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FIrst Aid New

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FIrst Aid New 1.3.4+neoforge26.3

1.3.4+neoforge26.3
11 окт. 2026 г.108Minecraft: 26.3neoforge
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# 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.
release

FIrst Aid New 1.3.4+neoforge26.2

1.3.4+neoforge26.2
11 окт. 2026 г.53Minecraft: 26.2neoforge
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# 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.
release

FIrst Aid New 1.3.4+neoforge1.21.1

1.3.4+neoforge1.21.1
11 окт. 2026 г.2,7 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4neoforge
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# 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.
release

FIrst Aid New 1.3.4+forge1.20.1

1.3.4+forge1.20.1
11 окт. 2026 г.1,1 тыс.Minecraft: 1.20.1forge
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# 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.
release

FIrst Aid New 1.3.4+fabric26.3

1.3.4+fabric26.3
11 окт. 2026 г.458Minecraft: 26.3fabric
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Что нового
# 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.
release

FIrst Aid New 1.3.4+fabric26.2

1.3.4+fabric26.2
11 окт. 2026 г.280Minecraft: 26.2fabric
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Что нового
# 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.
release

FIrst Aid New 1.3.4+fabric1.21.1

1.3.4+fabric1.21.1
11 окт. 2026 г.584Minecraft: 1.21.1fabric
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# 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.
release

FIrst Aid New 1.3.3+neoforge26.3

1.3.3+neoforge26.3
27 сент. 2026 г.68Minecraft: 26.3neoforge
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# 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.
release

FIrst Aid New 1.3.3+neoforge26.2

1.3.3+neoforge26.2
27 сент. 2026 г.46Minecraft: 26.2neoforge
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# 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.
release

FIrst Aid New 1.3.3+neoforge1.21.1

1.3.3+neoforge1.21.1
27 сент. 2026 г.1,2 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4neoforge
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# 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.
release

FIrst Aid New 1.3.3+forge1.20.1

1.3.3+forge1.20.1
27 сент. 2026 г.659Minecraft: 1.20.1forge
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# 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.
release

FIrst Aid New 1.3.3+fabric26.3

1.3.3+fabric26.3
27 сент. 2026 г.443Minecraft: 26.3fabric
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# 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.
release

FIrst Aid New 1.3.3+fabric26.2

1.3.3+fabric26.2
27 сент. 2026 г.210Minecraft: 26.2fabric
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# 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.
release

FIrst Aid New 1.3.3+fabric1.21.1

1.3.3+fabric1.21.1
27 сент. 2026 г.277Minecraft: 1.21.1fabric
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# 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.
release

FIrst Aid New 1.3.2+neoforge26.3

1.3.2+neoforge26.3
25 сент. 2026 г.7Minecraft: 26.3neoforge
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# 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.
release

FIrst Aid New 1.3.2+neoforge26.2

1.3.2+neoforge26.2
25 сент. 2026 г.7Minecraft: 26.2neoforge
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# 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.
release

FIrst Aid New 1.3.2+neoforge1.21.1

1.3.2+neoforge1.21.1
25 сент. 2026 г.105Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4neoforge
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# 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.
release

FIrst Aid New 1.3.2+forge1.20.1

1.3.2+forge1.20.1
25 сент. 2026 г.48Minecraft: 1.20.1forge
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# 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.
release

FIrst Aid New 1.3.2+fabric26.3

1.3.2+fabric26.3
25 сент. 2026 г.24Minecraft: 26.3fabric
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# 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.
release

FIrst Aid New 1.3.2+fabric26.2

1.3.2+fabric26.2
25 сент. 2026 г.39Minecraft: 26.2fabric
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# 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.
release

FIrst Aid New 1.3.2+fabric1.21.1

1.3.2+fabric1.21.1
25 сент. 2026 г.67Minecraft: 1.21.1fabric
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# 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.
release

FIrst Aid New 1.3.1-hotfix20181682026+fabric26.3

1.3.1-hotfix2018+fabric26.3
24 сент. 2026 г.12Minecraft: 26.3fabric
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ported to 26.3
release

FIrst Aid New 1.3.1-hotfix20181682026+neoforge26.3

1.3.1-hotfix2018+neoforge26.3
24 сент. 2026 г.9Minecraft: 26.3neoforge
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ported to 26.3
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FIrst Aid New 1.3.1-hotfix20181682026+neoforge26.2

1.3.1-hotfix2018+neoforge26.2
16 авг. 2026 г.236Minecraft: 26.2neoforge
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# 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.
release

FIrst Aid New 1.3.1-hotfix20181682026+neoforge1.21.1

1.3.1-hotfix2018+neoforge1.21.1
16 авг. 2026 г.2,1 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4neoforge
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# 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.
release

FIrst Aid New 1.3.1-hotfix20181682026+forge1.20.1

1.3.1-hotfix2018168+forge1.20.1
16 авг. 2026 г.2 тыс.Minecraft: 1.20.1forge
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# 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.
release

FIrst Aid New 1.3.1-hotfix20181682026+fabric26.2

1.3.1-hotfix2018168+fabric26.2
16 авг. 2026 г.639Minecraft: 26.2fabric
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# 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.
release

FIrst Aid New 1.3.1-hotfix20181682026+fabric1.21.1

1.3.1-hotfix2018168+fabric1.21.1
16 авг. 2026 г.804Minecraft: 1.21.1fabric
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# 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.
release

FIrst Aid New 1.3.1+forge1.20.1

1.3.1+forge1.20.1
12 авг. 2026 г.197Minecraft: 1.20.1forge
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Что нового
# 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.
release

FIrst Aid New 1.3.1+neoforge26.2

1.3.1+neoforge26.2
12 авг. 2026 г.23Minecraft: 26.2neoforge
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Что нового
# 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.
release

FIrst Aid New 1.3.1+neoforge1.21.1

1.3.1+neoforge1.21.1
12 авг. 2026 г.300Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4neoforge
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Что нового
# 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.
release

FIrst Aid New 1.3.1+fabric26.2

1.3.1+fabric26.2
12 авг. 2026 г.91Minecraft: 26.2fabric
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Что нового
# 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.
release

FIrst Aid New 1.3.1+fabric1.21.1

1.3.1+fabric1.21.1
12 авг. 2026 г.152Minecraft: 1.21.1fabric
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Что нового
# 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.
beta

FIrst Aid New 1.3.0+fabric1.21.1

1.3.0-patched+fabric1.21.1
7 авг. 2026 г.128Minecraft: 1.21.1fabric
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# First Aid New 1.3.0 *Where the screen itself remembers what the body endures.* Applies to: - `firstaid-1.3.0+fabric1.21.1` - `firstaid-1.3.0+fabric26.2` - `firstaid-1.3.0+neoforge1.21.1` - `firstaid-1.3.0+neoforge26.2` - `firstaid-1.3.0+forge1.20.1` ## Highlights This release is less about adding another syringe and more about making every heartbeat, near-miss, and dose *read* on the glass of the screen. Pain no longer telegraphs itself as a flat filter; morphine no longer arrives as a binary wash; suppression no longer collapses into a single gray shrug. The battlefield is graded again—soft where it should be soft, brutal where it should be brutal. ## Added - **Composite pain / color post-processing** on classic loaders (Forge 1.20.1, Fabric/NeoForge 1.21.1): saturation grading and radial blur now share one chain, so morphine color and pain warp can coexist instead of fighting over a single slot. - **Tiered morphine saturation and suppression desaturation** on 26.2 loaders, with multi-pass desat + blur so high suppression still feels sharp and gray without erasing depth. - **Continuous gray-white suppression rim**: edge wash and soft ash scale with suppression strength, so low, mid, and high pressure are legible at a glance. - **Hit-frequency red pulse vignette** restored as a separate injury language—impact paints the frame; lingering pain keeps the blur. - **Adrenaline rush blur**: while the adrenaline injector’s combat package is active, screen blur locks to **moderate pain** strength (pain level 2), even under painkillers. - **Milk-safe addiction feedback utilities** and hardened milk hooks so FirstAid model state and vanilla cures stay in step. ## Changed - **Morphine Injector recipe** now costs **two Morphine** (plus iron, redstone, and a glass bottle). Concentrated mercy is no longer a one-pill craft. - Morphine saturation **fades with remaining duration** (smoothstep), so the last minutes of relief feel different from the first. - Suppression desaturation is **stronger at peak** and **slower to ramp**, with clear steps between mild, medium, and heavy pressure. - Suppression always contributes a **pain-like radial blur** (weaker than injury pain), not only edge vignette. - Suppression intensity **decays more slowly**, and high suppression can still ring with tinnitus; BGM detune remains tied to high addiction + withdrawal rather than every near-miss. - Addiction **rise / ultra-rise icons no longer sit on top of active morphine** (or its activation delay). The addiction value still climbs; the treatment itself no longer looks like a drug crash. - Milk clears morphine **fully**—effect, pending activation, model ticks—and resyncs the client so HUD and reality agree. - Config polish: pain blur toggle, optional hide of player-model status lines, admin-focused addiction query, and related command tip text. - **Default suppression mode is now `mild`** (`lowSuppressionEnabled = true`), equivalent to `/firstaid suppression mild`. Use `/firstaid suppression dynamic` for full-strength near-miss pressure. ## Fixed - Classic loaders where suppression desaturation never appeared or stuck at a default saturation boost when uniforms failed to apply. - 26.2 post effects where color tiers preempted blur entirely during suppression or morphine. - Sticky morphine after milk (`00:00` leftovers, half-cleared model state). - Harmful addiction status icons reapplying every tick during an active morphine dose. - Withdrawal checks firing during morphine activation delay as if the patient were already dry. - NeoForge 26.2+ crash (NoClassDefFoundError for removed `PlayerInteractEvent.EntityInteractSpecific` event; replaced by modern `PlayerInteractEvent.Action.RIGHT_CLICK_ENTITY` since 1.20.1). Fixes GitHub issue #6. ## Crafting note ``` M M I R B I I ``` `M` = Morphine ×2 · `I` = Iron Ingot · `R` = Redstone · `B` = Glass Bottle → Morphine Injector (2 uses) ## Closing 1.3.0 is the release that treats the HUD like a nervous system: graded, interruptible, and occasionally cruel. Take the syringe when you must—just remember it costs two pills now, and the world will still go a little soft around the edges when the adrenaline hits.
beta

FIrst Aid New 1.3.0+neoforge26.2

1.3.0-patched+neoforge26.2
7 авг. 2026 г.20Minecraft: 26.2neoforge
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# First Aid New 1.3.0 *Where the screen itself remembers what the body endures.* Applies to: - `firstaid-1.3.0+fabric1.21.1` - `firstaid-1.3.0+fabric26.2` - `firstaid-1.3.0+neoforge1.21.1` - `firstaid-1.3.0+neoforge26.2` - `firstaid-1.3.0+forge1.20.1` ## Highlights This release is less about adding another syringe and more about making every heartbeat, near-miss, and dose *read* on the glass of the screen. Pain no longer telegraphs itself as a flat filter; morphine no longer arrives as a binary wash; suppression no longer collapses into a single gray shrug. The battlefield is graded again—soft where it should be soft, brutal where it should be brutal. ## Added - **Composite pain / color post-processing** on classic loaders (Forge 1.20.1, Fabric/NeoForge 1.21.1): saturation grading and radial blur now share one chain, so morphine color and pain warp can coexist instead of fighting over a single slot. - **Tiered morphine saturation and suppression desaturation** on 26.2 loaders, with multi-pass desat + blur so high suppression still feels sharp and gray without erasing depth. - **Continuous gray-white suppression rim**: edge wash and soft ash scale with suppression strength, so low, mid, and high pressure are legible at a glance. - **Hit-frequency red pulse vignette** restored as a separate injury language—impact paints the frame; lingering pain keeps the blur. - **Adrenaline rush blur**: while the adrenaline injector’s combat package is active, screen blur locks to **moderate pain** strength (pain level 2), even under painkillers. - **Milk-safe addiction feedback utilities** and hardened milk hooks so FirstAid model state and vanilla cures stay in step. ## Changed - **Morphine Injector recipe** now costs **two Morphine** (plus iron, redstone, and a glass bottle). Concentrated mercy is no longer a one-pill craft. - Morphine saturation **fades with remaining duration** (smoothstep), so the last minutes of relief feel different from the first. - Suppression desaturation is **stronger at peak** and **slower to ramp**, with clear steps between mild, medium, and heavy pressure. - Suppression always contributes a **pain-like radial blur** (weaker than injury pain), not only edge vignette. - Suppression intensity **decays more slowly**, and high suppression can still ring with tinnitus; BGM detune remains tied to high addiction + withdrawal rather than every near-miss. - Addiction **rise / ultra-rise icons no longer sit on top of active morphine** (or its activation delay). The addiction value still climbs; the treatment itself no longer looks like a drug crash. - Milk clears morphine **fully**—effect, pending activation, model ticks—and resyncs the client so HUD and reality agree. - Config polish: pain blur toggle, optional hide of player-model status lines, admin-focused addiction query, and related command tip text. - **Default suppression mode is now `mild`** (`lowSuppressionEnabled = true`), equivalent to `/firstaid suppression mild`. Use `/firstaid suppression dynamic` for full-strength near-miss pressure. ## Fixed - Classic loaders where suppression desaturation never appeared or stuck at a default saturation boost when uniforms failed to apply. - 26.2 post effects where color tiers preempted blur entirely during suppression or morphine. - Sticky morphine after milk (`00:00` leftovers, half-cleared model state). - Harmful addiction status icons reapplying every tick during an active morphine dose. - Withdrawal checks firing during morphine activation delay as if the patient were already dry. - NeoForge 26.2+ crash (NoClassDefFoundError for removed `PlayerInteractEvent.EntityInteractSpecific` event; replaced by modern `PlayerInteractEvent.Action.RIGHT_CLICK_ENTITY` since 1.20.1). Fixes GitHub issue #6. ## Crafting note ``` M M I R B I I ``` `M` = Morphine ×2 · `I` = Iron Ingot · `R` = Redstone · `B` = Glass Bottle → Morphine Injector (2 uses) ## Closing 1.3.0 is the release that treats the HUD like a nervous system: graded, interruptible, and occasionally cruel. Take the syringe when you must—just remember it costs two pills now, and the world will still go a little soft around the edges when the adrenaline hits.
beta

FIrst Aid New 1.3.0+neoforge1.21.1

1.3.0+neoforge1.21.1
6 авг. 2026 г.383Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4neoforge
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# First Aid New 1.3.0 *Where the screen itself remembers what the body endures.* Applies to: - `firstaid-1.3.0+fabric1.21.1` - `firstaid-1.3.0+fabric26.2` - `firstaid-1.3.0+neoforge1.21.1` - `firstaid-1.3.0+neoforge26.2` - `firstaid-1.3.0+forge1.20.1` ## Highlights This release is less about adding another syringe and more about making every heartbeat, near-miss, and dose *read* on the glass of the screen. Pain no longer telegraphs itself as a flat filter; morphine no longer arrives as a binary wash; suppression no longer collapses into a single gray shrug. The battlefield is graded again—soft where it should be soft, brutal where it should be brutal. ## Added - **Composite pain / color post-processing** on classic loaders (Forge 1.20.1, Fabric/NeoForge 1.21.1): saturation grading and radial blur now share one chain, so morphine color and pain warp can coexist instead of fighting over a single slot. - **Tiered morphine saturation and suppression desaturation** on 26.2 loaders, with multi-pass desat + blur so high suppression still feels sharp and gray without erasing depth. - **Continuous gray-white suppression rim**: edge wash and soft ash scale with suppression strength, so low, mid, and high pressure are legible at a glance. - **Hit-frequency red pulse vignette** restored as a separate injury language—impact paints the frame; lingering pain keeps the blur. - **Adrenaline rush blur**: while the adrenaline injector’s combat package is active, screen blur locks to **moderate pain** strength (pain level 2), even under painkillers. - **Milk-safe addiction feedback utilities** and hardened milk hooks so FirstAid model state and vanilla cures stay in step. ## Changed - **Morphine Injector recipe** now costs **two Morphine** (plus iron, redstone, and a glass bottle). Concentrated mercy is no longer a one-pill craft. - Morphine saturation **fades with remaining duration** (smoothstep), so the last minutes of relief feel different from the first. - Suppression desaturation is **stronger at peak** and **slower to ramp**, with clear steps between mild, medium, and heavy pressure. - Suppression always contributes a **pain-like radial blur** (weaker than injury pain), not only edge vignette. - Suppression intensity **decays more slowly**, and high suppression can still ring with tinnitus; BGM detune remains tied to high addiction + withdrawal rather than every near-miss. - Addiction **rise / ultra-rise icons no longer sit on top of active morphine** (or its activation delay). The addiction value still climbs; the treatment itself no longer looks like a drug crash. - Milk clears morphine **fully**—effect, pending activation, model ticks—and resyncs the client so HUD and reality agree. - Config polish: pain blur toggle, optional hide of player-model status lines, admin-focused addiction query, and related command tip text. - **Default suppression mode is now `mild`** (`lowSuppressionEnabled = true`), equivalent to `/firstaid suppression mild`. Use `/firstaid suppression dynamic` for full-strength near-miss pressure. ## Fixed - Classic loaders where suppression desaturation never appeared or stuck at a default saturation boost when uniforms failed to apply. - 26.2 post effects where color tiers preempted blur entirely during suppression or morphine. - Sticky morphine after milk (`00:00` leftovers, half-cleared model state). - Harmful addiction status icons reapplying every tick during an active morphine dose. - Withdrawal checks firing during morphine activation delay as if the patient were already dry. ## Crafting note ``` M M I R B I I ``` `M` = Morphine ×2 · `I` = Iron Ingot · `R` = Redstone · `B` = Glass Bottle → Morphine Injector (2 uses) ## Closing 1.3.0 is the release that treats the HUD like a nervous system: graded, interruptible, and occasionally cruel. Take the syringe when you must—just remember it costs two pills now, and the world will still go a little soft around the edges when the adrenaline hits.
beta

FIrst Aid New 1.3.0+forge1.20.1

1.3.0+forge1.20.1
6 авг. 2026 г.228Minecraft: 1.20.1forge
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# First Aid New 1.3.0 *Where the screen itself remembers what the body endures.* Applies to: - `firstaid-1.3.0+fabric1.21.1` - `firstaid-1.3.0+fabric26.2` - `firstaid-1.3.0+neoforge1.21.1` - `firstaid-1.3.0+neoforge26.2` - `firstaid-1.3.0+forge1.20.1` ## Highlights This release is less about adding another syringe and more about making every heartbeat, near-miss, and dose *read* on the glass of the screen. Pain no longer telegraphs itself as a flat filter; morphine no longer arrives as a binary wash; suppression no longer collapses into a single gray shrug. The battlefield is graded again—soft where it should be soft, brutal where it should be brutal. ## Added - **Composite pain / color post-processing** on classic loaders (Forge 1.20.1, Fabric/NeoForge 1.21.1): saturation grading and radial blur now share one chain, so morphine color and pain warp can coexist instead of fighting over a single slot. - **Tiered morphine saturation and suppression desaturation** on 26.2 loaders, with multi-pass desat + blur so high suppression still feels sharp and gray without erasing depth. - **Continuous gray-white suppression rim**: edge wash and soft ash scale with suppression strength, so low, mid, and high pressure are legible at a glance. - **Hit-frequency red pulse vignette** restored as a separate injury language—impact paints the frame; lingering pain keeps the blur. - **Adrenaline rush blur**: while the adrenaline injector’s combat package is active, screen blur locks to **moderate pain** strength (pain level 2), even under painkillers. - **Milk-safe addiction feedback utilities** and hardened milk hooks so FirstAid model state and vanilla cures stay in step. ## Changed - **Morphine Injector recipe** now costs **two Morphine** (plus iron, redstone, and a glass bottle). Concentrated mercy is no longer a one-pill craft. - Morphine saturation **fades with remaining duration** (smoothstep), so the last minutes of relief feel different from the first. - Suppression desaturation is **stronger at peak** and **slower to ramp**, with clear steps between mild, medium, and heavy pressure. - Suppression always contributes a **pain-like radial blur** (weaker than injury pain), not only edge vignette. - Suppression intensity **decays more slowly**, and high suppression can still ring with tinnitus; BGM detune remains tied to high addiction + withdrawal rather than every near-miss. - Addiction **rise / ultra-rise icons no longer sit on top of active morphine** (or its activation delay). The addiction value still climbs; the treatment itself no longer looks like a drug crash. - Milk clears morphine **fully**—effect, pending activation, model ticks—and resyncs the client so HUD and reality agree. - Config polish: pain blur toggle, optional hide of player-model status lines, admin-focused addiction query, and related command tip text. - **Default suppression mode is now `mild`** (`lowSuppressionEnabled = true`), equivalent to `/firstaid suppression mild`. Use `/firstaid suppression dynamic` for full-strength near-miss pressure. ## Fixed - Classic loaders where suppression desaturation never appeared or stuck at a default saturation boost when uniforms failed to apply. - 26.2 post effects where color tiers preempted blur entirely during suppression or morphine. - Sticky morphine after milk (`00:00` leftovers, half-cleared model state). - Harmful addiction status icons reapplying every tick during an active morphine dose. - Withdrawal checks firing during morphine activation delay as if the patient were already dry. ## Crafting note ``` M M I R B I I ``` `M` = Morphine ×2 · `I` = Iron Ingot · `R` = Redstone · `B` = Glass Bottle → Morphine Injector (2 uses) ## Closing 1.3.0 is the release that treats the HUD like a nervous system: graded, interruptible, and occasionally cruel. Take the syringe when you must—just remember it costs two pills now, and the world will still go a little soft around the edges when the adrenaline hits.
beta

FIrst Aid New 1.3.0+fabric26.2

1.3.0+fabric26.2
6 авг. 2026 г.1 тыс.Minecraft: 26.2fabric
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# First Aid New 1.3.0 *Where the screen itself remembers what the body endures.* Applies to: - `firstaid-1.3.0+fabric1.21.1` - `firstaid-1.3.0+fabric26.2` - `firstaid-1.3.0+neoforge1.21.1` - `firstaid-1.3.0+neoforge26.2` - `firstaid-1.3.0+forge1.20.1` ## Highlights This release is less about adding another syringe and more about making every heartbeat, near-miss, and dose *read* on the glass of the screen. Pain no longer telegraphs itself as a flat filter; morphine no longer arrives as a binary wash; suppression no longer collapses into a single gray shrug. The battlefield is graded again—soft where it should be soft, brutal where it should be brutal. ## Added - **Composite pain / color post-processing** on classic loaders (Forge 1.20.1, Fabric/NeoForge 1.21.1): saturation grading and radial blur now share one chain, so morphine color and pain warp can coexist instead of fighting over a single slot. - **Tiered morphine saturation and suppression desaturation** on 26.2 loaders, with multi-pass desat + blur so high suppression still feels sharp and gray without erasing depth. - **Continuous gray-white suppression rim**: edge wash and soft ash scale with suppression strength, so low, mid, and high pressure are legible at a glance. - **Hit-frequency red pulse vignette** restored as a separate injury language—impact paints the frame; lingering pain keeps the blur. - **Adrenaline rush blur**: while the adrenaline injector’s combat package is active, screen blur locks to **moderate pain** strength (pain level 2), even under painkillers. - **Milk-safe addiction feedback utilities** and hardened milk hooks so FirstAid model state and vanilla cures stay in step. ## Changed - **Morphine Injector recipe** now costs **two Morphine** (plus iron, redstone, and a glass bottle). Concentrated mercy is no longer a one-pill craft. - Morphine saturation **fades with remaining duration** (smoothstep), so the last minutes of relief feel different from the first. - Suppression desaturation is **stronger at peak** and **slower to ramp**, with clear steps between mild, medium, and heavy pressure. - Suppression always contributes a **pain-like radial blur** (weaker than injury pain), not only edge vignette. - Suppression intensity **decays more slowly**, and high suppression can still ring with tinnitus; BGM detune remains tied to high addiction + withdrawal rather than every near-miss. - Addiction **rise / ultra-rise icons no longer sit on top of active morphine** (or its activation delay). The addiction value still climbs; the treatment itself no longer looks like a drug crash. - Milk clears morphine **fully**—effect, pending activation, model ticks—and resyncs the client so HUD and reality agree. - Config polish: pain blur toggle, optional hide of player-model status lines, admin-focused addiction query, and related command tip text. - **Default suppression mode is now `mild`** (`lowSuppressionEnabled = true`), equivalent to `/firstaid suppression mild`. Use `/firstaid suppression dynamic` for full-strength near-miss pressure. ## Fixed - Classic loaders where suppression desaturation never appeared or stuck at a default saturation boost when uniforms failed to apply. - 26.2 post effects where color tiers preempted blur entirely during suppression or morphine. - Sticky morphine after milk (`00:00` leftovers, half-cleared model state). - Harmful addiction status icons reapplying every tick during an active morphine dose. - Withdrawal checks firing during morphine activation delay as if the patient were already dry. ## Crafting note ``` M M I R B I I ``` `M` = Morphine ×2 · `I` = Iron Ingot · `R` = Redstone · `B` = Glass Bottle → Morphine Injector (2 uses) ## Closing 1.3.0 is the release that treats the HUD like a nervous system: graded, interruptible, and occasionally cruel. Take the syringe when you must—just remember it costs two pills now, and the world will still go a little soft around the edges when the adrenaline hits.
alpha

FIrst Aid New 1.3.0+fabric1.21.1

1.3.0+fabric1.21.1(bugged)
6 авг. 2026 г.41Minecraft: 1.21.1fabric
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# First Aid New 1.3.0 *Where the screen itself remembers what the body endures.* Applies to: - `firstaid-1.3.0+fabric1.21.1` - `firstaid-1.3.0+fabric26.2` - `firstaid-1.3.0+neoforge1.21.1` - `firstaid-1.3.0+neoforge26.2` - `firstaid-1.3.0+forge1.20.1` ## Highlights This release is less about adding another syringe and more about making every heartbeat, near-miss, and dose *read* on the glass of the screen. Pain no longer telegraphs itself as a flat filter; morphine no longer arrives as a binary wash; suppression no longer collapses into a single gray shrug. The battlefield is graded again—soft where it should be soft, brutal where it should be brutal. ## Added - **Composite pain / color post-processing** on classic loaders (Forge 1.20.1, Fabric/NeoForge 1.21.1): saturation grading and radial blur now share one chain, so morphine color and pain warp can coexist instead of fighting over a single slot. - **Tiered morphine saturation and suppression desaturation** on 26.2 loaders, with multi-pass desat + blur so high suppression still feels sharp and gray without erasing depth. - **Continuous gray-white suppression rim**: edge wash and soft ash scale with suppression strength, so low, mid, and high pressure are legible at a glance. - **Hit-frequency red pulse vignette** restored as a separate injury language—impact paints the frame; lingering pain keeps the blur. - **Adrenaline rush blur**: while the adrenaline injector’s combat package is active, screen blur locks to **moderate pain** strength (pain level 2), even under painkillers. - **Milk-safe addiction feedback utilities** and hardened milk hooks so FirstAid model state and vanilla cures stay in step. ## Changed - **Morphine Injector recipe** now costs **two Morphine** (plus iron, redstone, and a glass bottle). Concentrated mercy is no longer a one-pill craft. - Morphine saturation **fades with remaining duration** (smoothstep), so the last minutes of relief feel different from the first. - Suppression desaturation is **stronger at peak** and **slower to ramp**, with clear steps between mild, medium, and heavy pressure. - Suppression always contributes a **pain-like radial blur** (weaker than injury pain), not only edge vignette. - Suppression intensity **decays more slowly**, and high suppression can still ring with tinnitus; BGM detune remains tied to high addiction + withdrawal rather than every near-miss. - Addiction **rise / ultra-rise icons no longer sit on top of active morphine** (or its activation delay). The addiction value still climbs; the treatment itself no longer looks like a drug crash. - Milk clears morphine **fully**—effect, pending activation, model ticks—and resyncs the client so HUD and reality agree. - Config polish: pain blur toggle, optional hide of player-model status lines, admin-focused addiction query, and related command tip text. - **Default suppression mode is now `mild`** (`lowSuppressionEnabled = true`), equivalent to `/firstaid suppression mild`. Use `/firstaid suppression dynamic` for full-strength near-miss pressure. ## Fixed - Classic loaders where suppression desaturation never appeared or stuck at a default saturation boost when uniforms failed to apply. - 26.2 post effects where color tiers preempted blur entirely during suppression or morphine. - Sticky morphine after milk (`00:00` leftovers, half-cleared model state). - Harmful addiction status icons reapplying every tick during an active morphine dose. - Withdrawal checks firing during morphine activation delay as if the patient were already dry. ## Crafting note ``` M M I R B I I ``` `M` = Morphine ×2 · `I` = Iron Ingot · `R` = Redstone · `B` = Glass Bottle → Morphine Injector (2 uses) ## Closing 1.3.0 is the release that treats the HUD like a nervous system: graded, interruptible, and occasionally cruel. Take the syringe when you must—just remember it costs two pills now, and the world will still go a little soft around the edges when the adrenaline hits.
release

FIrst Aid New 1.2.8+neoforge26.2

1.2.8+neoforge26.2
11 июл. 2026 г.72Minecraft: 26.2neoforge
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# Changelog ## 1.2.8 - 2026-07-11 Applies to: - `firstaid-1.2.8+fabric1.21.1` - `firstaid-1.2.8+fabric26.1` - `firstaid-1.2.8+fabric26.2` - `firstaid-1.2.8+neoforge1.21.1` - `firstaid-1.2.8+neoforge26.1` - `firstaid-1.2.8+neoforge26.2` - `firstaid-1.2.8+forge1.20.1` ### Fixed - Fixed Totems of Undying being skipped when a single critical body part reached zero health, causing the player to enter the downed state. A valid totem is now consumed before critical incapacitation and the affected parts are restored and synchronized. - Fixed vanilla Poison bypassing First Aid's body-part minimum-health protection. Player poison ticks now use the First Aid no-kill distribution while non-player poison keeps vanilla behavior. - Fixed missing hardcore, frozen, poison, wither, absorption, and blinking heart sprite selection across the maintained HUDs. - Restored vanilla-style damage and healing heart blinking, low-health jitter, regeneration heart movement, and HUD state reset after respawn or dimension changes. - Fixed local armor, toughness, and Protection calculations exceeding the vanilla full-equipment damage reduction. - Fixed blurred GUI textures by enforcing nearest-neighbor sampling and texture clamping for the First Aid health overlays. ### Changed - Relaxed armor and toughness multiplier configuration ranges to `0.0-16.0`. - Relaxed Protection multiplier and override ranges to `0-4`; `0` disables the corresponding local reduction. - Reconnected modern-branch Protection configuration values to their runtime calculations.
release

FIrst Aid New 1.2.8+neoforge26.1

1.2.8+neoforge26.1
11 июл. 2026 г.144Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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# Changelog ## 1.2.8 - 2026-07-11 Applies to: - `firstaid-1.2.8+fabric1.21.1` - `firstaid-1.2.8+fabric26.1` - `firstaid-1.2.8+fabric26.2` - `firstaid-1.2.8+neoforge1.21.1` - `firstaid-1.2.8+neoforge26.1` - `firstaid-1.2.8+neoforge26.2` - `firstaid-1.2.8+forge1.20.1` ### Fixed - Fixed Totems of Undying being skipped when a single critical body part reached zero health, causing the player to enter the downed state. A valid totem is now consumed before critical incapacitation and the affected parts are restored and synchronized. - Fixed vanilla Poison bypassing First Aid's body-part minimum-health protection. Player poison ticks now use the First Aid no-kill distribution while non-player poison keeps vanilla behavior. - Fixed missing hardcore, frozen, poison, wither, absorption, and blinking heart sprite selection across the maintained HUDs. - Restored vanilla-style damage and healing heart blinking, low-health jitter, regeneration heart movement, and HUD state reset after respawn or dimension changes. - Fixed local armor, toughness, and Protection calculations exceeding the vanilla full-equipment damage reduction. - Fixed blurred GUI textures by enforcing nearest-neighbor sampling and texture clamping for the First Aid health overlays. ### Changed - Relaxed armor and toughness multiplier configuration ranges to `0.0-16.0`. - Relaxed Protection multiplier and override ranges to `0-4`; `0` disables the corresponding local reduction. - Reconnected modern-branch Protection configuration values to their runtime calculations.
release

FIrst Aid New 1.2.8+neoforge1.21.1

1.2.8+neoforge1.21.1
11 июл. 2026 г.2,5 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4neoforge
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# Changelog ## 1.2.8 - 2026-07-11 Applies to: - `firstaid-1.2.8+fabric1.21.1` - `firstaid-1.2.8+fabric26.1` - `firstaid-1.2.8+fabric26.2` - `firstaid-1.2.8+neoforge1.21.1` - `firstaid-1.2.8+neoforge26.1` - `firstaid-1.2.8+neoforge26.2` - `firstaid-1.2.8+forge1.20.1` ### Fixed - Fixed Totems of Undying being skipped when a single critical body part reached zero health, causing the player to enter the downed state. A valid totem is now consumed before critical incapacitation and the affected parts are restored and synchronized. - Fixed vanilla Poison bypassing First Aid's body-part minimum-health protection. Player poison ticks now use the First Aid no-kill distribution while non-player poison keeps vanilla behavior. - Fixed missing hardcore, frozen, poison, wither, absorption, and blinking heart sprite selection across the maintained HUDs. - Restored vanilla-style damage and healing heart blinking, low-health jitter, regeneration heart movement, and HUD state reset after respawn or dimension changes. - Fixed local armor, toughness, and Protection calculations exceeding the vanilla full-equipment damage reduction. - Fixed blurred GUI textures by enforcing nearest-neighbor sampling and texture clamping for the First Aid health overlays. ### Changed - Relaxed armor and toughness multiplier configuration ranges to `0.0-16.0`. - Relaxed Protection multiplier and override ranges to `0-4`; `0` disables the corresponding local reduction. - Reconnected modern-branch Protection configuration values to their runtime calculations.
release

FIrst Aid New 1.2.8+forge1.20.1

1.2.8+forge1.20.1
11 июл. 2026 г.1,2 тыс.Minecraft: 1.20.1forge
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# Changelog ## 1.2.8 - 2026-07-11 Applies to: - `firstaid-1.2.8+fabric1.21.1` - `firstaid-1.2.8+fabric26.1` - `firstaid-1.2.8+fabric26.2` - `firstaid-1.2.8+neoforge1.21.1` - `firstaid-1.2.8+neoforge26.1` - `firstaid-1.2.8+neoforge26.2` - `firstaid-1.2.8+forge1.20.1` ### Fixed - Fixed Totems of Undying being skipped when a single critical body part reached zero health, causing the player to enter the downed state. A valid totem is now consumed before critical incapacitation and the affected parts are restored and synchronized. - Fixed vanilla Poison bypassing First Aid's body-part minimum-health protection. Player poison ticks now use the First Aid no-kill distribution while non-player poison keeps vanilla behavior. - Fixed missing hardcore, frozen, poison, wither, absorption, and blinking heart sprite selection across the maintained HUDs. - Restored vanilla-style damage and healing heart blinking, low-health jitter, regeneration heart movement, and HUD state reset after respawn or dimension changes. - Fixed local armor, toughness, and Protection calculations exceeding the vanilla full-equipment damage reduction. - Fixed blurred GUI textures by enforcing nearest-neighbor sampling and texture clamping for the First Aid health overlays. ### Changed - Relaxed armor and toughness multiplier configuration ranges to `0.0-16.0`. - Relaxed Protection multiplier and override ranges to `0-4`; `0` disables the corresponding local reduction. - Reconnected modern-branch Protection configuration values to their runtime calculations.
release

FIrst Aid New 1.2.8+fabric26.2

1.2.8+fabric26.2
11 июл. 2026 г.352Minecraft: 26.2fabric
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# Changelog ## 1.2.8 - 2026-07-11 Applies to: - `firstaid-1.2.8+fabric1.21.1` - `firstaid-1.2.8+fabric26.1` - `firstaid-1.2.8+fabric26.2` - `firstaid-1.2.8+neoforge1.21.1` - `firstaid-1.2.8+neoforge26.1` - `firstaid-1.2.8+neoforge26.2` - `firstaid-1.2.8+forge1.20.1` ### Fixed - Fixed Totems of Undying being skipped when a single critical body part reached zero health, causing the player to enter the downed state. A valid totem is now consumed before critical incapacitation and the affected parts are restored and synchronized. - Fixed vanilla Poison bypassing First Aid's body-part minimum-health protection. Player poison ticks now use the First Aid no-kill distribution while non-player poison keeps vanilla behavior. - Fixed missing hardcore, frozen, poison, wither, absorption, and blinking heart sprite selection across the maintained HUDs. - Restored vanilla-style damage and healing heart blinking, low-health jitter, regeneration heart movement, and HUD state reset after respawn or dimension changes. - Fixed local armor, toughness, and Protection calculations exceeding the vanilla full-equipment damage reduction. - Fixed blurred GUI textures by enforcing nearest-neighbor sampling and texture clamping for the First Aid health overlays. ### Changed - Relaxed armor and toughness multiplier configuration ranges to `0.0-16.0`. - Relaxed Protection multiplier and override ranges to `0-4`; `0` disables the corresponding local reduction. - Reconnected modern-branch Protection configuration values to their runtime calculations.
release

FIrst Aid New 1.2.8+fabric26.1

1.2.8+fabric26.1
11 июл. 2026 г.435Minecraft: 26.1, 26.1.1, 26.1.2fabric
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# Changelog ## 1.2.8 - 2026-07-11 Applies to: - `firstaid-1.2.8+fabric1.21.1` - `firstaid-1.2.8+fabric26.1` - `firstaid-1.2.8+fabric26.2` - `firstaid-1.2.8+neoforge1.21.1` - `firstaid-1.2.8+neoforge26.1` - `firstaid-1.2.8+neoforge26.2` - `firstaid-1.2.8+forge1.20.1` ### Fixed - Fixed Totems of Undying being skipped when a single critical body part reached zero health, causing the player to enter the downed state. A valid totem is now consumed before critical incapacitation and the affected parts are restored and synchronized. - Fixed vanilla Poison bypassing First Aid's body-part minimum-health protection. Player poison ticks now use the First Aid no-kill distribution while non-player poison keeps vanilla behavior. - Fixed missing hardcore, frozen, poison, wither, absorption, and blinking heart sprite selection across the maintained HUDs. - Restored vanilla-style damage and healing heart blinking, low-health jitter, regeneration heart movement, and HUD state reset after respawn or dimension changes. - Fixed local armor, toughness, and Protection calculations exceeding the vanilla full-equipment damage reduction. - Fixed blurred GUI textures by enforcing nearest-neighbor sampling and texture clamping for the First Aid health overlays. ### Changed - Relaxed armor and toughness multiplier configuration ranges to `0.0-16.0`. - Relaxed Protection multiplier and override ranges to `0-4`; `0` disables the corresponding local reduction. - Reconnected modern-branch Protection configuration values to their runtime calculations.
release

FIrst Aid New 1.2.8+fabric1.21.1

1.2.8+fabric1.21.1
11 июл. 2026 г.651Minecraft: 1.21.1fabric
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# Changelog ## 1.2.8 - 2026-07-11 Applies to: - `firstaid-1.2.8+fabric1.21.1` - `firstaid-1.2.8+fabric26.1` - `firstaid-1.2.8+fabric26.2` - `firstaid-1.2.8+neoforge1.21.1` - `firstaid-1.2.8+neoforge26.1` - `firstaid-1.2.8+neoforge26.2` - `firstaid-1.2.8+forge1.20.1` ### Fixed - Fixed Totems of Undying being skipped when a single critical body part reached zero health, causing the player to enter the downed state. A valid totem is now consumed before critical incapacitation and the affected parts are restored and synchronized. - Fixed vanilla Poison bypassing First Aid's body-part minimum-health protection. Player poison ticks now use the First Aid no-kill distribution while non-player poison keeps vanilla behavior. - Fixed missing hardcore, frozen, poison, wither, absorption, and blinking heart sprite selection across the maintained HUDs. - Restored vanilla-style damage and healing heart blinking, low-health jitter, regeneration heart movement, and HUD state reset after respawn or dimension changes. - Fixed local armor, toughness, and Protection calculations exceeding the vanilla full-equipment damage reduction. - Fixed blurred GUI textures by enforcing nearest-neighbor sampling and texture clamping for the First Aid health overlays. ### Changed - Relaxed armor and toughness multiplier configuration ranges to `0.0-16.0`. - Relaxed Protection multiplier and override ranges to `0-4`; `0` disables the corresponding local reduction. - Reconnected modern-branch Protection configuration values to their runtime calculations.
release

FIrst Aid New 1.2.7+neoforge26.2

1.2.7+neoforge26.2
20 июн. 2026 г.43Minecraft: 26.2neoforge
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# Changelog ## 1.2.7 - 2026-06-20 Applies to: - `firstaid-1.2.7+fabric1.21.1` - `firstaid-1.2.7+fabric26.1` - `firstaid-1.2.7+fabric26.2` - `firstaid-1.2.7+neoforge1.21.1` - `firstaid-1.2.7+neoforge26.1` - `firstaid-1.2.7+neoforge26.2` - `firstaid-1.2.7+forge1.20.1` ### Added - Added `/firstaid suppression off` to disable projectile near-miss suppression triggers. - Added persistent `projectileSuppressionEnabled` server config support. ### Changed - `/firstaid suppression dynamic` and `/firstaid suppression mild` now re-enable projectile near-miss suppression while selecting the intensity mode. - Updated operator command tips and README command documentation for `dynamic|mild|off`. ### Fixed - Synced the projectile suppression enabled state to Forge and NeoForge clients when command settings change.
release

FIrst Aid New 1.2.7+neoforge26.1

1.2.7+neoforge26.1
20 июн. 2026 г.34Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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# Changelog ## 1.2.7 - 2026-06-20 Applies to: - `firstaid-1.2.7+fabric1.21.1` - `firstaid-1.2.7+fabric26.1` - `firstaid-1.2.7+fabric26.2` - `firstaid-1.2.7+neoforge1.21.1` - `firstaid-1.2.7+neoforge26.1` - `firstaid-1.2.7+neoforge26.2` - `firstaid-1.2.7+forge1.20.1` ### Added - Added `/firstaid suppression off` to disable projectile near-miss suppression triggers. - Added persistent `projectileSuppressionEnabled` server config support. ### Changed - `/firstaid suppression dynamic` and `/firstaid suppression mild` now re-enable projectile near-miss suppression while selecting the intensity mode. - Updated operator command tips and README command documentation for `dynamic|mild|off`. ### Fixed - Synced the projectile suppression enabled state to Forge and NeoForge clients when command settings change.
release

FIrst Aid New 1.2.7+neoforge1.21.1

1.2.7+neoforge1.21.1
20 июн. 2026 г.2,7 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4neoforge
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# Changelog ## 1.2.7 - 2026-06-20 Applies to: - `firstaid-1.2.7+fabric1.21.1` - `firstaid-1.2.7+fabric26.1` - `firstaid-1.2.7+fabric26.2` - `firstaid-1.2.7+neoforge1.21.1` - `firstaid-1.2.7+neoforge26.1` - `firstaid-1.2.7+neoforge26.2` - `firstaid-1.2.7+forge1.20.1` ### Added - Added `/firstaid suppression off` to disable projectile near-miss suppression triggers. - Added persistent `projectileSuppressionEnabled` server config support. ### Changed - `/firstaid suppression dynamic` and `/firstaid suppression mild` now re-enable projectile near-miss suppression while selecting the intensity mode. - Updated operator command tips and README command documentation for `dynamic|mild|off`. ### Fixed - Synced the projectile suppression enabled state to Forge and NeoForge clients when command settings change.
release

FIrst Aid New 1.2.7+forge1.20.1

1.2.7+forge1.20.1
20 июн. 2026 г.821Minecraft: 1.20.1forge
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# Changelog ## 1.2.7 - 2026-06-20 Applies to: - `firstaid-1.2.7+fabric1.21.1` - `firstaid-1.2.7+fabric26.1` - `firstaid-1.2.7+fabric26.2` - `firstaid-1.2.7+neoforge1.21.1` - `firstaid-1.2.7+neoforge26.1` - `firstaid-1.2.7+neoforge26.2` - `firstaid-1.2.7+forge1.20.1` ### Added - Added `/firstaid suppression off` to disable projectile near-miss suppression triggers. - Added persistent `projectileSuppressionEnabled` server config support. ### Changed - `/firstaid suppression dynamic` and `/firstaid suppression mild` now re-enable projectile near-miss suppression while selecting the intensity mode. - Updated operator command tips and README command documentation for `dynamic|mild|off`. ### Fixed - Synced the projectile suppression enabled state to Forge and NeoForge clients when command settings change.
release

FIrst Aid New 1.2.7+fabric26.2

1.2.7+fabric26.2
20 июн. 2026 г.155Minecraft: 26.2fabric
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# Changelog ## 1.2.7 - 2026-06-20 Applies to: - `firstaid-1.2.7+fabric1.21.1` - `firstaid-1.2.7+fabric26.1` - `firstaid-1.2.7+fabric26.2` - `firstaid-1.2.7+neoforge1.21.1` - `firstaid-1.2.7+neoforge26.1` - `firstaid-1.2.7+neoforge26.2` - `firstaid-1.2.7+forge1.20.1` ### Added - Added `/firstaid suppression off` to disable projectile near-miss suppression triggers. - Added persistent `projectileSuppressionEnabled` server config support. ### Changed - `/firstaid suppression dynamic` and `/firstaid suppression mild` now re-enable projectile near-miss suppression while selecting the intensity mode. - Updated operator command tips and README command documentation for `dynamic|mild|off`. ### Fixed - Synced the projectile suppression enabled state to Forge and NeoForge clients when command settings change.
release

FIrst Aid New 1.2.7+fabric26.1

1.2.7+fabric26.1
20 июн. 2026 г.894Minecraft: 26.1, 26.1.1, 26.1.2fabric
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# Changelog ## 1.2.7 - 2026-06-20 Applies to: - `firstaid-1.2.7+fabric1.21.1` - `firstaid-1.2.7+fabric26.1` - `firstaid-1.2.7+fabric26.2` - `firstaid-1.2.7+neoforge1.21.1` - `firstaid-1.2.7+neoforge26.1` - `firstaid-1.2.7+neoforge26.2` - `firstaid-1.2.7+forge1.20.1` ### Added - Added `/firstaid suppression off` to disable projectile near-miss suppression triggers. - Added persistent `projectileSuppressionEnabled` server config support. ### Changed - `/firstaid suppression dynamic` and `/firstaid suppression mild` now re-enable projectile near-miss suppression while selecting the intensity mode. - Updated operator command tips and README command documentation for `dynamic|mild|off`. ### Fixed - Synced the projectile suppression enabled state to Forge and NeoForge clients when command settings change.
release

FIrst Aid New 1.2.7+fabric1.21.1

1.2.7+fabric1.21.1
20 июн. 2026 г.330Minecraft: 1.21.1fabric
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# Changelog ## 1.2.7 - 2026-06-20 Applies to: - `firstaid-1.2.7+fabric1.21.1` - `firstaid-1.2.7+fabric26.1` - `firstaid-1.2.7+fabric26.2` - `firstaid-1.2.7+neoforge1.21.1` - `firstaid-1.2.7+neoforge26.1` - `firstaid-1.2.7+neoforge26.2` - `firstaid-1.2.7+forge1.20.1` ### Added - Added `/firstaid suppression off` to disable projectile near-miss suppression triggers. - Added persistent `projectileSuppressionEnabled` server config support. ### Changed - `/firstaid suppression dynamic` and `/firstaid suppression mild` now re-enable projectile near-miss suppression while selecting the intensity mode. - Updated operator command tips and README command documentation for `dynamic|mild|off`. ### Fixed - Synced the projectile suppression enabled state to Forge and NeoForge clients when command settings change.
release

FIrst Aid New 1.2.6+neoforge26.1

1.2.6+neoforge26.1
3 июн. 2026 г.43Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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# Changelog ## 1.2.6 - 2026-06-03 Applies to: - `firstaid-1.2.6+fabric1.21.1` - `firstaid-1.2.6+fabric26.1` - `firstaid-1.2.6+neoforge1.21.1` - `firstaid-1.2.6+neoforge26.1` - `firstaid-1.2.6+forge1.20.1` ### Added - Added `/firstaid randomdamage friendly chance <percent>` so operators can configure the chance for friendly random damage behavior. - Added persistent config support for `friendlyRandomDistributionChance`, defaulting to 80%. ### Changed - Updated the randomdamage command tip to fill `/firstaid randomdamage friendly chance 80`, matching the default config. - Documented the default random damage command in the README. - Bumped the five maintained loader/version modules to loader-specific `1.2.6` release strings. ### Fixed - Fixed friendly random damage behavior for melee and projectile damage so chance hits use the original First Aid friendly no-kill random distribution path, while chance misses use normal locational damage logic. - Fixed random no-kill leftover handling so damage continues through the normal fallback path instead of disappearing. - Fixed Fabric 1.21.1 and Fabric 26.1 body-model HUD summaries so downed/critical rescue text is not duplicated beside the player model. The centered status overlay remains responsible for those messages.
release

FIrst Aid New 1.2.6+neoforge1.21.1

1.2.6+neoforge1.21.1
3 июн. 2026 г.735Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4neoforge
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# Changelog ## 1.2.6 - 2026-06-03 Applies to: - `firstaid-1.2.6+fabric1.21.1` - `firstaid-1.2.6+fabric26.1` - `firstaid-1.2.6+neoforge1.21.1` - `firstaid-1.2.6+neoforge26.1` - `firstaid-1.2.6+forge1.20.1` ### Added - Added `/firstaid randomdamage friendly chance <percent>` so operators can configure the chance for friendly random damage behavior. - Added persistent config support for `friendlyRandomDistributionChance`, defaulting to 80%. ### Changed - Updated the randomdamage command tip to fill `/firstaid randomdamage friendly chance 80`, matching the default config. - Documented the default random damage command in the README. - Bumped the five maintained loader/version modules to loader-specific `1.2.6` release strings. ### Fixed - Fixed friendly random damage behavior for melee and projectile damage so chance hits use the original First Aid friendly no-kill random distribution path, while chance misses use normal locational damage logic. - Fixed random no-kill leftover handling so damage continues through the normal fallback path instead of disappearing. - Fixed Fabric 1.21.1 and Fabric 26.1 body-model HUD summaries so downed/critical rescue text is not duplicated beside the player model. The centered status overlay remains responsible for those messages.
release

FIrst Aid New 1.2.6+forge1.20.1

1.2.6+forge1.20.1
3 июн. 2026 г.285Minecraft: 1.20.1forge
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# Changelog ## 1.2.6 - 2026-06-03 Applies to: - `firstaid-1.2.6+fabric1.21.1` - `firstaid-1.2.6+fabric26.1` - `firstaid-1.2.6+neoforge1.21.1` - `firstaid-1.2.6+neoforge26.1` - `firstaid-1.2.6+forge1.20.1` ### Added - Added `/firstaid randomdamage friendly chance <percent>` so operators can configure the chance for friendly random damage behavior. - Added persistent config support for `friendlyRandomDistributionChance`, defaulting to 80%. ### Changed - Updated the randomdamage command tip to fill `/firstaid randomdamage friendly chance 80`, matching the default config. - Documented the default random damage command in the README. - Bumped the five maintained loader/version modules to loader-specific `1.2.6` release strings. ### Fixed - Fixed friendly random damage behavior for melee and projectile damage so chance hits use the original First Aid friendly no-kill random distribution path, while chance misses use normal locational damage logic. - Fixed random no-kill leftover handling so damage continues through the normal fallback path instead of disappearing. - Fixed Fabric 1.21.1 and Fabric 26.1 body-model HUD summaries so downed/critical rescue text is not duplicated beside the player model. The centered status overlay remains responsible for those messages.
release

FIrst Aid New 1.2.6+fabric26.1

1.2.6+fabric26.1
3 июн. 2026 г.454Minecraft: 26.1, 26.1.1, 26.1.2fabric
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# Changelog ## 1.2.6 - 2026-06-03 Applies to: - `firstaid-1.2.6+fabric1.21.1` - `firstaid-1.2.6+fabric26.1` - `firstaid-1.2.6+neoforge1.21.1` - `firstaid-1.2.6+neoforge26.1` - `firstaid-1.2.6+forge1.20.1` ### Added - Added `/firstaid randomdamage friendly chance <percent>` so operators can configure the chance for friendly random damage behavior. - Added persistent config support for `friendlyRandomDistributionChance`, defaulting to 80%. ### Changed - Updated the randomdamage command tip to fill `/firstaid randomdamage friendly chance 80`, matching the default config. - Documented the default random damage command in the README. - Bumped the five maintained loader/version modules to loader-specific `1.2.6` release strings. ### Fixed - Fixed friendly random damage behavior for melee and projectile damage so chance hits use the original First Aid friendly no-kill random distribution path, while chance misses use normal locational damage logic. - Fixed random no-kill leftover handling so damage continues through the normal fallback path instead of disappearing. - Fixed Fabric 1.21.1 and Fabric 26.1 body-model HUD summaries so downed/critical rescue text is not duplicated beside the player model. The centered status overlay remains responsible for those messages.
release

FIrst Aid New 1.2.6+fabric1.21.1

1.2.6+fabric1.21.1
3 июн. 2026 г.200Minecraft: 1.21.1fabric
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# Changelog ## 1.2.6 - 2026-06-03 Applies to: - `firstaid-1.2.6+fabric1.21.1` - `firstaid-1.2.6+fabric26.1` - `firstaid-1.2.6+neoforge1.21.1` - `firstaid-1.2.6+neoforge26.1` - `firstaid-1.2.6+forge1.20.1` ### Added - Added `/firstaid randomdamage friendly chance <percent>` so operators can configure the chance for friendly random damage behavior. - Added persistent config support for `friendlyRandomDistributionChance`, defaulting to 80%. ### Changed - Updated the randomdamage command tip to fill `/firstaid randomdamage friendly chance 80`, matching the default config. - Documented the default random damage command in the README. - Bumped the five maintained loader/version modules to loader-specific `1.2.6` release strings. ### Fixed - Fixed friendly random damage behavior for melee and projectile damage so chance hits use the original First Aid friendly no-kill random distribution path, while chance misses use normal locational damage logic. - Fixed random no-kill leftover handling so damage continues through the normal fallback path instead of disappearing. - Fixed Fabric 1.21.1 and Fabric 26.1 body-model HUD summaries so downed/critical rescue text is not duplicated beside the player model. The centered status overlay remains responsible for those messages.
release

FIrst Aid New 1.2.5+neoforge1.21.1-patch

1.2.5+neoforge1.21.1-patch
31 мая 2026 г.125Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4neoforge
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# Changelog ## 1.2.5 patch - 2026-05-31 Applies to: - `firstaid-1.2.5+forge1.20.1-patch` - `firstaid-1.2.5+neoforge1.21.1-patch` ### Fixed - Fixed projectile locational damage on Forge 1.20.1 and NeoForge 1.21.1 so arrows use the real projectile trajectory against the player hitbox instead of the loader-provided entity hit location that could resolve head hits as foot hits.
release

FIrst Aid New 1.2.5+forge1.20.1-patch

1.2.5+forge1.20.1-patch
31 мая 2026 г.60Minecraft: 1.20.1forge
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# Changelog ## 1.2.5 patch - 2026-05-31 Applies to: - `firstaid-1.2.5+forge1.20.1-patch` - `firstaid-1.2.5+neoforge1.21.1-patch` ### Fixed - Fixed projectile locational damage on Forge 1.20.1 and NeoForge 1.21.1 so arrows use the real projectile trajectory against the player hitbox instead of the loader-provided entity hit location that could resolve head hits as foot hits.
release

FIrst Aid New 1.2.5-patch+fabric26.1

1.2.5-patch+fabric26.1
20 мая 2026 г.155Minecraft: 26.1, 26.1.1, 26.1.2fabric
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fixed some bugs
release

FIrst Aid New 1.2.5-patch+neoforge26.1

1.2.5-patch+neoforge26.1
20 мая 2026 г.27Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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fixed some bugs
alpha

FIrst Aid New 1.2.5+neoforge26.1

1.2.5+neoforge26.1
19 мая 2026 г.15Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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# Changelog ## 1.2.5 - 2026-05-19 Applies to: - `firstaid-1.2.5+fabric1.21.1` - `firstaid-1.2.5+fabric26.1` - `firstaid-1.2.5+neoforge1.21.1` - `firstaid-1.2.5+neoforge26.1` - `firstaid-1.2.5+forge1.20.1` - `firstaid-1.2.5+fabric1.21.11-legacy` - `firstaid-1.2.5+neoforge1.21.11-legacy` ### Added - Added `/firstaid commandtips on|off` for operators to enable or disable the FirstAid admin command tip shown when joining a world. - Added matching persistent config-file support through `commandTipsEnabled`, defaulting to `true`. - Added the new command to the join-time admin command tip so operators can discover how to hide the message. ### Changed - Changed the default pain intensity mode to mild across all loader/version modules, including the legacy 1.21.11 branches. - Updated the join-time admin pain command tip to fill `/firstaid pain mild` by default. - Ported the 1.2.4 treatment-prompt cleanup to the legacy Fabric and NeoForge 1.21.11 branches so treatment feedback stays centered instead of duplicating actionbar countdowns. - Marked the `todos.md` Planned Features items as complete. ### Notes - All seven loader/version modules were bumped to loader-specific `1.2.5` release strings.
release

FIrst Aid New 1.2.5+neoforge1.21.11-legacy

1.2.5+neoforge1.21.11-legacy
19 мая 2026 г.174Minecraft: 1.21.11neoforge
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# Changelog ## 1.2.5 - 2026-05-19 Applies to: - `firstaid-1.2.5+fabric1.21.1` - `firstaid-1.2.5+fabric26.1` - `firstaid-1.2.5+neoforge1.21.1` - `firstaid-1.2.5+neoforge26.1` - `firstaid-1.2.5+forge1.20.1` - `firstaid-1.2.5+fabric1.21.11-legacy` - `firstaid-1.2.5+neoforge1.21.11-legacy` ### Added - Added `/firstaid commandtips on|off` for operators to enable or disable the FirstAid admin command tip shown when joining a world. - Added matching persistent config-file support through `commandTipsEnabled`, defaulting to `true`. - Added the new command to the join-time admin command tip so operators can discover how to hide the message. ### Changed - Changed the default pain intensity mode to mild across all loader/version modules, including the legacy 1.21.11 branches. - Updated the join-time admin pain command tip to fill `/firstaid pain mild` by default. - Ported the 1.2.4 treatment-prompt cleanup to the legacy Fabric and NeoForge 1.21.11 branches so treatment feedback stays centered instead of duplicating actionbar countdowns. - Marked the `todos.md` Planned Features items as complete. ### Notes - All seven loader/version modules were bumped to loader-specific `1.2.5` release strings.
alpha

FIrst Aid New 1.2.5+neoforge1.21.1

1.2.5+neoforge1.21.1
19 мая 2026 г.380Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4neoforge
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# Changelog ## 1.2.5 - 2026-05-19 Applies to: - `firstaid-1.2.5+fabric1.21.1` - `firstaid-1.2.5+fabric26.1` - `firstaid-1.2.5+neoforge1.21.1` - `firstaid-1.2.5+neoforge26.1` - `firstaid-1.2.5+forge1.20.1` - `firstaid-1.2.5+fabric1.21.11-legacy` - `firstaid-1.2.5+neoforge1.21.11-legacy` ### Added - Added `/firstaid commandtips on|off` for operators to enable or disable the FirstAid admin command tip shown when joining a world. - Added matching persistent config-file support through `commandTipsEnabled`, defaulting to `true`. - Added the new command to the join-time admin command tip so operators can discover how to hide the message. ### Changed - Changed the default pain intensity mode to mild across all loader/version modules, including the legacy 1.21.11 branches. - Updated the join-time admin pain command tip to fill `/firstaid pain mild` by default. - Ported the 1.2.4 treatment-prompt cleanup to the legacy Fabric and NeoForge 1.21.11 branches so treatment feedback stays centered instead of duplicating actionbar countdowns. - Marked the `todos.md` Planned Features items as complete. ### Notes - All seven loader/version modules were bumped to loader-specific `1.2.5` release strings.
alpha

FIrst Aid New 1.2.5+forge1.20.1

1.2.5+forge1.20.1
19 мая 2026 г.126Minecraft: 1.20.1forge
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# Changelog ## 1.2.5 - 2026-05-19 Applies to: - `firstaid-1.2.5+fabric1.21.1` - `firstaid-1.2.5+fabric26.1` - `firstaid-1.2.5+neoforge1.21.1` - `firstaid-1.2.5+neoforge26.1` - `firstaid-1.2.5+forge1.20.1` - `firstaid-1.2.5+fabric1.21.11-legacy` - `firstaid-1.2.5+neoforge1.21.11-legacy` ### Added - Added `/firstaid commandtips on|off` for operators to enable or disable the FirstAid admin command tip shown when joining a world. - Added matching persistent config-file support through `commandTipsEnabled`, defaulting to `true`. - Added the new command to the join-time admin command tip so operators can discover how to hide the message. ### Changed - Changed the default pain intensity mode to mild across all loader/version modules, including the legacy 1.21.11 branches. - Updated the join-time admin pain command tip to fill `/firstaid pain mild` by default. - Ported the 1.2.4 treatment-prompt cleanup to the legacy Fabric and NeoForge 1.21.11 branches so treatment feedback stays centered instead of duplicating actionbar countdowns. - Marked the `todos.md` Planned Features items as complete. ### Notes - All seven loader/version modules were bumped to loader-specific `1.2.5` release strings.
alpha

FIrst Aid New 1.2.5+fabric26.1

1.2.5+fabric26.1
19 мая 2026 г.27Minecraft: 26.1, 26.1.1, 26.1.2fabric
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# Changelog ## 1.2.5 - 2026-05-19 Applies to: - `firstaid-1.2.5+fabric1.21.1` - `firstaid-1.2.5+fabric26.1` - `firstaid-1.2.5+neoforge1.21.1` - `firstaid-1.2.5+neoforge26.1` - `firstaid-1.2.5+forge1.20.1` - `firstaid-1.2.5+fabric1.21.11-legacy` - `firstaid-1.2.5+neoforge1.21.11-legacy` ### Added - Added `/firstaid commandtips on|off` for operators to enable or disable the FirstAid admin command tip shown when joining a world. - Added matching persistent config-file support through `commandTipsEnabled`, defaulting to `true`. - Added the new command to the join-time admin command tip so operators can discover how to hide the message. ### Changed - Changed the default pain intensity mode to mild across all loader/version modules, including the legacy 1.21.11 branches. - Updated the join-time admin pain command tip to fill `/firstaid pain mild` by default. - Ported the 1.2.4 treatment-prompt cleanup to the legacy Fabric and NeoForge 1.21.11 branches so treatment feedback stays centered instead of duplicating actionbar countdowns. - Marked the `todos.md` Planned Features items as complete. ### Notes - All seven loader/version modules were bumped to loader-specific `1.2.5` release strings.
release

FIrst Aid New 1.2.5+fabric1.21.11-legacy

1.2.5+fabric1.21.11-legacy
19 мая 2026 г.1,7 тыс.Minecraft: 1.21.11fabric
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# Changelog ## 1.2.5 - 2026-05-19 Applies to: - `firstaid-1.2.5+fabric1.21.1` - `firstaid-1.2.5+fabric26.1` - `firstaid-1.2.5+neoforge1.21.1` - `firstaid-1.2.5+neoforge26.1` - `firstaid-1.2.5+forge1.20.1` - `firstaid-1.2.5+fabric1.21.11-legacy` - `firstaid-1.2.5+neoforge1.21.11-legacy` ### Added - Added `/firstaid commandtips on|off` for operators to enable or disable the FirstAid admin command tip shown when joining a world. - Added matching persistent config-file support through `commandTipsEnabled`, defaulting to `true`. - Added the new command to the join-time admin command tip so operators can discover how to hide the message. ### Changed - Changed the default pain intensity mode to mild across all loader/version modules, including the legacy 1.21.11 branches. - Updated the join-time admin pain command tip to fill `/firstaid pain mild` by default. - Ported the 1.2.4 treatment-prompt cleanup to the legacy Fabric and NeoForge 1.21.11 branches so treatment feedback stays centered instead of duplicating actionbar countdowns. - Marked the `todos.md` Planned Features items as complete. ### Notes - All seven loader/version modules were bumped to loader-specific `1.2.5` release strings.
release

FIrst Aid New 1.2.5+fabric1.21.1

1.2.5+fabric1.21.1
19 мая 2026 г.180Minecraft: 1.21.1fabric
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# Changelog ## 1.2.5 - 2026-05-19 Applies to: - `firstaid-1.2.5+fabric1.21.1` - `firstaid-1.2.5+fabric26.1` - `firstaid-1.2.5+neoforge1.21.1` - `firstaid-1.2.5+neoforge26.1` - `firstaid-1.2.5+forge1.20.1` - `firstaid-1.2.5+fabric1.21.11-legacy` - `firstaid-1.2.5+neoforge1.21.11-legacy` ### Added - Added `/firstaid commandtips on|off` for operators to enable or disable the FirstAid admin command tip shown when joining a world. - Added matching persistent config-file support through `commandTipsEnabled`, defaulting to `true`. - Added the new command to the join-time admin command tip so operators can discover how to hide the message. ### Changed - Changed the default pain intensity mode to mild across all loader/version modules, including the legacy 1.21.11 branches. - Updated the join-time admin pain command tip to fill `/firstaid pain mild` by default. - Ported the 1.2.4 treatment-prompt cleanup to the legacy Fabric and NeoForge 1.21.11 branches so treatment feedback stays centered instead of duplicating actionbar countdowns. - Marked the `todos.md` Planned Features items as complete. ### Notes - All seven loader/version modules were bumped to loader-specific `1.2.5` release strings.
release

FIrst Aid New 1.2.4+forge1.20.1

1.2.4+forge1.20.1
9 мая 2026 г.120Minecraft: 1.20.1forge
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# Changelog ## 1.2.4 - 2026-05-09 Applies to: - `firstaid-1.2.4+fabric1.21.1` - `firstaid-1.2.4+fabric26.1` - `firstaid-1.2.4+neoforge1.21.1` - `firstaid-1.2.4+neoforge26.1` - `firstaid-1.2.4+forge1.20.1` ### Changed - Removed duplicate treatment countdown feedback so the centered treatment prompt stays the primary item-use indicator. - Bumped maintained module versions to loader- and Minecraft-specific `1.2.4` release strings. ### Fixed - Fixed stale per-limb max health values loading from saved data so current config changes apply to existing players. - Removed the old per-limb health config validation cap of `12`, allowing larger configured limb health values to load from config files. ### Notes - The legacy `1.21.11` Fabric and NeoForge lines on this branch also received the limb health config loading and validation updates.
release

FIrst Aid New 1.2.4+fabric1.21.1

1.2.4+fabric1.21.1
9 мая 2026 г.150Minecraft: 1.21.1fabric
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# Changelog ## 1.2.4 - 2026-05-09 Applies to: - `firstaid-1.2.4+fabric1.21.1` - `firstaid-1.2.4+fabric26.1` - `firstaid-1.2.4+neoforge1.21.1` - `firstaid-1.2.4+neoforge26.1` - `firstaid-1.2.4+forge1.20.1` ### Changed - Removed duplicate treatment countdown feedback so the centered treatment prompt stays the primary item-use indicator. - Bumped maintained module versions to loader- and Minecraft-specific `1.2.4` release strings. ### Fixed - Fixed stale per-limb max health values loading from saved data so current config changes apply to existing players. - Removed the old per-limb health config validation cap of `12`, allowing larger configured limb health values to load from config files. ### Notes - The legacy `1.21.11` Fabric and NeoForge lines on this branch also received the limb health config loading and validation updates.
release

FIrst Aid New 1.2.4+fabric26.1

1.2.4+fabric26.1
9 мая 2026 г.84Minecraft: 26.1, 26.1.1, 26.1.2fabric
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# Changelog ## 1.2.4 - 2026-05-09 Applies to: - `firstaid-1.2.4+fabric1.21.1` - `firstaid-1.2.4+fabric26.1` - `firstaid-1.2.4+neoforge1.21.1` - `firstaid-1.2.4+neoforge26.1` - `firstaid-1.2.4+forge1.20.1` ### Changed - Removed duplicate treatment countdown feedback so the centered treatment prompt stays the primary item-use indicator. - Bumped maintained module versions to loader- and Minecraft-specific `1.2.4` release strings. ### Fixed - Fixed stale per-limb max health values loading from saved data so current config changes apply to existing players. - Removed the old per-limb health config validation cap of `12`, allowing larger configured limb health values to load from config files. ### Notes - The legacy `1.21.11` Fabric and NeoForge lines on this branch also received the limb health config loading and validation updates.
release

FIrst Aid New 1.2.3

1.2.3
7 мая 2026 г.31Minecraft: 1.21.11neoforge
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last dance of 1.21.11, no more patches afterwards.
release

FIrst Aid New 1.2.3

1.2.3
7 мая 2026 г.130Minecraft: 1.21.11fabric
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last dance of 1.21.11, no more patches afterwards.
release

FIrst Aid New 1.2.3

1.2.3
6 мая 2026 г.40Minecraft: 26.1, 26.1.1, 26.1.2fabric
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# Changelog ## 1.2.3 - 2026-05-06 Applies to: - `fabric1.21.1` - `fabric26.1` - `neoforge1.21.1` - `neoforge26.1` - `forge1.20.1` ### Changed - Moved the HUD status summary rendering into a shared renderer so placement stays consistent across maintained loaders. - Updated HUD and medicine status handling to use the shared status summary renderer. - Bumped maintained module versions to `1.2.3`. ### Fixed - Fixed the status summary rendering in the wrong HUD position on the maintained loader branches. ### Notes - All five maintained module builds pass with the `1.2.3` version bump.
release

FIrst Aid New 1.2.3

1.2.3
6 мая 2026 г.56Minecraft: 1.21.1fabric
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# Changelog ## 1.2.3 - 2026-05-06 Applies to: - `fabric1.21.1` - `fabric26.1` - `neoforge1.21.1` - `neoforge26.1` - `forge1.20.1` ### Changed - Moved the HUD status summary rendering into a shared renderer so placement stays consistent across maintained loaders. - Updated HUD and medicine status handling to use the shared status summary renderer. - Bumped maintained module versions to `1.2.3`. ### Fixed - Fixed the status summary rendering in the wrong HUD position on the maintained loader branches. ### Notes - All five maintained module builds pass with the `1.2.3` version bump.
release

FIrst Aid New 1.2.3

1.2.3
6 мая 2026 г.21Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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# Changelog ## 1.2.3 - 2026-05-06 Applies to: - `fabric1.21.1` - `fabric26.1` - `neoforge1.21.1` - `neoforge26.1` - `forge1.20.1` ### Changed - Moved the HUD status summary rendering into a shared renderer so placement stays consistent across maintained loaders. - Updated HUD and medicine status handling to use the shared status summary renderer. - Bumped maintained module versions to `1.2.3`. ### Fixed - Fixed the status summary rendering in the wrong HUD position on the maintained loader branches. ### Notes - All five maintained module builds pass with the `1.2.3` version bump.
release

FIrst Aid New 1.2.3

1.2.3
6 мая 2026 г.485Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4neoforge
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# Changelog ## 1.2.3 - 2026-05-06 Applies to: - `fabric1.21.1` - `fabric26.1` - `neoforge1.21.1` - `neoforge26.1` - `forge1.20.1` ### Changed - Moved the HUD status summary rendering into a shared renderer so placement stays consistent across maintained loaders. - Updated HUD and medicine status handling to use the shared status summary renderer. - Bumped maintained module versions to `1.2.3`. ### Fixed - Fixed the status summary rendering in the wrong HUD position on the maintained loader branches. ### Notes - All five maintained module builds pass with the `1.2.3` version bump.
release

FIrst Aid New 1.2.3

1.2.3
6 мая 2026 г.56Minecraft: 1.20.1forge
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# Changelog ## 1.2.3 - 2026-05-06 Applies to: - `fabric1.21.1` - `fabric26.1` - `neoforge1.21.1` - `neoforge26.1` - `forge1.20.1` ### Changed - Moved the HUD status summary rendering into a shared renderer so placement stays consistent across maintained loaders. - Updated HUD and medicine status handling to use the shared status summary renderer. - Bumped maintained module versions to `1.2.3`. ### Fixed - Fixed the status summary rendering in the wrong HUD position on the maintained loader branches. ### Notes - All five maintained module builds pass with the `1.2.3` version bump.
release

FIrst Aid New 1.2.2

1.2.2
28 апр. 2026 г.75Minecraft: 1.21.1fabric
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# Changelog ## 1.2.2 - 2026-04-28 Applies to: - `fabric1.21.1` - `fabric26.1` - `neoforge1.21.1` - `neoforge26.1` - `forge1.20.1` ### Added - Added a suppression entity blacklist so server administrators can prevent selected projectile-like entities from triggering suppression effects. - Added `/firstaid suppression blacklist add <entity>` and `/firstaid suppression blacklist remove <entity>` commands. - Added entity ID suggestions for blacklist commands, including modded entity types from the loaded registry. - Added remove-command suggestions from the currently configured blacklist. - Added persistent server config storage for the suppression blacklist. ### Changed - Changed blacklist command updates to apply immediately and save immediately after a successful add or remove. - Changed suppression projectile checks so blacklisted entities are ignored on both server-side effect application and client-side near-miss feedback. - Changed command setting sync on Forge and NeoForge so clients receive the latest suppression blacklist state after login, request sync, and command updates. - Bumped maintained module versions to `1.2.2`. ### Fixed - Fixed splash potion entities still triggering suppression by default. - Fixed blacklist commands rejecting resource IDs such as `minecraft:arrow` with `Expected whitespace to end one argument, but found trailing data`. ### Notes - `minecraft:potion` is included in the default blacklist and also covers splash and lingering potion entity IDs at runtime. - All five maintained module builds pass with the `1.2.2` version bump.
release

FIrst Aid New 1.2.2

1.2.2
28 апр. 2026 г.47Minecraft: 26.1, 26.1.1, 26.1.2fabric
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# Changelog ## 1.2.2 - 2026-04-28 Applies to: - `fabric1.21.1` - `fabric26.1` - `neoforge1.21.1` - `neoforge26.1` - `forge1.20.1` ### Added - Added a suppression entity blacklist so server administrators can prevent selected projectile-like entities from triggering suppression effects. - Added `/firstaid suppression blacklist add <entity>` and `/firstaid suppression blacklist remove <entity>` commands. - Added entity ID suggestions for blacklist commands, including modded entity types from the loaded registry. - Added remove-command suggestions from the currently configured blacklist. - Added persistent server config storage for the suppression blacklist. ### Changed - Changed blacklist command updates to apply immediately and save immediately after a successful add or remove. - Changed suppression projectile checks so blacklisted entities are ignored on both server-side effect application and client-side near-miss feedback. - Changed command setting sync on Forge and NeoForge so clients receive the latest suppression blacklist state after login, request sync, and command updates. - Bumped maintained module versions to `1.2.2`. ### Fixed - Fixed splash potion entities still triggering suppression by default. - Fixed blacklist commands rejecting resource IDs such as `minecraft:arrow` with `Expected whitespace to end one argument, but found trailing data`. ### Notes - `minecraft:potion` is included in the default blacklist and also covers splash and lingering potion entity IDs at runtime. - All five maintained module builds pass with the `1.2.2` version bump.
release

FIrst Aid New 1.2.2

1.2.2
28 апр. 2026 г.77Minecraft: 1.20.1forge
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# Changelog ## 1.2.2 - 2026-04-28 Applies to: - `fabric1.21.1` - `fabric26.1` - `neoforge1.21.1` - `neoforge26.1` - `forge1.20.1` ### Added - Added a suppression entity blacklist so server administrators can prevent selected projectile-like entities from triggering suppression effects. - Added `/firstaid suppression blacklist add <entity>` and `/firstaid suppression blacklist remove <entity>` commands. - Added entity ID suggestions for blacklist commands, including modded entity types from the loaded registry. - Added remove-command suggestions from the currently configured blacklist. - Added persistent server config storage for the suppression blacklist. ### Changed - Changed blacklist command updates to apply immediately and save immediately after a successful add or remove. - Changed suppression projectile checks so blacklisted entities are ignored on both server-side effect application and client-side near-miss feedback. - Changed command setting sync on Forge and NeoForge so clients receive the latest suppression blacklist state after login, request sync, and command updates. - Bumped maintained module versions to `1.2.2`. ### Fixed - Fixed splash potion entities still triggering suppression by default. - Fixed blacklist commands rejecting resource IDs such as `minecraft:arrow` with `Expected whitespace to end one argument, but found trailing data`. ### Notes - `minecraft:potion` is included in the default blacklist and also covers splash and lingering potion entity IDs at runtime. - All five maintained module builds pass with the `1.2.2` version bump.
release

FIrst Aid New 1.2.2

1.2.2
28 апр. 2026 г.243Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4neoforge
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# Changelog ## 1.2.2 - 2026-04-28 Applies to: - `fabric1.21.1` - `fabric26.1` - `neoforge1.21.1` - `neoforge26.1` - `forge1.20.1` ### Added - Added a suppression entity blacklist so server administrators can prevent selected projectile-like entities from triggering suppression effects. - Added `/firstaid suppression blacklist add <entity>` and `/firstaid suppression blacklist remove <entity>` commands. - Added entity ID suggestions for blacklist commands, including modded entity types from the loaded registry. - Added remove-command suggestions from the currently configured blacklist. - Added persistent server config storage for the suppression blacklist. ### Changed - Changed blacklist command updates to apply immediately and save immediately after a successful add or remove. - Changed suppression projectile checks so blacklisted entities are ignored on both server-side effect application and client-side near-miss feedback. - Changed command setting sync on Forge and NeoForge so clients receive the latest suppression blacklist state after login, request sync, and command updates. - Bumped maintained module versions to `1.2.2`. ### Fixed - Fixed splash potion entities still triggering suppression by default. - Fixed blacklist commands rejecting resource IDs such as `minecraft:arrow` with `Expected whitespace to end one argument, but found trailing data`. ### Notes - `minecraft:potion` is included in the default blacklist and also covers splash and lingering potion entity IDs at runtime. - All five maintained module builds pass with the `1.2.2` version bump.
release

FIrst Aid New 1.2.2

1.2.2
28 апр. 2026 г.20Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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# Changelog ## 1.2.2 - 2026-04-28 Applies to: - `fabric1.21.1` - `fabric26.1` - `neoforge1.21.1` - `neoforge26.1` - `forge1.20.1` ### Added - Added a suppression entity blacklist so server administrators can prevent selected projectile-like entities from triggering suppression effects. - Added `/firstaid suppression blacklist add <entity>` and `/firstaid suppression blacklist remove <entity>` commands. - Added entity ID suggestions for blacklist commands, including modded entity types from the loaded registry. - Added remove-command suggestions from the currently configured blacklist. - Added persistent server config storage for the suppression blacklist. ### Changed - Changed blacklist command updates to apply immediately and save immediately after a successful add or remove. - Changed suppression projectile checks so blacklisted entities are ignored on both server-side effect application and client-side near-miss feedback. - Changed command setting sync on Forge and NeoForge so clients receive the latest suppression blacklist state after login, request sync, and command updates. - Bumped maintained module versions to `1.2.2`. ### Fixed - Fixed splash potion entities still triggering suppression by default. - Fixed blacklist commands rejecting resource IDs such as `minecraft:arrow` with `Expected whitespace to end one argument, but found trailing data`. ### Notes - `minecraft:potion` is included in the default blacklist and also covers splash and lingering potion entity IDs at runtime. - All five maintained module builds pass with the `1.2.2` version bump.
release

FIrst Aid New 1.2.1

1.2.1
26 апр. 2026 г.30Minecraft: 1.21.1fabric
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# Changelog ## 1.2.1 - 2026-04-26 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `fabric26.1` - `neoforge1.21.1` - `neoforge1.21.11` - `neoforge26.1` - `forge1.20.1` ### Added - Added `/firstaid naturalregen limited2`, a natural regeneration mode based on `limited` that skips body parts at 0 health. - Added the two-step body-part healing flow so treatment items now open a pending selection state first, then apply only after the same hand keeps right click held through the item-specific apply time. ### Fixed - Fixed `limited` and `limited2` natural regeneration causing vanilla saturation to keep draining when there are no eligible body parts left to heal. - Fixed `limited2` making the mod-rendered heart bar appear full after food regeneration synced vanilla health to full while zero-health legs or feet remained unrecovered. - Fixed `fabric26.1` treatment-use countdown and treatment target feedback appearing in chat instead of the action bar. - Fixed `fabric26.1` rescue and execution completion feedback so both actors receive action-bar messages consistently. - Fixed body-part healing selection so releasing right click, switching items, opening other screens, or hitting other invalidation states now cancels the pending flow cleanly instead of leaving stale healing state behind. ### Changed - Changed healing prompts so the action bar now shows the live body-part healing countdown and the centered HUD prompt explains the second hold-to-apply step. - Changed healing items that require body-part selection to behave like a normal held-use interaction during the second step, including per-item application sound handling. - Changed the default bandage apply time to `3000` ms. ### Notes - All seven module builds pass with the `1.2.1` version bump.
release

FIrst Aid New 1.2.1

1.2.1
26 апр. 2026 г.97Minecraft: 1.21.11fabric
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# Changelog ## 1.2.1 - 2026-04-26 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `fabric26.1` - `neoforge1.21.1` - `neoforge1.21.11` - `neoforge26.1` - `forge1.20.1` ### Added - Added `/firstaid naturalregen limited2`, a natural regeneration mode based on `limited` that skips body parts at 0 health. - Added the two-step body-part healing flow so treatment items now open a pending selection state first, then apply only after the same hand keeps right click held through the item-specific apply time. ### Fixed - Fixed `limited` and `limited2` natural regeneration causing vanilla saturation to keep draining when there are no eligible body parts left to heal. - Fixed `limited2` making the mod-rendered heart bar appear full after food regeneration synced vanilla health to full while zero-health legs or feet remained unrecovered. - Fixed `fabric26.1` treatment-use countdown and treatment target feedback appearing in chat instead of the action bar. - Fixed `fabric26.1` rescue and execution completion feedback so both actors receive action-bar messages consistently. - Fixed body-part healing selection so releasing right click, switching items, opening other screens, or hitting other invalidation states now cancels the pending flow cleanly instead of leaving stale healing state behind. ### Changed - Changed healing prompts so the action bar now shows the live body-part healing countdown and the centered HUD prompt explains the second hold-to-apply step. - Changed healing items that require body-part selection to behave like a normal held-use interaction during the second step, including per-item application sound handling. - Changed the default bandage apply time to `3000` ms. ### Notes - All seven module builds pass with the `1.2.1` version bump.
release

FIrst Aid New 1.2.1

1.2.1
26 апр. 2026 г.13Minecraft: 26.1, 26.1.1, 26.1.2fabric
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# Changelog ## 1.2.1 - 2026-04-26 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `fabric26.1` - `neoforge1.21.1` - `neoforge1.21.11` - `neoforge26.1` - `forge1.20.1` ### Added - Added `/firstaid naturalregen limited2`, a natural regeneration mode based on `limited` that skips body parts at 0 health. - Added the two-step body-part healing flow so treatment items now open a pending selection state first, then apply only after the same hand keeps right click held through the item-specific apply time. ### Fixed - Fixed `limited` and `limited2` natural regeneration causing vanilla saturation to keep draining when there are no eligible body parts left to heal. - Fixed `limited2` making the mod-rendered heart bar appear full after food regeneration synced vanilla health to full while zero-health legs or feet remained unrecovered. - Fixed `fabric26.1` treatment-use countdown and treatment target feedback appearing in chat instead of the action bar. - Fixed `fabric26.1` rescue and execution completion feedback so both actors receive action-bar messages consistently. - Fixed body-part healing selection so releasing right click, switching items, opening other screens, or hitting other invalidation states now cancels the pending flow cleanly instead of leaving stale healing state behind. ### Changed - Changed healing prompts so the action bar now shows the live body-part healing countdown and the centered HUD prompt explains the second hold-to-apply step. - Changed healing items that require body-part selection to behave like a normal held-use interaction during the second step, including per-item application sound handling. - Changed the default bandage apply time to `3000` ms. ### Notes - All seven module builds pass with the `1.2.1` version bump.
release

FIrst Aid New 1.2.1

1.2.1
26 апр. 2026 г.27Minecraft: 1.20.1forge
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# Changelog ## 1.2.1 - 2026-04-26 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `fabric26.1` - `neoforge1.21.1` - `neoforge1.21.11` - `neoforge26.1` - `forge1.20.1` ### Added - Added `/firstaid naturalregen limited2`, a natural regeneration mode based on `limited` that skips body parts at 0 health. - Added the two-step body-part healing flow so treatment items now open a pending selection state first, then apply only after the same hand keeps right click held through the item-specific apply time. ### Fixed - Fixed `limited` and `limited2` natural regeneration causing vanilla saturation to keep draining when there are no eligible body parts left to heal. - Fixed `limited2` making the mod-rendered heart bar appear full after food regeneration synced vanilla health to full while zero-health legs or feet remained unrecovered. - Fixed `fabric26.1` treatment-use countdown and treatment target feedback appearing in chat instead of the action bar. - Fixed `fabric26.1` rescue and execution completion feedback so both actors receive action-bar messages consistently. - Fixed body-part healing selection so releasing right click, switching items, opening other screens, or hitting other invalidation states now cancels the pending flow cleanly instead of leaving stale healing state behind. ### Changed - Changed healing prompts so the action bar now shows the live body-part healing countdown and the centered HUD prompt explains the second hold-to-apply step. - Changed healing items that require body-part selection to behave like a normal held-use interaction during the second step, including per-item application sound handling. - Changed the default bandage apply time to `3000` ms. ### Notes - All seven module builds pass with the `1.2.1` version bump.
release

FIrst Aid New 1.2.1

1.2.1
26 апр. 2026 г.43Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4neoforge
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# Changelog ## 1.2.1 - 2026-04-26 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `fabric26.1` - `neoforge1.21.1` - `neoforge1.21.11` - `neoforge26.1` - `forge1.20.1` ### Added - Added `/firstaid naturalregen limited2`, a natural regeneration mode based on `limited` that skips body parts at 0 health. - Added the two-step body-part healing flow so treatment items now open a pending selection state first, then apply only after the same hand keeps right click held through the item-specific apply time. ### Fixed - Fixed `limited` and `limited2` natural regeneration causing vanilla saturation to keep draining when there are no eligible body parts left to heal. - Fixed `limited2` making the mod-rendered heart bar appear full after food regeneration synced vanilla health to full while zero-health legs or feet remained unrecovered. - Fixed `fabric26.1` treatment-use countdown and treatment target feedback appearing in chat instead of the action bar. - Fixed `fabric26.1` rescue and execution completion feedback so both actors receive action-bar messages consistently. - Fixed body-part healing selection so releasing right click, switching items, opening other screens, or hitting other invalidation states now cancels the pending flow cleanly instead of leaving stale healing state behind. ### Changed - Changed healing prompts so the action bar now shows the live body-part healing countdown and the centered HUD prompt explains the second hold-to-apply step. - Changed healing items that require body-part selection to behave like a normal held-use interaction during the second step, including per-item application sound handling. - Changed the default bandage apply time to `3000` ms. ### Notes - All seven module builds pass with the `1.2.1` version bump.
release

FIrst Aid New 1.2.1

1.2.1
26 апр. 2026 г.15Minecraft: 1.21.11neoforge
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# Changelog ## 1.2.1 - 2026-04-26 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `fabric26.1` - `neoforge1.21.1` - `neoforge1.21.11` - `neoforge26.1` - `forge1.20.1` ### Added - Added `/firstaid naturalregen limited2`, a natural regeneration mode based on `limited` that skips body parts at 0 health. - Added the two-step body-part healing flow so treatment items now open a pending selection state first, then apply only after the same hand keeps right click held through the item-specific apply time. ### Fixed - Fixed `limited` and `limited2` natural regeneration causing vanilla saturation to keep draining when there are no eligible body parts left to heal. - Fixed `limited2` making the mod-rendered heart bar appear full after food regeneration synced vanilla health to full while zero-health legs or feet remained unrecovered. - Fixed `fabric26.1` treatment-use countdown and treatment target feedback appearing in chat instead of the action bar. - Fixed `fabric26.1` rescue and execution completion feedback so both actors receive action-bar messages consistently. - Fixed body-part healing selection so releasing right click, switching items, opening other screens, or hitting other invalidation states now cancels the pending flow cleanly instead of leaving stale healing state behind. ### Changed - Changed healing prompts so the action bar now shows the live body-part healing countdown and the centered HUD prompt explains the second hold-to-apply step. - Changed healing items that require body-part selection to behave like a normal held-use interaction during the second step, including per-item application sound handling. - Changed the default bandage apply time to `3000` ms. ### Notes - All seven module builds pass with the `1.2.1` version bump.
release

FIrst Aid New 1.2.1

1.2.1
26 апр. 2026 г.14Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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# Changelog ## 1.2.1 - 2026-04-26 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `fabric26.1` - `neoforge1.21.1` - `neoforge1.21.11` - `neoforge26.1` - `forge1.20.1` ### Added - Added `/firstaid naturalregen limited2`, a natural regeneration mode based on `limited` that skips body parts at 0 health. - Added the two-step body-part healing flow so treatment items now open a pending selection state first, then apply only after the same hand keeps right click held through the item-specific apply time. ### Fixed - Fixed `limited` and `limited2` natural regeneration causing vanilla saturation to keep draining when there are no eligible body parts left to heal. - Fixed `limited2` making the mod-rendered heart bar appear full after food regeneration synced vanilla health to full while zero-health legs or feet remained unrecovered. - Fixed `fabric26.1` treatment-use countdown and treatment target feedback appearing in chat instead of the action bar. - Fixed `fabric26.1` rescue and execution completion feedback so both actors receive action-bar messages consistently. - Fixed body-part healing selection so releasing right click, switching items, opening other screens, or hitting other invalidation states now cancels the pending flow cleanly instead of leaving stale healing state behind. ### Changed - Changed healing prompts so the action bar now shows the live body-part healing countdown and the centered HUD prompt explains the second hold-to-apply step. - Changed healing items that require body-part selection to behave like a normal held-use interaction during the second step, including per-item application sound handling. - Changed the default bandage apply time to `3000` ms. ### Notes - All seven module builds pass with the `1.2.1` version bump.
beta

FIrst Aid New 1.2.0

1.2.0
25 апр. 2026 г.10Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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# Changelog ## 1.2.0 - 2026-04-25 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `fabric26.1` - `neoforge1.21.1` - `neoforge1.21.11` - `neoforge26.1` - `forge1.20.1` ### Highlights - Added a public extension API for third-party treatment items and direct-use medicines, including shared use contexts, optional status display hooks, and loader-specific integration docs. - Reworked direct-use medicines so they follow the same long-press feedback style as body-part treatment, with hold progress, action-bar guidance, and release-to-reuse gating. - Retuned built-in medicine durations across all templates, including longer painkiller coverage and a stronger morphine suppression window. ### Added - Added `ItemMedicine`, `MedicineUseContext`, `MedicineStatusContext`, and `MedicineStatusDisplay` to the public API for third-party medicine items. - Added `PartHealingContext` plus treatment lifecycle hooks on `ItemHealing` so external healing items can attach effects at treatment start, heal pulses, and completion. - Added extension API overview and loader-specific setup documentation for Fabric, NeoForge, and Forge 1.20.1. - Added direct-use medicine progress prompts and action-bar feedback so pills and injections now expose clearer use timing in the HUD. ### Changed - Changed built-in `painkillers`, `morphine`, and `adrenaline_injector` to use the shared medicine API instead of private hardcoded paths. - Changed direct-use medicines so finishing one use now requires releasing and pressing use again before starting the next use. - Changed medicine handling so custom third-party direct-use medicines inherit the same reuse gating, progress prompts, sound lifecycle, and optional status display behavior. - Changed painkillers to last `4:00`. - Changed morphine to last `7:30-8:30`. ### Fixed - Fixed direct-use medicines incorrectly triggering eating-style animation and sound playback. - Fixed client medicine prompts, hold state, and loop-sound cleanup so canceling or switching away from a medicine stops the active feedback correctly. - Fixed durability-based medicine and rescue tools so uses once again consume durability as intended. - Fixed the H-key health screen treatment flow so direct-use medicines and body-part treatment items follow clearer, more consistent interaction rules. ### Notes - `1.2.0` is the first release in this repo that exposes the third-party medicine/treatment extension surface as a documented public API. - All seven module builds pass with the `1.2.0` version bump.
beta

FIrst Aid New 1.2.0

1.2.0
25 апр. 2026 г.10Minecraft: 1.21.11neoforge
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# Changelog ## 1.2.0 - 2026-04-25 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `fabric26.1` - `neoforge1.21.1` - `neoforge1.21.11` - `neoforge26.1` - `forge1.20.1` ### Highlights - Added a public extension API for third-party treatment items and direct-use medicines, including shared use contexts, optional status display hooks, and loader-specific integration docs. - Reworked direct-use medicines so they follow the same long-press feedback style as body-part treatment, with hold progress, action-bar guidance, and release-to-reuse gating. - Retuned built-in medicine durations across all templates, including longer painkiller coverage and a stronger morphine suppression window. ### Added - Added `ItemMedicine`, `MedicineUseContext`, `MedicineStatusContext`, and `MedicineStatusDisplay` to the public API for third-party medicine items. - Added `PartHealingContext` plus treatment lifecycle hooks on `ItemHealing` so external healing items can attach effects at treatment start, heal pulses, and completion. - Added extension API overview and loader-specific setup documentation for Fabric, NeoForge, and Forge 1.20.1. - Added direct-use medicine progress prompts and action-bar feedback so pills and injections now expose clearer use timing in the HUD. ### Changed - Changed built-in `painkillers`, `morphine`, and `adrenaline_injector` to use the shared medicine API instead of private hardcoded paths. - Changed direct-use medicines so finishing one use now requires releasing and pressing use again before starting the next use. - Changed medicine handling so custom third-party direct-use medicines inherit the same reuse gating, progress prompts, sound lifecycle, and optional status display behavior. - Changed painkillers to last `4:00`. - Changed morphine to last `7:30-8:30`. ### Fixed - Fixed direct-use medicines incorrectly triggering eating-style animation and sound playback. - Fixed client medicine prompts, hold state, and loop-sound cleanup so canceling or switching away from a medicine stops the active feedback correctly. - Fixed durability-based medicine and rescue tools so uses once again consume durability as intended. - Fixed the H-key health screen treatment flow so direct-use medicines and body-part treatment items follow clearer, more consistent interaction rules. ### Notes - `1.2.0` is the first release in this repo that exposes the third-party medicine/treatment extension surface as a documented public API. - All seven module builds pass with the `1.2.0` version bump.
beta

FIrst Aid New 1.2.0

1.2.0
25 апр. 2026 г.19Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4neoforge
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# Changelog ## 1.2.0 - 2026-04-25 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `fabric26.1` - `neoforge1.21.1` - `neoforge1.21.11` - `neoforge26.1` - `forge1.20.1` ### Highlights - Added a public extension API for third-party treatment items and direct-use medicines, including shared use contexts, optional status display hooks, and loader-specific integration docs. - Reworked direct-use medicines so they follow the same long-press feedback style as body-part treatment, with hold progress, action-bar guidance, and release-to-reuse gating. - Retuned built-in medicine durations across all templates, including longer painkiller coverage and a stronger morphine suppression window. ### Added - Added `ItemMedicine`, `MedicineUseContext`, `MedicineStatusContext`, and `MedicineStatusDisplay` to the public API for third-party medicine items. - Added `PartHealingContext` plus treatment lifecycle hooks on `ItemHealing` so external healing items can attach effects at treatment start, heal pulses, and completion. - Added extension API overview and loader-specific setup documentation for Fabric, NeoForge, and Forge 1.20.1. - Added direct-use medicine progress prompts and action-bar feedback so pills and injections now expose clearer use timing in the HUD. ### Changed - Changed built-in `painkillers`, `morphine`, and `adrenaline_injector` to use the shared medicine API instead of private hardcoded paths. - Changed direct-use medicines so finishing one use now requires releasing and pressing use again before starting the next use. - Changed medicine handling so custom third-party direct-use medicines inherit the same reuse gating, progress prompts, sound lifecycle, and optional status display behavior. - Changed painkillers to last `4:00`. - Changed morphine to last `7:30-8:30`. ### Fixed - Fixed direct-use medicines incorrectly triggering eating-style animation and sound playback. - Fixed client medicine prompts, hold state, and loop-sound cleanup so canceling or switching away from a medicine stops the active feedback correctly. - Fixed durability-based medicine and rescue tools so uses once again consume durability as intended. - Fixed the H-key health screen treatment flow so direct-use medicines and body-part treatment items follow clearer, more consistent interaction rules. ### Notes - `1.2.0` is the first release in this repo that exposes the third-party medicine/treatment extension surface as a documented public API. - All seven module builds pass with the `1.2.0` version bump.
beta

FIrst Aid New 1.2.0

1.2.0
25 апр. 2026 г.14Minecraft: 1.20.1forge
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# Changelog ## 1.2.0 - 2026-04-25 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `fabric26.1` - `neoforge1.21.1` - `neoforge1.21.11` - `neoforge26.1` - `forge1.20.1` ### Highlights - Added a public extension API for third-party treatment items and direct-use medicines, including shared use contexts, optional status display hooks, and loader-specific integration docs. - Reworked direct-use medicines so they follow the same long-press feedback style as body-part treatment, with hold progress, action-bar guidance, and release-to-reuse gating. - Retuned built-in medicine durations across all templates, including longer painkiller coverage and a stronger morphine suppression window. ### Added - Added `ItemMedicine`, `MedicineUseContext`, `MedicineStatusContext`, and `MedicineStatusDisplay` to the public API for third-party medicine items. - Added `PartHealingContext` plus treatment lifecycle hooks on `ItemHealing` so external healing items can attach effects at treatment start, heal pulses, and completion. - Added extension API overview and loader-specific setup documentation for Fabric, NeoForge, and Forge 1.20.1. - Added direct-use medicine progress prompts and action-bar feedback so pills and injections now expose clearer use timing in the HUD. ### Changed - Changed built-in `painkillers`, `morphine`, and `adrenaline_injector` to use the shared medicine API instead of private hardcoded paths. - Changed direct-use medicines so finishing one use now requires releasing and pressing use again before starting the next use. - Changed medicine handling so custom third-party direct-use medicines inherit the same reuse gating, progress prompts, sound lifecycle, and optional status display behavior. - Changed painkillers to last `4:00`. - Changed morphine to last `7:30-8:30`. ### Fixed - Fixed direct-use medicines incorrectly triggering eating-style animation and sound playback. - Fixed client medicine prompts, hold state, and loop-sound cleanup so canceling or switching away from a medicine stops the active feedback correctly. - Fixed durability-based medicine and rescue tools so uses once again consume durability as intended. - Fixed the H-key health screen treatment flow so direct-use medicines and body-part treatment items follow clearer, more consistent interaction rules. ### Notes - `1.2.0` is the first release in this repo that exposes the third-party medicine/treatment extension surface as a documented public API. - All seven module builds pass with the `1.2.0` version bump.
beta

FIrst Aid New 1.2.0

1.2.0
25 апр. 2026 г.15Minecraft: 26.1, 26.1.1, 26.1.2fabric
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# Changelog ## 1.2.0 - 2026-04-25 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `fabric26.1` - `neoforge1.21.1` - `neoforge1.21.11` - `neoforge26.1` - `forge1.20.1` ### Highlights - Added a public extension API for third-party treatment items and direct-use medicines, including shared use contexts, optional status display hooks, and loader-specific integration docs. - Reworked direct-use medicines so they follow the same long-press feedback style as body-part treatment, with hold progress, action-bar guidance, and release-to-reuse gating. - Retuned built-in medicine durations across all templates, including longer painkiller coverage and a stronger morphine suppression window. ### Added - Added `ItemMedicine`, `MedicineUseContext`, `MedicineStatusContext`, and `MedicineStatusDisplay` to the public API for third-party medicine items. - Added `PartHealingContext` plus treatment lifecycle hooks on `ItemHealing` so external healing items can attach effects at treatment start, heal pulses, and completion. - Added extension API overview and loader-specific setup documentation for Fabric, NeoForge, and Forge 1.20.1. - Added direct-use medicine progress prompts and action-bar feedback so pills and injections now expose clearer use timing in the HUD. ### Changed - Changed built-in `painkillers`, `morphine`, and `adrenaline_injector` to use the shared medicine API instead of private hardcoded paths. - Changed direct-use medicines so finishing one use now requires releasing and pressing use again before starting the next use. - Changed medicine handling so custom third-party direct-use medicines inherit the same reuse gating, progress prompts, sound lifecycle, and optional status display behavior. - Changed painkillers to last `4:00`. - Changed morphine to last `7:30-8:30`. ### Fixed - Fixed direct-use medicines incorrectly triggering eating-style animation and sound playback. - Fixed client medicine prompts, hold state, and loop-sound cleanup so canceling or switching away from a medicine stops the active feedback correctly. - Fixed durability-based medicine and rescue tools so uses once again consume durability as intended. - Fixed the H-key health screen treatment flow so direct-use medicines and body-part treatment items follow clearer, more consistent interaction rules. ### Notes - `1.2.0` is the first release in this repo that exposes the third-party medicine/treatment extension surface as a documented public API. - All seven module builds pass with the `1.2.0` version bump.
beta

FIrst Aid New 1.2.0

1.2.0
25 апр. 2026 г.18Minecraft: 1.21.11fabric
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# Changelog ## 1.2.0 - 2026-04-25 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `fabric26.1` - `neoforge1.21.1` - `neoforge1.21.11` - `neoforge26.1` - `forge1.20.1` ### Highlights - Added a public extension API for third-party treatment items and direct-use medicines, including shared use contexts, optional status display hooks, and loader-specific integration docs. - Reworked direct-use medicines so they follow the same long-press feedback style as body-part treatment, with hold progress, action-bar guidance, and release-to-reuse gating. - Retuned built-in medicine durations across all templates, including longer painkiller coverage and a stronger morphine suppression window. ### Added - Added `ItemMedicine`, `MedicineUseContext`, `MedicineStatusContext`, and `MedicineStatusDisplay` to the public API for third-party medicine items. - Added `PartHealingContext` plus treatment lifecycle hooks on `ItemHealing` so external healing items can attach effects at treatment start, heal pulses, and completion. - Added extension API overview and loader-specific setup documentation for Fabric, NeoForge, and Forge 1.20.1. - Added direct-use medicine progress prompts and action-bar feedback so pills and injections now expose clearer use timing in the HUD. ### Changed - Changed built-in `painkillers`, `morphine`, and `adrenaline_injector` to use the shared medicine API instead of private hardcoded paths. - Changed direct-use medicines so finishing one use now requires releasing and pressing use again before starting the next use. - Changed medicine handling so custom third-party direct-use medicines inherit the same reuse gating, progress prompts, sound lifecycle, and optional status display behavior. - Changed painkillers to last `4:00`. - Changed morphine to last `7:30-8:30`. ### Fixed - Fixed direct-use medicines incorrectly triggering eating-style animation and sound playback. - Fixed client medicine prompts, hold state, and loop-sound cleanup so canceling or switching away from a medicine stops the active feedback correctly. - Fixed durability-based medicine and rescue tools so uses once again consume durability as intended. - Fixed the H-key health screen treatment flow so direct-use medicines and body-part treatment items follow clearer, more consistent interaction rules. ### Notes - `1.2.0` is the first release in this repo that exposes the third-party medicine/treatment extension surface as a documented public API. - All seven module builds pass with the `1.2.0` version bump.
beta

FIrst Aid New 1.2.0

1.2.0
25 апр. 2026 г.16Minecraft: 1.21.1fabric
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# Changelog ## 1.2.0 - 2026-04-25 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `fabric26.1` - `neoforge1.21.1` - `neoforge1.21.11` - `neoforge26.1` - `forge1.20.1` ### Highlights - Added a public extension API for third-party treatment items and direct-use medicines, including shared use contexts, optional status display hooks, and loader-specific integration docs. - Reworked direct-use medicines so they follow the same long-press feedback style as body-part treatment, with hold progress, action-bar guidance, and release-to-reuse gating. - Retuned built-in medicine durations across all templates, including longer painkiller coverage and a stronger morphine suppression window. ### Added - Added `ItemMedicine`, `MedicineUseContext`, `MedicineStatusContext`, and `MedicineStatusDisplay` to the public API for third-party medicine items. - Added `PartHealingContext` plus treatment lifecycle hooks on `ItemHealing` so external healing items can attach effects at treatment start, heal pulses, and completion. - Added extension API overview and loader-specific setup documentation for Fabric, NeoForge, and Forge 1.20.1. - Added direct-use medicine progress prompts and action-bar feedback so pills and injections now expose clearer use timing in the HUD. ### Changed - Changed built-in `painkillers`, `morphine`, and `adrenaline_injector` to use the shared medicine API instead of private hardcoded paths. - Changed direct-use medicines so finishing one use now requires releasing and pressing use again before starting the next use. - Changed medicine handling so custom third-party direct-use medicines inherit the same reuse gating, progress prompts, sound lifecycle, and optional status display behavior. - Changed painkillers to last `4:00`. - Changed morphine to last `7:30-8:30`. ### Fixed - Fixed direct-use medicines incorrectly triggering eating-style animation and sound playback. - Fixed client medicine prompts, hold state, and loop-sound cleanup so canceling or switching away from a medicine stops the active feedback correctly. - Fixed durability-based medicine and rescue tools so uses once again consume durability as intended. - Fixed the H-key health screen treatment flow so direct-use medicines and body-part treatment items follow clearer, more consistent interaction rules. ### Notes - `1.2.0` is the first release in this repo that exposes the third-party medicine/treatment extension surface as a documented public API. - All seven module builds pass with the `1.2.0` version bump.
release

FIrst Aid New 1.1.0

1.1.0
31 мар. 2026 г.190Minecraft: 1.20.1forge
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Что нового
It gives players recipe books now at the beginning of the game automatically.
release

FIrst Aid New 1.1.0

1.1.0
31 мар. 2026 г.201Minecraft: 1.21.11fabric
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Что нового
fix the broken recipe books
release

FIrst Aid New 1.1.0

1.1.0
31 мар. 2026 г.420Minecraft: 1.21.1fabric
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Что нового
fix the broken recipe books
release

FIrst Aid New 1.1.0

1.1.0
31 мар. 2026 г.357Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4neoforge
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Что нового
fix the broken recipe books
beta

FIrst Aid New 1.1.0

1.1.0-pre
30 мар. 2026 г.27Minecraft: 1.20.1forge
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release

FIrst Aid New 1.1.0

1.1.0
30 мар. 2026 г.24Minecraft: 26.1neoforge
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release

FIrst Aid New 1.1.0

1.1.0
30 мар. 2026 г.57Minecraft: 26.1fabric
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release

FIrst Aid New 1.1.0

1.1.0
29 мар. 2026 г.44Minecraft: 1.21.11neoforge
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Что нового
# Changelog ## 1.1.0 - 2026-03-29 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `neoforge1.21.1` - `neoforge1.21.11` ### Highlights - Reworked the unconscious, rescue, and execution loop with timed interactions, contextual HUD prompts, configurable wake-up behavior, and server-authoritative handling. - Reworked locational combat with exact projectile and directional melee part resolution, improved overflow routing and attenuation, and stricter critical collapse and death rules. - Added the `Adrenaline Injector` together with a shared suppression and heartbeat feedback loop across all maintained templates. ### Added - Added timed rescue with `bandage`, `plaster`, and `defibrillator`, plus timed execution with valid weapons and tools. - Added rescue and execution prompts, progress bars, completion feedback, and updated English and Chinese localization for the new systems. - Added `/firstaid revivewakeup on [seconds]|off`, persistent server-side wake-up settings, and clearer join-time admin command tips. - Added the `Adrenaline Injector` item, recipe, automatic recipe unlocking, dedicated use sound, HUD and tooltip status, held-use behavior, and first-person injector rendering. - Added suppression HUD text, suppression command tips, and heartbeat audio support for critical injuries, suppression pressure, and adrenaline-triggered pulses. - Added `playerrevive` compatibility with safe fallback behavior when the external API is unavailable. ### Changed - Changed rescue from an instant interaction into a timed action, and changed nearby downed-player prompts to switch between rescue and execution based on the held item. - Changed wake-up handling so `revivewakeup` defaults to `off`, uses `on [seconds]` or `off`, defaults to a 20-second delay when enabled, reduces normal rescue recovery to 30% of the configured delay, and reduces defibrillator recovery to 40%. - Changed immediate rescue without wake-up delay so zero-health non-critical parts recover to 1 health and critical parts recover to 2 health. - Changed defibrillator durability from 5 to 3. - Changed body-part health colors, visible full-health handling, treatment availability, and pain display so the HUD and health UI follow the same rounded presentation. - Changed creative-mode medical item use so the effect still applies without consuming the held stack. - Changed downed-player damage handling to give 80% damage reduction, with an additional 90% reduction on critical body parts during the critical downed state. - Changed critical collapse so players die as soon as all critical body parts are depleted, and aligned that stricter logic across all maintained templates. - Changed adrenaline from temporary direct healing to a full effect package: extended `Absorption`, `Painkiller`, `Haste I`, `Strength I`, `Speed I`, a 35-second main window, and a 7-second `Regeneration I` burst. - Changed adrenaline so it also applies light suppression and pain-suppression feedback for the adrenaline window. - Changed heartbeat playback to a single managed loop with stable fade-out behavior instead of stacked overlapping beats. ### Fixed - Fixed cases where downed players could appear standing or otherwise desynced for other players. - Fixed damage-model synchronization for unconscious, rescue, and tracked-player state updates, including local client recovery after login or late sync. - Fixed rescue progress stalls and added a more reliable rescue completion fallback path. - Fixed rescue wake-up timing so rescued players no longer keep stale critical unconscious timers, and fixed the same timing path for `playerrevive` revivals. - Fixed cases where critical collapse could bypass the intended unconscious flow or behave inconsistently across templates. - Fixed invalid overflow paths, cross-version damage-distribution parity issues, and missing knockback or hurt feedback. - Fixed cases where a part could look fully healed while still contributing pain or accepting extra treatment. - Fixed Fabric healing-item snapshot handling so active treatment no longer mutates the live held stack reference. - Fixed heartbeat stacking and adrenaline pulse duplication so heartbeat audio stays consistent. ### Notes - Rescue remains server-authoritative. - Maintained templates now target near-identical gameplay behavior across Fabric and NeoForge. - All four maintained templates build successfully after these changes.
beta

FIrst Aid New 1.1.0

1.1.0-pre
29 мар. 2026 г.41Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4neoforge
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# Changelog ## 1.1.0 - 2026-03-29 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `neoforge1.21.1` - `neoforge1.21.11` ### Highlights - Reworked the unconscious, rescue, and execution loop with timed interactions, contextual HUD prompts, configurable wake-up behavior, and server-authoritative handling. - Reworked locational combat with exact projectile and directional melee part resolution, improved overflow routing and attenuation, and stricter critical collapse and death rules. - Added the `Adrenaline Injector` together with a shared suppression and heartbeat feedback loop across all maintained templates. ### Added - Added timed rescue with `bandage`, `plaster`, and `defibrillator`, plus timed execution with valid weapons and tools. - Added rescue and execution prompts, progress bars, completion feedback, and updated English and Chinese localization for the new systems. - Added `/firstaid revivewakeup on [seconds]|off`, persistent server-side wake-up settings, and clearer join-time admin command tips. - Added the `Adrenaline Injector` item, recipe, automatic recipe unlocking, dedicated use sound, HUD and tooltip status, held-use behavior, and first-person injector rendering. - Added suppression HUD text, suppression command tips, and heartbeat audio support for critical injuries, suppression pressure, and adrenaline-triggered pulses. - Added `playerrevive` compatibility with safe fallback behavior when the external API is unavailable. ### Changed - Changed rescue from an instant interaction into a timed action, and changed nearby downed-player prompts to switch between rescue and execution based on the held item. - Changed wake-up handling so `revivewakeup` defaults to `off`, uses `on [seconds]` or `off`, defaults to a 20-second delay when enabled, reduces normal rescue recovery to 30% of the configured delay, and reduces defibrillator recovery to 40%. - Changed immediate rescue without wake-up delay so zero-health non-critical parts recover to 1 health and critical parts recover to 2 health. - Changed defibrillator durability from 5 to 3. - Changed body-part health colors, visible full-health handling, treatment availability, and pain display so the HUD and health UI follow the same rounded presentation. - Changed creative-mode medical item use so the effect still applies without consuming the held stack. - Changed downed-player damage handling to give 80% damage reduction, with an additional 90% reduction on critical body parts during the critical downed state. - Changed critical collapse so players die as soon as all critical body parts are depleted, and aligned that stricter logic across all maintained templates. - Changed adrenaline from temporary direct healing to a full effect package: extended `Absorption`, `Painkiller`, `Haste I`, `Strength I`, `Speed I`, a 35-second main window, and a 7-second `Regeneration I` burst. - Changed adrenaline so it also applies light suppression and pain-suppression feedback for the adrenaline window. - Changed heartbeat playback to a single managed loop with stable fade-out behavior instead of stacked overlapping beats. ### Fixed - Fixed cases where downed players could appear standing or otherwise desynced for other players. - Fixed damage-model synchronization for unconscious, rescue, and tracked-player state updates, including local client recovery after login or late sync. - Fixed rescue progress stalls and added a more reliable rescue completion fallback path. - Fixed rescue wake-up timing so rescued players no longer keep stale critical unconscious timers, and fixed the same timing path for `playerrevive` revivals. - Fixed cases where critical collapse could bypass the intended unconscious flow or behave inconsistently across templates. - Fixed invalid overflow paths, cross-version damage-distribution parity issues, and missing knockback or hurt feedback. - Fixed cases where a part could look fully healed while still contributing pain or accepting extra treatment. - Fixed Fabric healing-item snapshot handling so active treatment no longer mutates the live held stack reference. - Fixed heartbeat stacking and adrenaline pulse duplication so heartbeat audio stays consistent. ### Notes - Rescue remains server-authoritative. - Maintained templates now target near-identical gameplay behavior across Fabric and NeoForge. - All four maintained templates build successfully after these changes.
beta

FIrst Aid New 1.1.0

1.1.0-pre
29 мар. 2026 г.25Minecraft: 1.21.11fabric
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# Changelog ## 1.1.0 - 2026-03-29 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `neoforge1.21.1` - `neoforge1.21.11` ### Highlights - Reworked the unconscious, rescue, and execution loop with timed interactions, contextual HUD prompts, configurable wake-up behavior, and server-authoritative handling. - Reworked locational combat with exact projectile and directional melee part resolution, improved overflow routing and attenuation, and stricter critical collapse and death rules. - Added the `Adrenaline Injector` together with a shared suppression and heartbeat feedback loop across all maintained templates. ### Added - Added timed rescue with `bandage`, `plaster`, and `defibrillator`, plus timed execution with valid weapons and tools. - Added rescue and execution prompts, progress bars, completion feedback, and updated English and Chinese localization for the new systems. - Added `/firstaid revivewakeup on [seconds]|off`, persistent server-side wake-up settings, and clearer join-time admin command tips. - Added the `Adrenaline Injector` item, recipe, automatic recipe unlocking, dedicated use sound, HUD and tooltip status, held-use behavior, and first-person injector rendering. - Added suppression HUD text, suppression command tips, and heartbeat audio support for critical injuries, suppression pressure, and adrenaline-triggered pulses. - Added `playerrevive` compatibility with safe fallback behavior when the external API is unavailable. ### Changed - Changed rescue from an instant interaction into a timed action, and changed nearby downed-player prompts to switch between rescue and execution based on the held item. - Changed wake-up handling so `revivewakeup` defaults to `off`, uses `on [seconds]` or `off`, defaults to a 20-second delay when enabled, reduces normal rescue recovery to 30% of the configured delay, and reduces defibrillator recovery to 40%. - Changed immediate rescue without wake-up delay so zero-health non-critical parts recover to 1 health and critical parts recover to 2 health. - Changed defibrillator durability from 5 to 3. - Changed body-part health colors, visible full-health handling, treatment availability, and pain display so the HUD and health UI follow the same rounded presentation. - Changed creative-mode medical item use so the effect still applies without consuming the held stack. - Changed downed-player damage handling to give 80% damage reduction, with an additional 90% reduction on critical body parts during the critical downed state. - Changed critical collapse so players die as soon as all critical body parts are depleted, and aligned that stricter logic across all maintained templates. - Changed adrenaline from temporary direct healing to a full effect package: extended `Absorption`, `Painkiller`, `Haste I`, `Strength I`, `Speed I`, a 35-second main window, and a 7-second `Regeneration I` burst. - Changed adrenaline so it also applies light suppression and pain-suppression feedback for the adrenaline window. - Changed heartbeat playback to a single managed loop with stable fade-out behavior instead of stacked overlapping beats. ### Fixed - Fixed cases where downed players could appear standing or otherwise desynced for other players. - Fixed damage-model synchronization for unconscious, rescue, and tracked-player state updates, including local client recovery after login or late sync. - Fixed rescue progress stalls and added a more reliable rescue completion fallback path. - Fixed rescue wake-up timing so rescued players no longer keep stale critical unconscious timers, and fixed the same timing path for `playerrevive` revivals. - Fixed cases where critical collapse could bypass the intended unconscious flow or behave inconsistently across templates. - Fixed invalid overflow paths, cross-version damage-distribution parity issues, and missing knockback or hurt feedback. - Fixed cases where a part could look fully healed while still contributing pain or accepting extra treatment. - Fixed Fabric healing-item snapshot handling so active treatment no longer mutates the live held stack reference. - Fixed heartbeat stacking and adrenaline pulse duplication so heartbeat audio stays consistent. ### Notes - Rescue remains server-authoritative. - Maintained templates now target near-identical gameplay behavior across Fabric and NeoForge. - All four maintained templates build successfully after these changes.
beta

FIrst Aid New 1.1.0

1.1.0-pre
29 мар. 2026 г.34Minecraft: 1.21.1fabric
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# Changelog ## 1.1.0 - 2026-03-29 Applies to: - `fabric1.21.1` - `fabric1.21.11` - `neoforge1.21.1` - `neoforge1.21.11` ### Highlights - Reworked the unconscious, rescue, and execution loop with timed interactions, contextual HUD prompts, configurable wake-up behavior, and server-authoritative handling. - Reworked locational combat with exact projectile and directional melee part resolution, improved overflow routing and attenuation, and stricter critical collapse and death rules. - Added the `Adrenaline Injector` together with a shared suppression and heartbeat feedback loop across all maintained templates. ### Added - Added timed rescue with `bandage`, `plaster`, and `defibrillator`, plus timed execution with valid weapons and tools. - Added rescue and execution prompts, progress bars, completion feedback, and updated English and Chinese localization for the new systems. - Added `/firstaid revivewakeup on [seconds]|off`, persistent server-side wake-up settings, and clearer join-time admin command tips. - Added the `Adrenaline Injector` item, recipe, automatic recipe unlocking, dedicated use sound, HUD and tooltip status, held-use behavior, and first-person injector rendering. - Added suppression HUD text, suppression command tips, and heartbeat audio support for critical injuries, suppression pressure, and adrenaline-triggered pulses. - Added `playerrevive` compatibility with safe fallback behavior when the external API is unavailable. ### Changed - Changed rescue from an instant interaction into a timed action, and changed nearby downed-player prompts to switch between rescue and execution based on the held item. - Changed wake-up handling so `revivewakeup` defaults to `off`, uses `on [seconds]` or `off`, defaults to a 20-second delay when enabled, reduces normal rescue recovery to 30% of the configured delay, and reduces defibrillator recovery to 40%. - Changed immediate rescue without wake-up delay so zero-health non-critical parts recover to 1 health and critical parts recover to 2 health. - Changed defibrillator durability from 5 to 3. - Changed body-part health colors, visible full-health handling, treatment availability, and pain display so the HUD and health UI follow the same rounded presentation. - Changed creative-mode medical item use so the effect still applies without consuming the held stack. - Changed downed-player damage handling to give 80% damage reduction, with an additional 90% reduction on critical body parts during the critical downed state. - Changed critical collapse so players die as soon as all critical body parts are depleted, and aligned that stricter logic across all maintained templates. - Changed adrenaline from temporary direct healing to a full effect package: extended `Absorption`, `Painkiller`, `Haste I`, `Strength I`, `Speed I`, a 35-second main window, and a 7-second `Regeneration I` burst. - Changed adrenaline so it also applies light suppression and pain-suppression feedback for the adrenaline window. - Changed heartbeat playback to a single managed loop with stable fade-out behavior instead of stacked overlapping beats. ### Fixed - Fixed cases where downed players could appear standing or otherwise desynced for other players. - Fixed damage-model synchronization for unconscious, rescue, and tracked-player state updates, including local client recovery after login or late sync. - Fixed rescue progress stalls and added a more reliable rescue completion fallback path. - Fixed rescue wake-up timing so rescued players no longer keep stale critical unconscious timers, and fixed the same timing path for `playerrevive` revivals. - Fixed cases where critical collapse could bypass the intended unconscious flow or behave inconsistently across templates. - Fixed invalid overflow paths, cross-version damage-distribution parity issues, and missing knockback or hurt feedback. - Fixed cases where a part could look fully healed while still contributing pain or accepting extra treatment. - Fixed Fabric healing-item snapshot handling so active treatment no longer mutates the live held stack reference. - Fixed heartbeat stacking and adrenaline pulse duplication so heartbeat audio stays consistent. ### Notes - Rescue remains server-authoritative. - Maintained templates now target near-identical gameplay behavior across Fabric and NeoForge. - All four maintained templates build successfully after these changes.
beta

FIrst Aid New 0.1.0

0.1.0
14 мар. 2026 г.35Minecraft: 1.21.1fabric
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Что нового
haven't been fully tested. There're likely some bugs. Please report it in the Comments/
beta

FIrst Aid New 0.1.0

0.1.0
14 мар. 2026 г.25Minecraft: 1.21.11fabric
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Что нового
haven't been fully tested. There're likely some bugs. Please report it in the Comments/
beta

FIrst Aid New 0.1.0

0.1.0
14 мар. 2026 г.13Minecraft: 1.21.11neoforge
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Что нового
haven't been fully tested. There're likely some bugs. Please report it in the Comments/
beta

FIrst Aid New 0.1.0

0.1.0
14 мар. 2026 г.46Minecraft: 1.21.1neoforge
Скачать
Что нового
haven't been fully tested. There're likely some bugs. Please report it in the Comments/