CurseForge · Minecraft mod
damageoverhaul
This mod adds config to implement a Dark Souls‑style damage.
Quick answer
Which damageoverhaul release should I use?
damageoverhaul-1.2.2.jar targets 1.20.1 with Forge. 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 damageoverhaul required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does damageoverhaul-1.2.2.jar need?
damageoverhaul-1.2.2.jar. Change the file and its required mods may change too.
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 damageoverhaul without breaking your instance.
Built for damageoverhaul-1.2.2.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use damageoverhaul-1.2.2.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.
- 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.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside damageoverhaul-1.2.2.jar. It opens that exact file at the source.
About this project
What does damageoverhaul add?
This mod adds config to implement a Dark Souls‑style damage. It automatically generates five configuration files that cover: damage types, weapon damage types and their distribution, entity resistances, armor resistances, mob damage typesThese settings also apply to entities and weapons from other mods. I can't speak English. If you find bugs, tell me.
This is how to use it
================================================================
1. Mod Introduction
Damage Overhaul is a damage-system overhaul mod. It splits the vanilla single damage value into 8 damage types (Slashing / Blunt / Piercing / Magic / Fire / Lightning / Dark / Holy), and lets you freely control through JSON config files:
The damage composition dealt by each weapon (e.g. Iron Sword = 60% Slashing + 30% Piercing + 10% Blunt)
Each mob's resistance to different damage types
Each piece of armor's resistance to different damage types
Each projectile's damage distribution (arrows, tridents, snowballs, fireballs, etc.)
Each block's environmental damage distribution (magma blocks, campfires, cacti, etc.)
Gun-mod weapon damage distributions (Scorched Guns, TACZ, etc.)
Charm system: 8 built-in damage gems, plus damage bonuses and type resistances configurable for any Curios charm from other mods (auto-scanned, no need to manually enter item IDs)
Potion effect system: 4 potion effects registered per damage type (resistance up / resistance down / damage amplification / damage weakening), with per-level values configured via mob_effects_config.json
Equipment scaling system (soft dependency on more_attributes): based on the player's 9 invested base attribute points, configure multipliers per weapon/armor by damage type. Weapons increase dealt damage; armor reduces received damage piece by piece multiplicatively. Tooltips show SABCDE letter grades.
Enchantment level decoupling: enchantment caps are relaxed from vanilla level 4 to a configurable value (default 255). Very high-level enchantments work normally with linear formulas.
All configs can be hot-reloaded in-game with commands. No game restart is needed.
(Note: Adding new damage types / new built-in charm entries / new potion effects requires a restart, because enchantments, items, and effects are frozen at startup. Values for already-registered entries can be hot-reloaded.)
2. Installation and Startup
Requirements: Minecraft 1.20.1 + Forge (47.x).
Dependency: Curios API (charm slots). The mod cannot load without Curios.
Put damageoverhaul-1.0.0.jar into the mods folder.
(Optional) Install Patchouli to get the in-game illustrated guide for this mod. The mod still runs normally without Patchouli.
On first startup, all config files are automatically generated under config/damageoverhaul/ with default values; a Curios charm slot is also automatically added for players.
[How to get the in-game guide]
With Patchouli installed, the "Damage Overhaul Guide" (purple book model) is in the creative inventory "Tools & Utilities" category. You can also obtain it with:
/give @s patchouli:guide_book{patchouli:book:"damageoverhaul:guide"}In survival mode, you can add your own obtaining method via datapack recipes.
3. The Eight Damage Types
Slashing — sword/axe cutting damage
Blunt — hammers, explosions, falls, crushing
Piercing — arrows, spikes, cacti, berry bushes
Magic — potions, enchantment damage, phantoms, etc.
Fire — burning, lava, campfires
Lightning — lightning strikes
Dark — wither, shadow-type damage
Holy — light-type damage (reserved for expansion)
How are damage types determined?
Every vanilla damage instance carries a "damage source ID" (damage type), such as minecraft:arrow or minecraft:explosion.
The mod translates these IDs into the 8 types via damage_type_mappings.json, and supports splitting one source into a mixed distribution, e.g.:
"minecraft:explosion": { "blunt": 0.7, "fire": 0.3 }
This means explosion damage is 70% resolved as Blunt and 30% as Fire.
The mod also automatically scans all damage types registered in the game (including those added by other mods), infers mappings by tags, and writes them to config. Types with the is_fire tag are inferred as Fire; untagged types default to Blunt. Everything can be changed in config.
4. Tooltip Explanation
Hover over an item:
Weapon → Shows "Damage Distribution": each line = damage type + value (base attack × ratio) + percentage, sorted descending by ratio.
Armor → Shows "Armor Resistance": non-zero resistances sorted descending; red = vulnerability, green = resistance.
Projectile → Shows "Projectile Damage Distribution": percentages only (damage is determined by the bow).
Enchantment → Enchanted item names append "(Enchanted)"; each line ends with green values showing the added amount/percentage from enchantments.
Gun → Guns have no attack damage attribute. The tooltip automatically parses the damage number written by the gun mod itself as the base (e.g. "Damage: 10.0"). If parsing fails, only percentages are shown.
Mana Repair → Shows enabled status and mana cost per durability point.
Own Charm → Shows associated damage type, attack bonus, and damage resistance.
Third-Party Charm → Other mods' charms with configured non-zero factors show "External Charm Bonus": red = damage amplification, green = type resistance. Types with 0 effect are not shown.
Equipment Scaling → With more_attributes installed, weapons/armor show an "Attribute Scaling" section: each line = damage type + letter grade (SABCDE) + percentage, e.g. Fire S (+150%) (weapon damage bonus, red) / Fire S (-150%) (armor damage reduction, green), calculated in real time from the viewing player's attributes, showing only positive scaling.
Display content can be controlled by 6 toggles in display_config.json (see Section 15).
5. Command List
All commands require OP level 2.
/damageoverhaul reload
Reloads all config files and automatically fills in resistance/weapon/mapping entries for new damage types.
/damageoverhaul migrate
Forces a migration check (equivalent to reload, with migration semantics emphasized).
/damageoverhaul migrations
Shows the detailed migration log from the most recent load: which files changed, which entries were added, and backup locations.
/damageoverhaul status
Shows current mod status: number of damage types, counts of the three enchantment categories (and level cap), potion effect status (type rows), deflection mechanics, default ranged source, projectile config stats, dual-use list, mana repair, block distribution entry count, own charm count and third-party charm bonus status (recorded entries, startup scan toggle), equipment scaling status (weapon/armor recorded counts, attribute columns, more_attributes loaded status).
6. Config File Overview and Common Modification Examples
All configs are located in config/damageoverhaul/:
damage_types.json Damage type definitions (core; other files auto-sync)
damage_type_mappings.json Damage source → type mappings (supports mixed distributions)
weapon_distributions.json Weapon distributions + gun auto-learning
unarmed_distributions.json Unarmed/mob bare-hand distributions
entity_resistances.json Entity resistances
armor_resistances.json Armor resistances
ranged_config.json Ranged sources and projectile distributions
projectile_item_mappings.json Projectile mappings and entity replacement
block_distributions.json Block-source damage
special_mechanics.json Special mechanics such as damage deflection
mana_repair_config.json Mana repair
display_config.json Tooltip display toggles
projectile_strike_config.json Projectile enchantment bonuses
charms.json Own charms (8 damage gems)
external_charms.json Third-party charm factor table (auto-scanned)
mob_effects_config.json Potion effect value table (4 effects per type)
weapon_scaling.json Weapon scaling multiplier table (requires more_attributes)
armor_scaling.json Armor scaling multiplier table (requires more_attributes)
Example 1: Modify Iron Sword distribution
Open weapon_distributions.json and find "minecraft:iron_sword":
"damage_distribution": {
"slashing": 0.6, "piercing": 0.3, "blunt": 0.1, ... all others 0
}
Save, then run /damageoverhaul reload in-game.
Example 2: Make skeletons immune to fire
Open entity_resistances.json, find "minecraft:skeleton", and set "fire" to -1.0 (-100% immunity).
Example 3: Change explosions to 70% Blunt + 30% Fire
Open damage_type_mappings.json:
"minecraft:explosion": { "blunt": 0.7, "fire": 0.3 }
Example 4: Adjust a gun's distribution
First shoot once with that gun (auto-learning creates an entry), then edit the entry and reload.
Example 5: Add fire damage bonus to another mod's charm
After starting the world, external_charms.json has already auto-recorded all Curios charms. Find the item row and change "fire" in attack_bonuses to 0.15 (see Section 11).
Example 6: Make Iron Sword gain fire scaling from Strength
Open weapon_scaling.json, find "minecraft:iron_sword", and change the "strength" value in the "fire" row to 0.02 (see Section 12):
With 30 invested Strength levels (20 effective points), fire scaling = 0.02 × 20 = +40%.
Standard process: edit → save → /damageoverhaul reload → done.
Missing fields/entries in all files are automatically filled and written back. Manual adjustments are never overwritten.
7. Enchantment System
At startup, the mod automatically registers three enchantment sets per damage type (8 types × 3 categories = 24):
protect_<type> Armor resistance enchantment, 5%/level
(resolved after armor resistance and before armor value)
strike_<type> Weapon damage bonus enchantment, 10%/level
(only increases the corresponding type's ratio; does not crowd out other types)
projectile_strike_<type> Projectile damage bonus enchantment
(only applicable to pure projectile items, such as arrows; values same as strike)
[Level cap decoupling]
The level cap of all three enchantment sets is controlled by the max_enchant_level field in damage_types.json, default 255 (vanilla is 4). The value formula remains linear:
Level N = N × per-level value (e.g. protect 5%/level × level 10 = 50% resistance)
After changing max_enchant_level, restart the game for it to take effect. Enchanting tables still produce at most level 4 (limited by vanilla enchanting logic), but any level from anvil stacking or commands works normally with the formula.
Obtaining: protect/strike can be used in enchanting tables and anvils. Vanilla arrows cannot be enchanted normally. The mod implements projectile enchanting by taking over the anvil merge process:
Put a weapon on the left (with the corresponding strike enchanted book), put arrows on the right → merge to get enchanted arrows.
Note: Enchantment registration is frozen at game startup. After adding new damage types, restart the game to generate the corresponding enchantments. Existing enchantment value configs can be hot-reloaded.
8. Projectile System and Entity Replacement
[Projectile distribution] ranged_config.json
ranged_damage_source: global ranged determination method
"projectile" = use projectile distribution (default)
"weapon" = use weapon distributionEach projectile entry has a follow_default field:
true = follow global default
false = use that entry's own distributionDual-use items (such as tridents, which are both weapons and projectiles) refuse to follow the default by default.
[Projectile item and entity mapping]
The same entity can correspond to multiple items (enchanted arrows / spectral arrows / normal arrows are all minecraft:arrow). The mod resolves this with a three-layer mechanism:
Same-name matching: entity ID and item ID are identical
Tag scanning: members of minecraft:arrows / forge:arrows tags automatically map to minecraft:arrow
Manual extension: add custom mappings in projectile_item_mappings.json
[Entity replacement] projectile_item_mappings.json
Want arrows to shoot TNT? Write in the mapping:
"minecraft:arrow": {
"entity": "minecraft:tnt",
"replace_entity": true
}
And set the global toggle allow_dangerous_replace to true.
Notes:
Replacement happens at projectile spawn. The original entity is cancelled; the new entity inherits position/velocity/rotation/owner.
Replaced entity damage is resolved using the original projectile item's mapped entity distribution. If unconfigured, it falls back to the damage type mapping (TNT explosion → Blunt).
Risk warning: Mapping to large entities such as the Ender Dragon may cause abnormal behavior.
9. Gun Mod Compatibility (Scorched Guns / TACZ, etc.)
Gun mods have these traits: damage values are stored in the gun JSON, resolved by projectile entities, and completely different from the vanilla weapon system (guns have no attack damage attribute, projectile entity IDs differ from gun item IDs, and ammo does not carry damage).
The mod's general compatibility solution (does not hardcode any mod):
Source weapon fallback: When a gun projectile hits and no projectile distribution is found, automatically check the shooter's held gun distribution in weapon_distributions.json and split damage accordingly.
Auto-learning: When auto_learn_ranged_weapons = true (default), the first time a gun deals damage, an entry is automatically generated (default Piercing 100%) and written to config.
Tooltip base: Automatically parses the damage number written by the gun mod as the display base.
Usage steps (using Scorched Guns as an example):
Enter the game, hold any gun, and shoot once.
Open weapon_distributions.json; you will see a scguns:xxx entry.
Edit its damage_distribution (e.g. change a flamethrower to have a fire ratio).
/damageoverhaul reload to apply.
Ammo does not need configuration — damage is determined entirely by the gun. The same applies to "gun JSON + projectile" mods such as TACZ.
10. Block-Source Damage Configuration
block_distributions.json configures environmental damage by block ID (magma blocks, campfires, cacti, powder snow, wither roses, etc.).
Format:
"minecraft:magma_block": {
"use_default": true, ← true = use default mapping chain
"damage_distribution": { ... } ← when false, this distribution applies
}
Determination condition: the damage source has no entity (e.g. hot_floor damage from standing on a magma block). The mod checks the block your body is in (campfire/fire/cactus, etc.) and the block below your feet (magma block).
Auto-learning: When auto_learn_block_damage = true (default), the first time an entity takes damage from a block, that block is automatically registered in config (use_default=true, behavior unchanged). Later, set use_default to false and fill in a distribution to take over that block.
Campfires and magma blocks can use completely different distributions — a level of granularity damage_type_mappings cannot achieve.
11. Charm System (Own Gems + Third-Party Charm Bonuses)
The charm feature depends on Curios API. Players have a charm slot (automatically added by the mod; coexists without conflict with rings/necklaces from other mods in modpacks).
[11.1 Own Charms: 8 Damage Gems]
The mod includes 8 charms (available in the creative inventory):
Slashing Gem / Blunt Gem / Piercing Gem / Magic Gem / Flame Gem / Thunder Gem / Shadow Gem / Holy Light Gem
Default: +15% damage of the corresponding type on attack, -10% damage of the corresponding type when hit.
Stacking rule: Multiple charms of the same type (including third-party charms) only take the highest value; they do not stack.
Resolution positions:
Attack: that type's damage ×(1+bonus)
Defense: after mob resistance, armor resistance, and enchantment resistance, reduced independently by type ×(1-resistance) (only applies to configured types; each part of mixed damage is reduced separately)
charms.json can adjust each gem's values and texture frame animation. Note: Adding/removing own charm entries is an item registration change and requires a game restart to take effect.
[11.2 Third-Party Charm Bonuses: external_charms.json (Important)]
No need to manually look up item IDs, no need to hand-write entries in a format — the mod automatically scans:
Full scan on startup/reload: All other mods' charms in the item registry that have Curios tags and can be equipped in Curios slots are automatically recorded in the table.
Equip-time supplementary scan: When a player actually equips a charm in a slot (checked at login and every 10 seconds afterward), if a missed item is found (e.g. mods whose tags are dynamically generated by in-memory datapacks), it is automatically added to the table.
Each charm has one row in the table, listing both factor categories for all damage types, for example:
{
"item_id": "botania:sojourner_sash",
"attack_bonuses": {
"slashing": 0, "blunt": 0, "piercing": 0, "magic": 0,
"fire": 0.15, "lightning": 0, "dark": 0, "holy": 0
},
"defense_resistances": {
...same as above, "fire": 0.1 means 10% fire damage reduction...
}
}
Value meanings:
attack_bonuses Damage amplification, 0.15 = +15% damage of that type
defense_resistances Type resistance, 0.10 = -10% damage of that type
0 = no effect (produces no effect and does not show that line in tooltip)
Usage flow:
Start a world once (the table is generated automatically).
Open config/damageoverhaul/external_charms.json.
Find the target charm's row and change the corresponding type's 0 to the desired factor.
/damageoverhaul reload (servers require reconnection to sync client display).
Two global toggles (top of file):
enable_external_charms Master toggle; false = all third-party charm features disabled
auto_scan_curios_items Startup scan toggle; false = keep only existing entries,
no longer auto-record new charms (equip-time supplementary scan also stops)
Features and rules:
When new damage types are added, automatically add a 0 column of that type to all charms in the table.
All-zero entries do not participate in network sync, so even modpacks with many charms do not affect login speed.
For the same damage type: own gems and third-party charms combine by taking the highest when worn together.
Old manually filled entries automatically migrate and preserve values; old files are automatically backed up.
Must actually be equipped in a Curios slot to take effect (putting it in the backpack does nothing).
12. Equipment Scaling System (Requires more_attributes)
[Soft dependency]
After installing more_attributes (org.mantodea.more_attributes), this system automatically enables. Without it, equipment scaling does not take effect, and all other mod features work normally.
That mod provides 9 investable base attributes:
strength / health / focus / stamina / endurance / intelligence / agility / skill / luck
[How scaling is calculated]
Each piece of equipment has multipliers filled per "damage type × base attribute":
Scaling = Σ(multiplier × effective attribute points)
Effective attribute points = invested levels − that attribute's baseLevel
(Strength baseLevel=10; others are 0. Negative values are allowed, fully consistent with more_attributes' own scaling semantics.)
[Two config files]
weapon_scaling.json Weapon scaling table
armor_scaling.json Armor scaling table
On first entering a world, a full registry scan automatically generates them:
Weapons: swords/axes/bows/crossbows/tridents, any item with an attack damage attribute, and guns already in weapon_distributions.json
Armor: all ArmorItems
Each equipment has one row, default all 0 (pure recording: no effect, not displayed, no sync traffic).
File structure (weapon table as example):
{
"enable_weapon_scaling": true,
"base_attributes": ["strength","health",...9 total],
"grade_thresholds": {"S":1.5,"A":1.0,"B":0.75,
"C":0.5,"D":0.25,"E":0.0},
"items": {
"minecraft:iron_sword": {
"fire": { "strength": 0.02, "other attributes": 0 },
"slashing": { "strength": 0.01, ... }
}
}
}
The armor table has the same structure; the toggle is named enable_armor_scaling.
Multiplier meaning: 0.02 = 2% scaling per effective attribute point.
Example: 30 invested Strength levels → 20 effective points → a type multiplier of 0.02
→ that type's scaling = 0.02 × 20 = +40%.
Filling 0 = that attribute gives no scaling to that damage type.
[Weapon resolution] Only effective for players (mobs have no attribute points). Independent per damage type; additively merged into the existing attack multiplier zone:
Type damage × (1 + charm bonus + potion bonus + weapon scaling)
The attacking weapon is the player's held item (if the main hand has a scaling entry, use main hand; otherwise check off hand).
[Armor resolution] Only effective for players. Head/chest/legs/feet are multiplied one by one, independent per type, located "after enchantment + potion resistance, before charm type resistance":
Damage × (1−helmet scaling) × (1−chestplate scaling) × (1−leggings scaling) × (1−boots scaling)
Note this is multiplicative, not additive: 4 pieces each with 10% fire scaling →
0.9×0.9×0.9×0.9 ≈ 0.656, i.e. about -34% fire damage taken (not -40%).
[Letter grade display]
The tooltip's "Attribute Scaling (Offense/Defense)" section is calculated in real time from the viewing player's attribute points. Each line = type + letter grade + percentage, sorted descending by scaling:
Weapon: Fire S (+150%) (red percentage)
Armor: Fire S (-150%) (green percentage, meaning reduced damage taken of that type)
Types with scaling ≤ 0 are not displayed (but negative scaling still participates in actual resolution).
Letter thresholds can be customized in each file's grade_thresholds. Defaults:
S≥150% A≥100% B≥75% C≥50% D≥25% E≥0%
[Display toggle] display_config.json:
show_equipment_scaling Master toggle for the equipment scaling section (default true)
[Automatic maintenance]
New damage types → all equipment automatically gains that type row.
more_attributes adds new attributes (datapack expansion) → attribute columns are automatically added.
Installing mods with new weapons/armor → startup scan automatically records all-zero rows.
Old files automatically migrate and back up to backups/; manually filled values are not lost.
All-zero rows do not participate in network sync.
13. Potion Effect System (Resistance Up/Down + Damage Amplification/Weakening)
At startup, the mod automatically registers potion effects per damage type (8 types × 4 effects = 32):
resist_<type> Resistance up (beneficial): +X% resistance of that type when hit, per level
Additively merged into the enchantment resistance pool (same resolution stage as protect enchantments)
vulnerable_<type> Resistance down (harmful): -X% resistance of that type when hit, per level
amplify_<type> Damage amplification (beneficial): +X of that type damage when attacking, per level
Additively merged into the charm damage bonus multiplier zone
weaken_<type> Damage weakening (harmful): -X of that type damage when attacking, per level
Effect name examples: resist_fire (Fire Resistance Up), amplify_slashing (Slashing Damage Amplification), vulnerable_dark (Dark Resistance Down), etc.
[Value config] mob_effects_config.json:
enable_mob_effects Master toggle (default true)
defaults Default per-level values (used when adding rows for new damage types):
resist_up_per_level 5.0 (+5% resistance per level)
resist_down_per_level 5.0 (-5% resistance per level)
damage_up_per_level 0.10 (+10% damage per level)
damage_down_per_level 0.10 (-10% damage per level)
per_type Per-type overrides (values can be set separately for each damage type)
When new damage types are added, effect value rows are automatically filled according to defaults; when damage types are removed, corresponding rows are automatically removed. Effect registration requires a game restart; values hot-reload.
[How to grant effects]
Effects are granted via commands (there is no brewable potion form):
/effect give @s damageoverhaul:resist_fire 60 1
(Effect ID, 60 seconds, level 1 → +5% fire resistance)
/effect give @s damageoverhaul:amplify_slashing 60 2
(60 seconds, level 2 → +20% slashing damage)
Other mods/datapacks can also grant these effects via /effect or effect pools.
Effects also work on mobs (e.g. give a mob vulnerable_fire to lower its fire resistance).
[Resolution position]
Full resolution chain (potion effects in bold):
Adjusted damage = original damage ×(1+charm bonus+potion bonus+weapon scaling)
×(1-mob resistance)×(1-armor resistance)
×(1-enchantment resistance-potion resistance)
×armor scaling for 4 pieces multiplied ∏(1−single-piece scaling)
×(1-charm type resistance)
Potion resistance and enchantment resistance share the same additive pool (percentages are added, then reduced together). Potion damage bonus and charm damage bonus share the same multiplier zone (ratios are added, then multiplied together).
[Effect icons]
Effect icons are located in assets/damageoverhaul/textures/mob_effect/, named resist_fire.png, amplify_slashing.png, etc. You can replace them with your own hand-drawn textures (18×18 pixels recommended).
14. Mana Repair (Requires Botania)
With Botania installed, mana_repair_config.json allows durability items to consume mana to auto-repair:
Each item entry must be enabled individually.
"Mana consumed per durability point" can be configured (ratio freely adjustable).
Without Botania, this feature is automatically disabled and the mod runs normally.
The tooltip shows enabled status and mana cost ratio.
15. Display Toggles and Server Sync
display_config.json controls six tooltip display categories:
show_weapon_distribution Weapon damage distribution
show_armor_resistance Armor resistance
show_projectile_distribution Projectile damage distribution
show_mana_repair Mana repair status
show_external_charm_bonus Third-party charm bonus
show_equipment_scaling Equipment attribute scaling (requires more_attributes)
Server priority: In multiplayer, the server's display config takes priority. It is automatically synced to clients on login, ensuring consistent display across the server. Singleplayer uses local config directly.
16. Automatic Migration and Backup
Each time configs are loaded (startup/reload/migrate):
Validate each file's _schema_version; old formats automatically migrate to the new format.
Missing damage types/entries are automatically filled and written back to files.
Before modification, original files are automatically backed up to:
config/damageoverhaul/backups/<timestamp>/All automatic changes are recorded in the migration log (view with /damageoverhaul migrations).
Manual adjustments are never overwritten.
17. Patchouli Guide
The mod includes a complete Patchouli guide, "Damage Overhaul Guide" (the in-game version of this tutorial). Contents and table of contents:
Mod Introduction: Welcome / The Eight Damage Types / Quick Start
System Details: Weapon Distribution / Resistances / Enchantments / Projectiles / Entity Replacement / Gun Compatibility / Block Damage / Charm System / Equipment Scaling / Potion Effects / Mana Repair / Special Mechanics and Display
Config Files: Overview / Modification and Reload Process
Commands: Detailed Explanation of the Four Commands
FAQ
The guide supports Chinese and English (automatically follows game language). Guide entries can be hot-reloaded: Shift+click the pencil icon at the bottom-left of the guide in-game to refresh content.
18. FAQ
Q1: The client cannot see the server's distribution config?
A: No manual sync needed — the server automatically pushes all configs when a player logs in. If you just changed server config, reconnect.
Q2: Enchantments did not appear after adding new damage types?
A: Enchantments and potion effects are registered and frozen at startup. Restart the game to generate new enchantments and new potion effects. Values for already-registered entries can be hot-reloaded.
Q3: Config changes do not take effect?
A: Run /damageoverhaul reload. If JSON format is incorrect, check the error in the startup log.
Q4: I want to customize a gun mod's gun distribution?
A: First shoot once with that gun (auto-learning registers an entry), then edit the corresponding entry in weapon_distributions.json and reload.
Q5: How is damage calculated if I change arrows to shoot TNT?
A: See Sections 9/10. TNT explosion defaults to the Blunt mapping and can be refined in the mapping table or block/projectile config.
Q6: I want to hide certain tooltips?
A: Six toggles in display_config.json; server takes priority.
Q7: Can vanilla arrows be enchanted?
A: Yes. Through an anvil: left side weapon + strike enchanted book, right side arrows, merge to get enchanted arrows. projectile_strike enchantments only apply to pure projectile items.
Q8: Will configs be lost after upgrading the mod version?
A: No. Automatic migration preserves your manual adjustments, and old files are backed up to the backups directory first.
Q9: How do I add damage bonus or resistance to another mod's ring/charm?
A: No need to hand-write config. After starting the world, the mod has already automatically recorded all Curios charms into external_charms.json. Find the corresponding item row and change the needed damage type factor from 0 to a value (e.g. 0.15), then reload. See Section 11.
Q10: I changed third-party charm values but there is no effect/display?
A: Check in order: ① Is the charm actually equipped in a Curios slot (backpack does nothing); ② Is the factor non-zero (0 has no effect and is not displayed); ③ Did you run reload (multiplayer servers also require reconnection to sync display); ④ Is enable_external_charms true.
Q11: My modpack has too many charms; external_charms.json is too long?
A: A long file does not affect performance (all-zero rows are not synced and do not participate in resolution). If you do not want to auto-record new charms, set auto_scan_curios_items to false; you can also delete unneeded rows directly (they will be re-recorded on the next scan).
Q12: How do I temporarily add/remove damage or resistance for players or mobs?
A: Use /effect commands to grant potion effects. Each damage type has 4 effects: resist_<type> (resistance up), vulnerable_<type> (resistance down), amplify_<type> (damage amplification), weaken_<type> (damage weakening). For example, /effect give @s damageoverhaul:amplify_fire 60 2 grants 60 seconds of +20% fire damage. Effects also work on mobs. See Section 13.
Q13: Can enchantment level caps exceed level 4?
A: Yes. The max_enchant_level field in damage_types.json controls the level cap for the whole enchantment series, default 255. Any level from anvil stacking and commands works normally with the linear formula (e.g. level 10 protect = 50% resistance). Enchanting tables still produce at most level 4 (vanilla limit). Changing the cap requires a restart.
Q14: How do I configure equipment scaling? How are attribute points calculated?
A: more_attributes is required. After first entering the world, weapon_scaling.json / armor_scaling.json automatically record all weapons/armor (all-zero rows). Scaling = Σ(multiplier × effective attribute points). Effective attribute points = invested levels − baseLevel (Strength baseLevel=10, others 0, can be negative). A 0.02 multiplier = +2% per point. Weapon scaling is additively merged into the attack multiplier zone; armor's 4 pieces reduce damage multiplicatively one by one. See Section 12.
Q15: I installed more_attributes but the tooltip has no "Attribute Scaling" section?
A: Check in order: ① Whether that equipment's multipliers are all 0 (all-zero is not displayed; first fill non-zero multipliers in the json and reload); ② Whether the player has invested points in more_attributes (not displayed when all effective attribute points are 0); ③ Whether show_equipment_scaling and enable_weapon_scaling / enable_armor_scaling are true; ④ Multiplayer servers require reconnection to sync the scaling table.
Tutorial complete. Enjoy!
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Project description from CurseForge.
Pick your setup
damageoverhaul by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
damageoverhaul versions and loaders
damageoverhaul-1.2.2.jar
4 Oct 2026
damageoverhaul-1.2.1.jar
4 Oct 2026
damageoverhaul-1.2.0.1.jar
3 Oct 2026
damageoverhaul-1.2.0.jar
3 Oct 2026
damageoverhaul-1.1.2.jar
19 Sept 2026
damageoverhaul-1.1.1.jar
1 Sept 2026
damageoverhaul-1.1.0.jar
1 Sept 2026
damageoverhaul-1.0.19.jar
31 Aug 2026
damageoverhaul-1.0.18.jar
31 Aug 2026
damageoverhaul-1.0.17.jar
29 Aug 2026
damageoverhaul-1.0.16.jar
27 Aug 2026
damageoverhaul-1.0.15.jar
26 Aug 2026
Looking for an older file? The official CurseForge project page is in Resources.