Adrenaline now follows an encounter from the first visible threat through the fight and into its aftermath. Combat pressure can relieve pain and sharpen action, but a prolonged rush may leave Fatigue once the area is safe. A full-strength Adrenaline Injector can also bring a downed player back into the fight.
Applies to all nine maintained Forge 1.20.1, Fabric, and NeoForge 1.21.1, 26.1, 26.2, and 26.3 modules. The 1.21.11 legacy modules remain unchanged.
## Adrenaline and combat feedback
- Lowered the default adrenaline gain coefficient from
0.18to0.15; administrators can still tune it with/firstaid adrenaline gain <value>(legacy/firstaid suppression gainstill works). - Changed adrenaline desaturation, visual obstruction, sound muffling, and tinnitus intensity to use linear response curves. Mild mode continues to reduce feedback strength, while dynamic remains the default mode.
- Reduced per-hit adrenaline accumulation while allowing valid player attacks against neutral and hostile creatures to build adrenaline and its pain relief.
- Kept the one-second adrenaline pain-relief grace period after adrenaline reaches zero.
- Pain relief now immediately clears First Aid injury debuffs and prevents them from being reapplied while relief is active; unrelated effects with the same name remain untouched when ownership cannot be confirmed.
## Adrenaline encounter and rescue update
- Stationary or embedded projectiles no longer trigger near-miss adrenaline or its client feedback; only projectiles that actually moved can do so.
- Valid player-versus-player attacks now add adrenaline, alongside attacks on hostile and neutral creatures.
- Visible hostile creatures can start an encounter; nearby creatures targeting the player or a recent nearby player attacker sustain a configurable minimum adrenaline intensity. Defaults: 16-block sight, 100-degree view, 12-block threat range, 30-second attacker memory, 0.20 minimum intensity. Existing custom attacker-memory settings are preserved.
- Medium adrenaline grants Haste I and high adrenaline also grants Strength I. Stronger or longer effects from other sources remain intact.
- After 60 continuous seconds of adrenaline, leaving all nearby threats triggers Fatigue once: Darkness I, Nausea I, Mining Fatigue I, and Weakness I for 10% of the adrenaline duration, capped at 30 seconds. The fatigue timer also counts Adrenaline Injector use; if adrenaline ends first, Fatigue waits until the area is safe.
- Administrators can configure Fatigue in the server config or with
/firstaid adrenaline fatigue on|off,threshold <seconds>, andratio <percent>;/firstaid suppression fatigueremains an alias. Disabling it prevents new episodes while active effects expire normally. - The Adrenaline Injector now immediately fills adrenaline to maximum intensity and has four uses by default, including new
## The Rush and the Reckoning
- Danger brings the rush. Survival brings the reckoning.*
Adrenaline now follows an encounter from the first visible threat through the fight and into its aftermath. Combat pressure can relieve pain and sharpen action, but a prolonged rush may leave Fatigue once the area is safe. A full-strength Adrenaline Injector can also bring a downed player back into the fight.
Applies to all nine maintained Forge 1.20.1, Fabric, and NeoForge 1.21.1, 26.1, 26.2, and 26.3 modules. The 1.21.11 legacy modules remain unchanged.
## Adrenaline and combat feedback
- Lowered the default adrenaline gain coefficient from
0.18to0.15; administrators can still tune it with/firstaid adrenaline gain <value>(legacy/firstaid suppression gainstill works). - Changed adrenaline desaturation, visual obstruction, sound muffling, and tinnitus intensity to use linear response curves. Mild mode continues to reduce feedback strength, while dynamic remains the default mode.
- Reduced per-hit adrenaline accumulation while allowing valid player attacks against neutral and hostile creatures to build adrenaline and its pain relief.
- Kept the one-second adrenaline pain-relief grace period after adrenaline reaches zero.
- Pain relief now immediately clears First Aid injury debuffs and prevents them from being reapplied while relief is active; unrelated effects with the same name remain untouched when ownership cannot be confirmed.
## Adrenaline encounter and rescue update
- Stationary or embedded projectiles no longer trigger near-miss adrenaline or its client feedback; only projectiles that actually moved can do so.
- Valid player-versus-player attacks now add adrenaline, alongside attacks on hostile and neutral creatures.
- Visible hostile creatures can start an encounter; nearby creatures targeting the player or a recent nearby player attacker sustain a configurable minimum adrenaline intensity. Defaults: 16-block sight, 100-degree view, 12-block threat range, 30-second attacker memory, 0.20 minimum intensity. Existing custom attacker-memory settings are preserved.
- Medium adrenaline grants Haste I and high adrenaline also grants Strength I. Stronger or longer effects from other sources remain intact.
- After 60 continuous seconds of adrenaline, leaving all nearby threats triggers Fatigue once: Darkness I, Nausea I, Mining Fatigue I, and Weakness I for 10% of the adrenaline duration, capped at 30 seconds. The fatigue timer also counts Adrenaline Injector use; if adrenaline ends first, Fatigue waits until the area is safe.
- Administrators can configure Fatigue in the server config or with
/firstaid adrenaline fatigue on|off,threshold <seconds>, andratio <percent>;/firstaid suppression fatigueremains an alias. Disabling it prevents new episodes while active effects expire normally. - The Adrenaline Injector now immediately fills adrenaline to maximum intensity and has four uses by default, including new
## The Rush and the Reckoning
- Danger brings the rush. Survival brings the reckoning.*
Adrenaline now follows an encounter from the first visible threat through the fight and into its aftermath. Combat pressure can relieve pain and sharpen action, but a prolonged rush may leave Fatigue once the area is safe. A full-strength Adrenaline Injector can also bring a downed player back into the fight.
Applies to all nine maintained Forge 1.20.1, Fabric, and NeoForge 1.21.1, 26.1, 26.2, and 26.3 modules. The 1.21.11 legacy modules remain unchanged.
## Adrenaline and combat feedback
- Lowered the default adrenaline gain coefficient from
0.18to0.15; administrators can still tune it with/firstaid adrenaline gain <value>(legacy/firstaid suppression gainstill works). - Changed adrenaline desaturation, visual obstruction, sound muffling, and tinnitus intensity to use linear response curves. Mild mode continues to reduce feedback strength, while dynamic remains the default mode.
- Reduced per-hit adrenaline accumulation while allowing valid player attacks against neutral and hostile creatures to build adrenaline and its pain relief.
- Kept the one-second adrenaline pain-relief grace period after adrenaline reaches zero.
- Pain relief now immediately clears First Aid injury debuffs and prevents them from being reapplied while relief is active; unrelated effects with the same name remain untouched when ownership cannot be confirmed.
## Adrenaline encounter and rescue update
- Stationary or embedded projectiles no longer trigger near-miss adrenaline or its client feedback; only projectiles that actually moved can do so.
- Valid player-versus-player attacks now add adrenaline, alongside attacks on hostile and neutral creatures.
- Visible hostile creatures can start an encounter; nearby creatures targeting the player or a recent nearby player attacker sustain a configurable minimum adrenaline intensity. Defaults: 16-block sight, 100-degree view, 12-block threat range, 30-second attacker memory, 0.20 minimum intensity. Existing custom attacker-memory settings are preserved.
- Medium adrenaline grants Haste I and high adrenaline also grants Strength I. Stronger or longer effects from other sources remain intact.
- After 60 continuous seconds of adrenaline, leaving all nearby threats triggers Fatigue once: Darkness I, Nausea I, Mining Fatigue I, and Weakness I for 10% of the adrenaline duration, capped at 30 seconds. The fatigue timer also counts Adrenaline Injector use; if adrenaline ends first, Fatigue waits until the area is safe.
- Administrators can configure Fatigue in the server config or with
/firstaid adrenaline fatigue on|off,threshold <seconds>, andratio <percent>;/firstaid suppression fatigueremains an alias. Disabling it prevents new episodes while active effects expire normally. - The Adrenaline Injector now immediately fills adrenaline to maximum intensity and has four uses by default, including new
## The Rush and the Reckoning
- Danger brings the rush. Survival brings the reckoning.*
Adrenaline now follows an encounter from the first visible threat through the fight and into its aftermath. Combat pressure can relieve pain and sharpen action, but a prolonged rush may leave Fatigue once the area is safe. A full-strength Adrenaline Injector can also bring a downed player back into the fight.
Applies to all nine maintained Forge 1.20.1, Fabric, and NeoForge 1.21.1, 26.1, 26.2, and 26.3 modules. The 1.21.11 legacy modules remain unchanged.
## Adrenaline and combat feedback
- Lowered the default adrenaline gain coefficient from
0.18to0.15; administrators can still tune it with/firstaid adrenaline gain <value>(legacy/firstaid suppression gainstill works). - Changed adrenaline desaturation, visual obstruction, sound muffling, and tinnitus intensity to use linear response curves. Mild mode continues to reduce feedback strength, while dynamic remains the default mode.
- Reduced per-hit adrenaline accumulation while allowing valid player attacks against neutral and hostile creatures to build adrenaline and its pain relief.
- Kept the one-second adrenaline pain-relief grace period after adrenaline reaches zero.
- Pain relief now immediately clears First Aid injury debuffs and prevents them from being reapplied while relief is active; unrelated effects with the same name remain untouched when ownership cannot be confirmed.
## Adrenaline encounter and rescue update
- Stationary or embedded projectiles no longer trigger near-miss adrenaline or its client feedback; only projectiles that actually moved can do so.
- Valid player-versus-player attacks now add adrenaline, alongside attacks on hostile and neutral creatures.
- Visible hostile creatures can start an encounter; nearby creatures targeting the player or a recent nearby player attacker sustain a configurable minimum adrenaline intensity. Defaults: 16-block sight, 100-degree view, 12-block threat range, 30-second attacker memory, 0.20 minimum intensity. Existing custom attacker-memory settings are preserved.
- Medium adrenaline grants Haste I and high adrenaline also grants Strength I. Stronger or longer effects from other sources remain intact.
- After 60 continuous seconds of adrenaline, leaving all nearby threats triggers Fatigue once: Darkness I, Nausea I, Mining Fatigue I, and Weakness I for 10% of the adrenaline duration, capped at 30 seconds. The fatigue timer also counts Adrenaline Injector use; if adrenaline ends first, Fatigue waits until the area is safe.
- Administrators can configure Fatigue in the server config or with
/firstaid adrenaline fatigue on|off,threshold <seconds>, andratio <percent>;/firstaid suppression fatigueremains an alias. Disabling it prevents new episodes while active effects expire normally. - The Adrenaline Injector now immediately fills adrenaline to maximum intensity and has four uses by default, including new
## The Rush and the Reckoning
- Danger brings the rush. Survival brings the reckoning.*
Adrenaline now follows an encounter from the first visible threat through the fight and into its aftermath. Combat pressure can relieve pain and sharpen action, but a prolonged rush may leave Fatigue once the area is safe. A full-strength Adrenaline Injector can also bring a downed player back into the fight.
Applies to all nine maintained Forge 1.20.1, Fabric, and NeoForge 1.21.1, 26.1, 26.2, and 26.3 modules. The 1.21.11 legacy modules remain unchanged.
## Adrenaline and combat feedback
- Lowered the default adrenaline gain coefficient from
0.18to0.15; administrators can still tune it with/firstaid adrenaline gain <value>(legacy/firstaid suppression gainstill works). - Changed adrenaline desaturation, visual obstruction, sound muffling, and tinnitus intensity to use linear response curves. Mild mode continues to reduce feedback strength, while dynamic remains the default mode.
- Reduced per-hit adrenaline accumulation while allowing valid player attacks against neutral and hostile creatures to build adrenaline and its pain relief.
- Kept the one-second adrenaline pain-relief grace period after adrenaline reaches zero.
- Pain relief now immediately clears First Aid injury debuffs and prevents them from being reapplied while relief is active; unrelated effects with the same name remain untouched when ownership cannot be confirmed.
## Adrenaline encounter and rescue update
- Stationary or embedded projectiles no longer trigger near-miss adrenaline or its client feedback; only projectiles that actually moved can do so.
- Valid player-versus-player attacks now add adrenaline, alongside attacks on hostile and neutral creatures.
- Visible hostile creatures can start an encounter; nearby creatures targeting the player or a recent nearby player attacker sustain a configurable minimum adrenaline intensity. Defaults: 16-block sight, 100-degree view, 12-block threat range, 30-second attacker memory, 0.20 minimum intensity. Existing custom attacker-memory settings are preserved.
- Medium adrenaline grants Haste I and high adrenaline also grants Strength I. Stronger or longer effects from other sources remain intact.
- After 60 continuous seconds of adrenaline, leaving all nearby threats triggers Fatigue once: Darkness I, Nausea I, Mining Fatigue I, and Weakness I for 10% of the adrenaline duration, capped at 30 seconds. The fatigue timer also counts Adrenaline Injector use; if adrenaline ends first, Fatigue waits until the area is safe.
- Administrators can configure Fatigue in the server config or with
/firstaid adrenaline fatigue on|off,threshold <seconds>, andratio <percent>;/firstaid suppression fatigueremains an alias. Disabling it prevents new episodes while active effects expire normally. - The Adrenaline Injector now immediately fills adrenaline to maximum intensity and has four uses by default, including new
## The Rush and the Reckoning
- Danger brings the rush. Survival brings the reckoning.*
Adrenaline now follows an encounter from the first visible threat through the fight and into its aftermath. Combat pressure can relieve pain and sharpen action, but a prolonged rush may leave Fatigue once the area is safe. A full-strength Adrenaline Injector can also bring a downed player back into the fight.
Applies to all nine maintained Forge 1.20.1, Fabric, and NeoForge 1.21.1, 26.1, 26.2, and 26.3 modules. The 1.21.11 legacy modules remain unchanged.
## Adrenaline and combat feedback
- Lowered the default adrenaline gain coefficient from
0.18to0.15; administrators can still tune it with/firstaid adrenaline gain <value>(legacy/firstaid suppression gainstill works). - Changed adrenaline desaturation, visual obstruction, sound muffling, and tinnitus intensity to use linear response curves. Mild mode continues to reduce feedback strength, while dynamic remains the default mode.
- Reduced per-hit adrenaline accumulation while allowing valid player attacks against neutral and hostile creatures to build adrenaline and its pain relief.
- Kept the one-second adrenaline pain-relief grace period after adrenaline reaches zero.
- Pain relief now immediately clears First Aid injury debuffs and prevents them from being reapplied while relief is active; unrelated effects with the same name remain untouched when ownership cannot be confirmed.
## Adrenaline encounter and rescue update
- Stationary or embedded projectiles no longer trigger near-miss adrenaline or its client feedback; only projectiles that actually moved can do so.
- Valid player-versus-player attacks now add adrenaline, alongside attacks on hostile and neutral creatures.
- Visible hostile creatures can start an encounter; nearby creatures targeting the player or a recent nearby player attacker sustain a configurable minimum adrenaline intensity. Defaults: 16-block sight, 100-degree view, 12-block threat range, 30-second attacker memory, 0.20 minimum intensity. Existing custom attacker-memory settings are preserved.
- Medium adrenaline grants Haste I and high adrenaline also grants Strength I. Stronger or longer effects from other sources remain intact.
- After 60 continuous seconds of adrenaline, leaving all nearby threats triggers Fatigue once: Darkness I, Nausea I, Mining Fatigue I, and Weakness I for 10% of the adrenaline duration, capped at 30 seconds. The fatigue timer also counts Adrenaline Injector use; if adrenaline ends first, Fatigue waits until the area is safe.
- Administrators can configure Fatigue in the server config or with
/firstaid adrenaline fatigue on|off,threshold <seconds>, andratio <percent>;/firstaid suppression fatigueremains an alias. Disabling it prevents new episodes while active effects expire normally. - The Adrenaline Injector now immediately fills adrenaline to maximum intensity and has four uses by default, including new
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.