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Medical System — Configuration

Every setting in the mod config file, with what it changes.

OptionWhat it does
modularBoostedArmorMultiplierAdditional armor protection multiplier
animalDamageMultiplierAnimal limb damage multiplier
armDamageMultiplierArm damage multiplier
armorArmor config
limbArmorProtectionAreasArmor protection areas
armorSystemArmor system
armsArms
bleedAmountBleed amount
bleedChanceBleed chance
bleedConfigurationBleed configuration
bleedDurationBleed duration
bleedIntervalBleed interval
decalCountBlood decal amount
bloodDecalsBlood decals
useBloodSystemBlood system simulation
bloodSystemBlood/Unconscious system
bluntToolFractureMultiplierBlunt tool fracture multiplier
animalBodyBody (animals)
bodyDamageMultiplierBody damage multiplier
chestChest
criticalBleedCritical bleed
maxDamageDecalsPerHitDamage decal limit
bloodDecalColorDecal color
bloodDecalFadeOutAtDecal fade out at
bloodDecalLifetimeDecal lifetime
damageDecalScaleDecal per damage
bloodDecalScaleDecal render scale
showBloodLevelDisplay current blood level
showBloodTypeDisplay current blood type
allowDownedSingleplayerDowned mode singleplayer
enableBloodDecalsEnable blood decals
enableGenericBloodDecalsEnable generic blood decals
enableStatusEffectsEnable status effects
useExplosionPerformanceModeExplosion performance mode
forceBloodDecalColorForce custom blood color
fractureChanceFracture chance
fractureDurationFracture duration
fractureRecoveryTimeFracture recovery time
fractureRecoveryTimeBandageFracture recovery time (Pressure Dressing)
globalDamageMultiplierGlobal damage multiplier
headHead
headDamageMultiplierHead damage multiplier
healthHealth system
heavyBleedHeavy bleed
unconsciousHeldItemDropChanceHeld item drop on unconsciousness
allowInjuryRecoveryScalingInjury recovery effect scaling
legDamageMultiplierLeg damage multiplier
legsLegs
lightBleedLight bleed
maxBleedDurationMax bleed duration (stacked)
maxDurationMax duration
maxFractureDurationMax fracture duration (stacked)
maxInjuryRecoveryDurationMax injury recovery duration (stacked)
medsystemMedical System
medsystem-clientMedical System Client
minDamageThresholdMin damage threshold
minDurationMin duration
moderateBleedModerate bleed
otherOther
otherDamageMultiplierOther limb damage multiplier
defaultEntityHitboxInflationProjectile hitbox inflation
rescueWaitDurationRescue wait duration
sharpToolBleedMultiplierSharp tool bleed multiplier
shockPerFractureShock value per fracture
shockPerHpLossShock value per HP lost
shockPerLimbLossShock value per limb lost
unconsciousSoundPitchScaleSound pitch scaling
unconsciousSoundVolumeScaleSound volume scaling
statusEffectsStatus effects
stomachStomach
stomachDamageMultiplierStomach damage multiplier
forceEntityRotationSynchronizationStrict player rotation synchronization
allowThirdPartyEntityInteractionsThird party interactions
unconsciousEntityTargetingUnconscious entity targeting
unconsciousOnDeathChanceUnconscious on death chance
unconsciousOnHeadDeathChanceUnconscious on head limb death chance
unconsciousOverlayTypeUnconscious overlay type
unconsciousOnBloodLossUnconscious time due to blood loss
prioritizeVitalHealingVital part heal priority
vitalBodyPartHealthTriggerVital part heal priority threshold
weightWeight
woundDurationWound duration

Option

OptionWhat it does
1-1 means infinite duration
0Additional armor protection per armor piece when using MODULAR_BOOSTED armor system
0Allows interactions (such as healing) with other entities
0Allows scaling of injury recovery status effects when getting the effect repeatedly
1ALWAYS - unconscious players will always be attacked
0Base chance for getting any type of bleed from '#medsystem:bleed_causing' damage type
0Base chance for getting fracture from '#medsystem:fracture_causing' damage type
0Bleed chance multiplier for items from '#medsystem:sharp_tools' tag - swords, spears, axes
0Blood decal rendering scale
0Blood/Unconscious system related configurations
0Chance specifying if you can enter unconscious state instead of dying so that you may be rescued by your friends
0Chance that you will drop held equipment from both hands upon entering unconscious state
0Configure max bleed duration for effect stacking
0Configure max fracture duration for effect stacking
0Configure max injury recovery duration for effect stacking
0Configure which limbs are covered by specific armor pieces. Does nothing when using VANILLA armor system
0Damage multiplier for all other limbs
0Damage multiplier for animal limbs
0Damage multiplier for arms
0Damage multiplier for body
0Damage multiplier for head
0Damage multiplier for legs
0Damage multiplier for stomach
0Default duration of bleeding status effect
0Default duration of fracture status effect
0Defines armor calculation logic with custom health system
0Enables blood level display in health UI
0Enables blood system simulation, unconscious entity state
0Enables blood type display in health UI
0Enables hit effects such as bleeds, fractures and other effects
0Expands entity hitbox for projectile detection purposes by this amount in all directions
0Forces all blood decals to be have specific color - configure in the option below
0Forces player rotation synchronization between server and clients
0Fracture chance multiplier for items from '#medsystem:blunt_tools' tag - shovels, pickaxes, hoes and mace
0Global damage multiplier for all limbs
0Health related configurations
0Health will be primarily recovered into vital parts
0How long it will take for fractures to heal after applying pressure dressing
0How long it will take for fractures to heal after applying splints
0How much damage entity needs to receive in order for decal to appear
2IGNORE_RESCUE - unconscious players will be attacked as long as they're not in rescue mode
0Lifetime percentage at which decals will start to fade out
0Maximum amount of decals which can appear when damaging entities
2MODULAR - modular armor - getting hit in head damages only helmet
3MODULAR_BOOSTED - same as above, but each armor piece has additional protection. Configurable below
3NEVER - unconscious players will never be attacked
entryProtection slot
0Rescue waiting period before dying while in death unconscious state
1Set to 0 to disable all limits
1Set to 0 to disable damage decals
1SIMULATED - modular armor with fully simulated logic such as deflections, blunt damage and so on
0Sound pitch scaling when unconscious
0Sound volume scaling when unconscious. Set to 0 to disable all sounds from being played
0Specifies when entities can target unconscious players
0Threshold for prioritized vital limb health recovery
0Toggles all blood decals
0Toggles blood decals for ALL entities even if they do not have custom health/blood system enabled
0Unconscious duration interval on unconsciousness due to blood loss
0Uses less hit traces for explosions to save performance
4VANILLA - vanilla armor calculation, full armor is used for any damage calculations
0Will prevent entering unconscious state on death if your head limb is dead too
0Will trigger downed state if playing alone in singleplayer