Wiki › Medical System › Configuration
Medical System — Configuration
Every setting in the mod config file, with what it changes.
| Option | What it does |
|---|---|
modularBoostedArmorMultiplier | Additional armor protection multiplier |
animalDamageMultiplier | Animal limb damage multiplier |
armDamageMultiplier | Arm damage multiplier |
armor | Armor config |
limbArmorProtectionAreas | Armor protection areas |
armorSystem | Armor system |
arms | Arms |
bleedAmount | Bleed amount |
bleedChance | Bleed chance |
bleedConfiguration | Bleed configuration |
bleedDuration | Bleed duration |
bleedInterval | Bleed interval |
decalCount | Blood decal amount |
bloodDecals | Blood decals |
useBloodSystem | Blood system simulation |
bloodSystem | Blood/Unconscious system |
bluntToolFractureMultiplier | Blunt tool fracture multiplier |
animalBody | Body (animals) |
bodyDamageMultiplier | Body damage multiplier |
chest | Chest |
criticalBleed | Critical bleed |
maxDamageDecalsPerHit | Damage decal limit |
bloodDecalColor | Decal color |
bloodDecalFadeOutAt | Decal fade out at |
bloodDecalLifetime | Decal lifetime |
damageDecalScale | Decal per damage |
bloodDecalScale | Decal render scale |
showBloodLevel | Display current blood level |
showBloodType | Display current blood type |
allowDownedSingleplayer | Downed mode singleplayer |
enableBloodDecals | Enable blood decals |
enableGenericBloodDecals | Enable generic blood decals |
enableStatusEffects | Enable status effects |
useExplosionPerformanceMode | Explosion performance mode |
forceBloodDecalColor | Force custom blood color |
fractureChance | Fracture chance |
fractureDuration | Fracture duration |
fractureRecoveryTime | Fracture recovery time |
fractureRecoveryTimeBandage | Fracture recovery time (Pressure Dressing) |
globalDamageMultiplier | Global damage multiplier |
head | Head |
headDamageMultiplier | Head damage multiplier |
health | Health system |
heavyBleed | Heavy bleed |
unconsciousHeldItemDropChance | Held item drop on unconsciousness |
allowInjuryRecoveryScaling | Injury recovery effect scaling |
legDamageMultiplier | Leg damage multiplier |
legs | Legs |
lightBleed | Light bleed |
maxBleedDuration | Max bleed duration (stacked) |
maxDuration | Max duration |
maxFractureDuration | Max fracture duration (stacked) |
maxInjuryRecoveryDuration | Max injury recovery duration (stacked) |
medsystem | Medical System |
medsystem-client | Medical System Client |
minDamageThreshold | Min damage threshold |
minDuration | Min duration |
moderateBleed | Moderate bleed |
other | Other |
otherDamageMultiplier | Other limb damage multiplier |
defaultEntityHitboxInflation | Projectile hitbox inflation |
rescueWaitDuration | Rescue wait duration |
sharpToolBleedMultiplier | Sharp tool bleed multiplier |
shockPerFracture | Shock value per fracture |
shockPerHpLoss | Shock value per HP lost |
shockPerLimbLoss | Shock value per limb lost |
unconsciousSoundPitchScale | Sound pitch scaling |
unconsciousSoundVolumeScale | Sound volume scaling |
statusEffects | Status effects |
stomach | Stomach |
stomachDamageMultiplier | Stomach damage multiplier |
forceEntityRotationSynchronization | Strict player rotation synchronization |
allowThirdPartyEntityInteractions | Third party interactions |
unconsciousEntityTargeting | Unconscious entity targeting |
unconsciousOnDeathChance | Unconscious on death chance |
unconsciousOnHeadDeathChance | Unconscious on head limb death chance |
unconsciousOverlayType | Unconscious overlay type |
unconsciousOnBloodLoss | Unconscious time due to blood loss |
prioritizeVitalHealing | Vital part heal priority |
vitalBodyPartHealthTrigger | Vital part heal priority threshold |
weight | Weight |
woundDuration | Wound duration |
Option
| Option | What it does |
|---|---|
1 | -1 means infinite duration |
0 | Additional armor protection per armor piece when using MODULAR_BOOSTED armor system |
0 | Allows interactions (such as healing) with other entities |
0 | Allows scaling of injury recovery status effects when getting the effect repeatedly |
1 | ALWAYS - unconscious players will always be attacked |
0 | Base chance for getting any type of bleed from '#medsystem:bleed_causing' damage type |
0 | Base chance for getting fracture from '#medsystem:fracture_causing' damage type |
0 | Bleed chance multiplier for items from '#medsystem:sharp_tools' tag - swords, spears, axes |
0 | Blood decal rendering scale |
0 | Blood/Unconscious system related configurations |
0 | Chance specifying if you can enter unconscious state instead of dying so that you may be rescued by your friends |
0 | Chance that you will drop held equipment from both hands upon entering unconscious state |
0 | Configure max bleed duration for effect stacking |
0 | Configure max fracture duration for effect stacking |
0 | Configure max injury recovery duration for effect stacking |
0 | Configure which limbs are covered by specific armor pieces. Does nothing when using VANILLA armor system |
0 | Damage multiplier for all other limbs |
0 | Damage multiplier for animal limbs |
0 | Damage multiplier for arms |
0 | Damage multiplier for body |
0 | Damage multiplier for head |
0 | Damage multiplier for legs |
0 | Damage multiplier for stomach |
0 | Default duration of bleeding status effect |
0 | Default duration of fracture status effect |
0 | Defines armor calculation logic with custom health system |
0 | Enables blood level display in health UI |
0 | Enables blood system simulation, unconscious entity state |
0 | Enables blood type display in health UI |
0 | Enables hit effects such as bleeds, fractures and other effects |
0 | Expands entity hitbox for projectile detection purposes by this amount in all directions |
0 | Forces all blood decals to be have specific color - configure in the option below |
0 | Forces player rotation synchronization between server and clients |
0 | Fracture chance multiplier for items from '#medsystem:blunt_tools' tag - shovels, pickaxes, hoes and mace |
0 | Global damage multiplier for all limbs |
0 | Health related configurations |
0 | Health will be primarily recovered into vital parts |
0 | How long it will take for fractures to heal after applying pressure dressing |
0 | How long it will take for fractures to heal after applying splints |
0 | How much damage entity needs to receive in order for decal to appear |
2 | IGNORE_RESCUE - unconscious players will be attacked as long as they're not in rescue mode |
0 | Lifetime percentage at which decals will start to fade out |
0 | Maximum amount of decals which can appear when damaging entities |
2 | MODULAR - modular armor - getting hit in head damages only helmet |
3 | MODULAR_BOOSTED - same as above, but each armor piece has additional protection. Configurable below |
3 | NEVER - unconscious players will never be attacked |
entry | Protection slot |
0 | Rescue waiting period before dying while in death unconscious state |
1 | Set to 0 to disable all limits |
1 | Set to 0 to disable damage decals |
1 | SIMULATED - modular armor with fully simulated logic such as deflections, blunt damage and so on |
0 | Sound pitch scaling when unconscious |
0 | Sound volume scaling when unconscious. Set to 0 to disable all sounds from being played |
0 | Specifies when entities can target unconscious players |
0 | Threshold for prioritized vital limb health recovery |
0 | Toggles all blood decals |
0 | Toggles blood decals for ALL entities even if they do not have custom health/blood system enabled |
0 | Unconscious duration interval on unconsciousness due to blood loss |
0 | Uses less hit traces for explosions to save performance |
4 | VANILLA - vanilla armor calculation, full armor is used for any damage calculations |
0 | Will prevent entering unconscious state on death if your head limb is dead too |
0 | Will trigger downed state if playing alone in singleplayer |