Wiki 9Minecraft AttributeFix Mod Wiki

AttributeFix Mod — Guide

Modified Attributes

The mod targets the generic attributes used by players and mobs. Below is a comparison of the standard Vanilla limits versus the expanded limits provided by AttributeFix.

Attribute Vanilla Limit AttributeFix Limit
Max Health (generic.max_health) 1,024.0 2,147,483,647.0
Attack Damage (generic.attack_damage) 2,048.0 2,147,483,647.0
Armor (generic.armor) 30.0 2,147,483,647.0
Armor Toughness (generic.armor_toughness) 20.0 2,147,483,647.0
Movement Speed (generic.movement_speed) 1,024.0 2,147,483,647.0
Attack Speed (generic.attack_speed) 1,024.0 2,147,483,647.0
Luck (generic.luck) 1,024.0 2,147,483,647.0
Follow Range (generic.follow_range) 2,048.0 2,147,483,647.0
Knockback Resistance (generic.knockback_resistance) 1.0 2,147,483,647.0

Note: While the mod allows these values to exist, the actual effectiveness may still be influenced by Minecraft's internal formulas (see Mechanics section).

Mechanics & Technical Details

AttributeFix operates by modifying the Attribute objects during the game's initialization phase. It does not change how attributes are calculated, but rather how they are validated.

System Scope

It is important to distinguish between an Attribute Limit and a System Formula: * Attribute Limit: The maximum value a variable (like Armor) can hold. AttributeFix increases this. * System Formula: The math used to calculate damage. For example, the vanilla damage formula has a built-in "soft cap" where armor effectiveness starts to drop off or max out around 25-30 points. * HUD Limitations: The vanilla GUI (Heads-Up Display) only shows up to 20 points (10 icons) of armor. Even with AttributeFix allowing 100 armor points, the visual bar will not change without additional interface mods.

Behavioral Example

Without this mod, a sword enchanted to deal 5,000 damage would only deal 1,024 damage because the engine "clamped" the value. With AttributeFix installed, the full 5,000 damage is passed through to the target, allowing for true "god-tier" weaponry in modpacks.

Testing the Mod

To verify that AttributeFix is working correctly in your 1.20.1 environment, you can use vanilla commands to create items or entities that exceed standard limits.

Test 1: Extreme Damage Sword Use this command to give yourself a sword that deals 5,000 damage. Without the mod, it will only deal 1,024. /give @a golden_sword{AttributeModifiers:[{AttributeName:"generic.attack_damage", Amount:5000, Slot:"mainhand", Name:"generic.attack_damage", UUID:[I;-12454,17070,183450,-34140]}]}

Test 2: High Health Mob Summon a spider with 10,000 HP. Without the mod, its health will be capped at 1,024. /summon spider ~ ~ ~ {Health:10000f, Attributes:[{Name:"generic.max_health", Base:10000f}]}