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Ranged Damage Limit
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Enable ranged damage protection for specific mobs. Ranged damage falloff can also be enabled. Highly Configurable!
Does not follow a specific thematic focus apart from vanilla Minecraft.
Used for mods with little to no gameplay elements.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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Modpack developers may want ranged damage restrictions to encourage close-quarters combat and prevent "sniping" gameplay. This mod provides configurable solutions to cap ranged damage, with support extending beyond projectile attacks.
Through the configuration file (config/RangedDamageLimit-Rules.json), you can enable ranged damage protection for specific mobs, which either caps the damage received at a specific value or completely nullifies attacks when they occur beyond a set distance.
{
"mobId": Entity registry ID (e.g. 'minecraft:pig', 'twilightforest:kobold')."protectionDistance": Minimum distance (in blocks) required to trigger ranged damage protection mechanics.
"damageCap": Maximum damage allowed when attack originates beyond protectionDistance."noAggroBeyondCertainDistance": [Boolean] Whether to completely nullify attacks and prevent aggro beyond specified distance."noAggroDistance": Distance threshold for attack nullification (must be ≥ protectionDistance when enabled).
}You can add several mobs and apply different settings for them, like:
[
{
"mobId": "minecraft:pig",
"protectionDistance": 20.0,
"damageCap": 2.0,
"noAggroBeyondCertainDistance": false,
"noAggroDistance": 25.0
},{
"mobId": "minecraft:zombie",
"protectionDistance": 40.0,
"damageCap": 2.0,
"noAggroBeyondCertainDistance": true,
"noAggroDistance": 64.0
}
]
Additionally, damage falloff (it's linear) can be configured (in config/RangedDamageLimit-Falloff.json) for long-range attacks based on distance.
For instance, if you set the falloff to 0.5, the damage will lose 50% of its original value per block, which means the damage would be reduced to zero beyond 2 blocks. And if you set the falloff to 0.0, there will be no ranged damage falloff.
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