Celestial Overhaul
Modby lcy0x1
Vanilla Tweak: Change fire, starvation, healing, etc to percentage damage, to better blend them into large number modded gamestyle
Type
Mod
CurseForge Downloads
653,137
CurseForge ID
1169701
Last Updated
Apr 13, 2026
Description
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)
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