Sol's Damage & Health Indicator
ModA mod that gives you real-time visual feedback on every hit you land. Know exactly how much damage you're dealing, with razor-sharp accuracy right as it happens.
Type
Mod
Modrinth Downloads
11
Modrinth ID
viBf02TM
Last Updated
May 18, 2026
Description
Sol's Damage Indicator
Supports Minecraft Forge 1.16.5, 1.20.1!
Author: solmochi
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Description
Sol's Indicator is a visual combat HUD mod that shows exactly how much damage you deal in real-time. See floating damage numbers on enemies, track your hit combos with a stylish center-screen HUD, monitor any entity's health with a crosshair indicator, and watch boss fights come alive with custom RPG-themed boss bars featuring per-player damage rankings and cinematic death animations.
⚠️ Works in two modes — install on both server and client for full accuracy (melee, projectiles, spells, abilities), or use client-only for basic melee tracking.
✅ Fully functionable and playable on a Single-Player World.
Features
Damage Indicator HUD
- Hit Counter & Combo Tracker — Displays hit count, "HIT" / "CRIT" text, and cumulative damage dealt on the center-right of your screen
- Throbbing Pulse Animation — Each hit triggers a scale pulse that stacks during rapid combos
- Critical Hit Detection — Crits display in green with "CRIT" text; relic crits show the multiplier (e.g., "CRIT 2.1x") in bright green
- Summary Phase — After 3.5 seconds of no hits, transitions to a summary showing total damage dealt with a dramatic pulsed "DAMAGE" label
- Auto-Fade — HUD fades out after 5 seconds of inactivity, then resets for the next combat
- Configurable Position — Can be placed on center-left or center-right of the screen
Floating Damage Numbers
- World-Space Numbers — Damage numbers float upward from hit entities and fade out over 1.5 seconds
- Color-Coded — Red for normal hits, green for vanilla crits, bright green for relic system crits
- Crit Multiplier Display — Relic crits show the multiplier suffix (e.g., "12.50 2.1x")
- Spawn Animation — Numbers scale up with a quick throb on spawn, then settle
- Random Spread — Multiple simultaneous numbers spread out slightly to avoid overlap
- Billboard Rendering — Numbers always face the camera in 3D world space
Custom Boss Bar HUD
- RPG-Themed Design — Fully replaces vanilla boss bars with a styled panel featuring gold frames, gradient health bars, and entity portraits
- Entity Portraits — Renders a live 3D model of the boss entity inside a framed portrait box
- Dynamic Sizing — Bar width auto-expands to fit long entity names and HP text
- Color-Matched Bars — Health bar color adapts to the entity's custom name color, boss bar color setting, or mob type (red/green/blue)
- HP Numbers — Shows exact current HP / max HP (formatted: e.g., "125.4K / 500.0K")
- Entity Titles — Displays CustomNPC titles below the entity name when available
- Multiple Boss Bars — Supports configurable max boss bars on screen (default: 3) with "+N more" overflow label
- Compact Mode — 2nd+ boss bars use a compact layout showing only your own damage contribution
- Stale Data Cleanup — Automatically clears damage progress when entities heal to full or die
Boss Damage Progress
- Per-Player Damage Tracking — Server tracks cumulative damage dealt by each player to boss entities
- Damage Percentage Display — Shows each player's damage as a percentage of the boss's max HP (e.g., "PlayerName: 10.83%")
- RPG Rank Styling — Top contributors get medal icons: crown for #1, diamonds for #2–3, arrows for #4+
- 2-Column Grid Layout — Top 5 contributors displayed in an organized grid with a "Damage Progress" header
- Self-Highlighting — Your own name is highlighted in green; other players appear in white
- Self-Append — If you're not in the top 5, your entry is appended separately so you always see your contribution
- Auto-Detection — Uses reflection to detect any entity with a ServerBossInfo field (supports vanilla + all modded bosses)
- Inactivity Pruning — Players are removed from the damage list after configurable minutes of inactivity (default: 5 min)
Boss Death Animation
- Cinematic Kill Sequence — When a boss dies, plays a 10-second dramatic overlay with multiple phases:
Entity Health Indicator
- Crosshair Target Health — Shows a health bar panel for the entity you're looking at
- RPG Panel Design — Matches the boss bar style with gold frame, portrait, and gradient health bar
- Live Entity Portrait — Renders a 3D model of the targeted entity
- HP & Armor Display — Shows heart icon + current/max HP and diamond armor icon with armor value
- Modded Entity Support — Formats names from registry paths (e.g., "cartaddon:revolutionary_grunt" → "Revolutionary Grunt")
Client-Only Fallback Mode
- No Server Required — When the server doesn't have the mod, automatically falls back to client-side melee tracking via health deltas
- Seamless Switching — Detects server capability from the first damage packet; no manual configuration needed
- Melee Detection — Tracks attacks via AttackEntityEvent and monitors entity health changes each tick
- Vanilla Crit Detection — Detects vanilla critical hits (falling + sprinting conditions) in client-only mode
Installation
- Install Minecraft Forge for 1.16.5 or 1.20.1
- Download the mod .jar file
- Place it in your .minecraft/mods folder
- Launch Minecraft
For full features (all damage sources, boss tracking, death animations): Install on both server and client.
For basic melee tracking: Client-only installation works — no server needed.
Configuration
Client Settings (solsdamageindicator-client.toml)
Setting Default Description Boss Bar bossbar.enabled true Replace vanilla boss bars with custom styled HUD bossbar.damageProgress true Show per-player damage contribution below boss bars bossbar.barWidth 250 Minimum boss bar width in pixels (100–500) bossbar.maxBossBars 3 Max boss bars shown at once (1–10), remaining shown as "+N more" bossbar.deathAnimation true Play cinematic death overlay when a boss dies Entity Health entityhealth.enabled true Show health bar for crosshair target entity entityhealth.damageProgress true Show your damage contribution below entity health bar entityhealth.range 32.0 Max distance in blocks for entity health display (4–128) Damage Indicator damageindicator.enabled true Show the center-screen damage HUD (hit count, HIT/CRIT, damage) damageindicator.leftSide false Position HUD on center-left instead of center-right undefinedServer Settings (solsdamageindicator-server.toml)
Setting Default Description bossdamage.enabled true Track and broadcast per-player boss damage bossdamage.maxEntries 5 Max top damage contributors shown in boss bar progress (1–30) bossdamage.relicCritIntegration true Use Sol's Relic System crit detection when available bossdamage.inactivityTimeout 5 Minutes before inactive players are pruned from damage lists (0 = never)
Commands
Command Description /solsdi debug Cycle through HUD debug modes (OFF → IN_TOP5 → NOT_IN_TOP5) /solsdi debug death Preview the boss death animation (alternates between "in top 5" and "not in top 5" variants)Note: Commands require operator permissions (permission level 2).
Cross-Mod Compatibility
Sol's Relic System Integration
- Detects custom critical hits from Sol's Relic System via reflection (no hard dependency)
- Relic crits display with bright green color and show the actual multiplier (e.g., "CRIT 2.1x")
- Floating damage numbers for relic crits are 25% larger with the multiplier suffix
- Can be toggled via bossdamage.relicCritIntegration server config
Modded Boss Support
- Automatically detects any entity with a ServerBossInfo field via reflection
- Supports vanilla bosses (Wither, Ender Dragon) and all modded bosses
- Nested field search (1 level deep) catches bosses like Ender Dragon where the boss bar is on a sub-object
Modded Entity Support
- Entity health indicator works with all modded entities
- Automatically formats registry names into readable display names
- Detects CustomNPC titles via getDisplay().getTitle() reflection
Entity Overlay Suppression
- Suppresses duplicate entity overlays from Jade, WTHIT, HWYLA, and similar mods
- Runs at highest event priority to null out crosshairPickEntity before other mods read it
- Restores the target after rendering so gameplay mechanics remain unaffected
How It Works
Server + Client Mode (Recommended)
- Server listens for LivingDamageEvent (fires after ALL reductions: armor, enchantments, absorption)
- Server sends a DamageIndicatorPacket to the attacking player with the exact final damage
- Client displays the accurate damage on the HUD and as floating numbers
- For boss entities, server also tracks cumulative damage per player and broadcasts updates to all boss bar viewers
Client-Only Mode (Fallback)
- Client detects player attacks via AttackEntityEvent
- Each tick, monitors the attacked entity's health for decreases
- Reports healthBefore - healthAfter as damage dealt
- Limitation: Only melee/sweep attacks are tracked; projectiles and indirect damage require the server component
See every hit. Track every boss. Dominate every fight.
Compatibility
Mod Loaders
Game Versions
Screenshots
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