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This mod needs a massive overhaul in terms of everything #274

@Adidiii

Description

@Adidiii

Issue #ㅤ1

I feel like First Aid is trying to be a mod that makes "getting hit fun", but it fails horribly. Limb-by-limb damage, in the current implementation, isn't fun to deal with. All it adds is failure, not depth.

The indicator in the bottom-left corner of your screen doesn't feel like your vitals, it feels like a list of things you can't do. After a rough moment (which are super common in the type of modpacks that have First Aid), you're left thinking things like "Yup, guess I can't sprint for the next few days" and "guess I can't mine properly for a while". It's breaking the flow of whatever you're doing with nothing to add.

Injuries in the mod are supposed to change how you play in an engaging way. Healing in Minecraft is slow, and the mod should use that to enrich its mechanics. Instead, it's just punishing the player for not perfectly playing the game. Realism for the sake of realism.

My solution

I suggest an "adrenaline" system; when damage is applied, the player gets compensated.
If one body part gets hurt, others get buffed for a short amount of time (up to half a day). Additionally, the injured part would have the debuff neutralized until the adrenaline timer ran out. This should be enough time for the player to not only get out of whatever bad situation they're in & heal up the injury.

Ex: you fall into a cave, adrenaline kicks in. You mine stuff faster & can get out of the situation, thanks to the adrenaline. Another example: you're fighting monsters and your head gets hurt. Your arms get a damage bonus and your movement is buffed, allowing you to take on the hoard and get to safety.

However, to balance this, the debuffs would worsen over time. A full day should be enough to treat a wound, and failure to do so will result in rough debuffs, which, while still allowing recovery, make it harder to obtain.

It probably also has a shit ton of balance issues and stuff I haven't thought of (what if someone gets hurt in the leg, and then in the arm?), but it's a start.

Issue #ㅤ2

The mod lacks ways to, well, be modded. It's almost the opposite of data driven, with 0 datapack support and minimal KubeJS support. If someone wants to customize the inner workings of this mod in any way, a seperate mod/fork is needed, which isn't always preferable. It also handles extra-hearts really weirdly, and overall just lacks documentation for both developers and users. Some things that are lacking include:

  • Configuring how much healing happens
  • Configuring what debuffs occur
  • Adding custom healing items w/ KubeJS
  • Changing the max health
  • Balancing/deciding how much HP goes to each part
  • and a whole lot more

My Solution

A complete rewrite to make this more modpack/creator/user friendly, instead of just sticking with the default items, options, and configuration. Allow the user to make fall damage hurt the head. Let people interface with other damage types. Control is critical.

Additionally, documentation is everything, from how to change basic settings, to how the mod interacts with vanilla mechanics (extra hearts and such), and even how to interface with the mod itself, either with datapacks, KubeJS, or a custom mod.

Issue #ㅤㅤ3

The mod lacks detail. Most damage is randomly dealt, with a small amount of balancing. Like come on, drowning is not going to affect the arms first. Arrows won't always go for the head. Zombies are unlikely to go for the legs. Player dealt damage, the only source of damage which we can get precisely where it's aimed at, isn't handled at all. Obviously, this could all be changed by the user if the 2nd issue is fixed, but it would be preferable to have sane defaults, instead of just arrows & fall damage.

Damage is the "big thing" of this mod, it needs to make sense. The system should be logical and more context aware, it shouldn't be relying on RNG for most scenarios. This would not only make the player feel more "in control" of what body part is being damage, but also just makes the mod feel more high quality, detailed, and immersive.

My Solution

Implementing sane default, I think I already covered most of it.

Yeah overall, this mod needs a MASSIVE update to make it fun to use. The foundational system is there, it just needs to be reimagined in order to make a fun experience for hardcore players.

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