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CurseForge · Minecraft mod

Celestial Overhaul

Vanilla Tweak: Change fire, starvation, healing, etc to percentage damage, to better blend them into large number modded gamestyle

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Quick answer

Which Celestial Overhaul release should I use?

Updated 2 days ago
Latest stable file celestial_overhaul-1.1.7.jar
Game version 1.20.1
Loader Forge, NeoForge

Celestial Overhaul celestial_overhaul-1.1.7.jar targets 1.20.1 with Forge, NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

Where it goes

Is Celestial Overhaul required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Forge, NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Celestial Overhaul celestial_overhaul-1.1.7.jar need?

celestial_overhaul-1.1.7.jar. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Celestial Overhaul without breaking your instance.

Built for Celestial Overhaul celestial_overhaul-1.1.7.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use celestial_overhaul-1.1.7.jar. It targets 1.20.1 with Forge, NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside celestial_overhaul-1.1.7.jar. It opens that exact file at the source.

About this project

What does Celestial Overhaul add?

Discord: https://discord.gg/BCHNhsDMXz

This mod includes several damage calculation tweaks to keep vanilla mechanics to up state with modded gamestyle:

Non-Combat Damage/Healing Scaling

This mechanics scales the several damage types with entity max health, but it would not down-scale damage for entities with low max health.

For example, Drowning by default is scaled to 2% of entity max health. Vanilla drowning damage is 2.

  • For entities with 200 max health, they will take 2 * 2% * 200 = 8 damage every second.
  • For entities with 30 max health, since 2% * 30 < 1, they will still take 2 damage.

The default configuration has:

  • Starvation, Cramming, Suffocation, Drowning, withering, thorn: 2% max health
  • Fall: default off
  • Poison: 5% of current health
  • Regeneration effect, Natural Healing: 5% max health

Fixed Bonus to Percentage Bonus

There are several enchantments and effects that gives player a fixed addition bonus. This mechanics change them to percentage instead. Numbers can be adjusted in config.

  • Sharpness Enchantment: +6% damage per level
  • Smite-like Enchantments: +12% damage per level
  • Strength effect: +30% damage per level

Linear Reduction to Exponential Reduction

The protection enchantments and resistance effect are stacking linearly in vanilla. This makes the first few levels too weak and the last few levels too strong. This mechanics change them to stack multiplicatively, so every levels have the same strength.

  • Protection Enchantments: -4% damage per point (x96%)
  • Resistance Effect: -20% damage per level (x80%)

Resistance I provides -20% (x0.8) damage reduction, and Resistance IV provides -80% (x0.2) damage reduction in vanilla. This means the first level reduce damage by 20% and the 4th level reduce damage by 50% compared to previous level. In the new calculation, Resistance III gives -48.8% (x0.512) reduction, and Resistance IV gices -59.04% (x0.4096) reduction, which means from III to IV it further reduce damage taken by 20%.

In vanilla, each protection-like enchantments adds protection points. regular protection adds 1 per level, fire/projectile/explosion protection adds 2 per level, and feather falling adds 3 per level. Each protection point gives -4% damage reduction, capped at -80%. With this mechanics, new damage becomes (1-4%)^points, which means at 1 point it's same as vanilla, but at 20 points it's -55.8% (x0.442) compared to -80% in vanilla.

Miscellaneous

This mod also adds the following small QoL mechanics:

  • Attack breaks grass and then still hits target (default: on)
  • Use sword to block attacks like shields (default: on)
  • Play arrow-hit sound when arrow hits target (default: on)
  • Hide flame effect when player is on fire but has fire resistance effect (default: on)
  • Disable falling attack (default: off)

Project description from CurseForge.

Pick your setup

Celestial Overhaul by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

3 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Celestial Overhaul versions and loaders

8 of 8 releases match

Looking for an older file? The official CurseForge project page is in Resources.