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Collision Damage Port
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A modern port of fonnymunkey's Collision Damage.
Does not follow a specific thematic focus apart from vanilla Minecraft.
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
A modified or ported version of an existing mod.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
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This is a port of fonnymunkey's Collision Damage. All credit goes to its original author.
This mod adds acceleration-based collision damage.
This mod uses the modern FMLJavaModLoadingContext constructor, mod event bus, and Dist.CLIENT. Networking is replaced with a SimpleChannel using protocol versioning, FriendlyByteBuf, and a Supplier<NetworkEvent.Context> handler. Config's are replaced with ForgeConfigSpec. Mappings updated.
The core damage formula is unchanged from the original. If you want this acceleration-based damage mechanic with more features, try Full Stop! by justcama: https://www.curseforge.com/minecraft/mc-mods/full-stop/files/5869563
Config options added:
maxDamage: Cap maximum damage per hit.
ignoreWhenRiding: Skip damage while on boats, horses, etc.
ignoreInWater: Skip damage when underwater.
Include Y Axis: Include Y Axis collision damage from upward impacts.
Vehicle collision damage: When a rider crashes, the vehicle will take the same damage.
Global collision damage: Applies collision damage to all living entities.
Credit:
fonnymunkey's Collision Damage: https://www.curseforge.com/minecraft/mc-mods/collision-damage

This is a port of fonnymunkey's Collision Damage. All credit goes to its original author.
This mod adds acceleration-based collision damage.
This mod uses the modern FMLJavaModLoadingContext constructor, mod event bus, and Dist.CLIENT. Networking is replaced with a SimpleChannel using protocol versioning, FriendlyByteBuf, and a Supplier<NetworkEvent.Context> handler. Config's are replaced with ForgeConfigSpec. Mappings updated.
The core damage formula is unchanged from the original. If you want this acceleration-based damage mechanic with more features, try Full Stop! by justcama: Full Stop
Config options added:
maxDamage: Cap maximum damage per hit.
ignoreWhenRiding: Skip damage while on boats, horses, etc.
ignoreInWater: Skip damage when underwater.
Include Y Axis: Include Y Axis collision damage from upward impacts.
Vehicle collision damage: When a rider crashes, the vehicle will take the same damage.
Global collision damage: Applies collision damage to all living entities.
Credit:
fonnymunkey's Collision Damage: Collision Damage
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