# forced explosion damage ring **Repository Path**: nimshade/forced-explosion-damage-ring ## Basic Information - **Project Name**: forced explosion damage ring - **Description**: Forced damage ring — no walls can save you from explosions. - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: main - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2026-08-11 - **Last Updated**: 2026-08-11 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Forced Explosion Damage Ring *no walls can save you from explosions.* This lightweight Forge mod (1.20.1) adds an extra layer of forced explosive damage on top of vanilla explosions. Instead of modifying the original explosion logic, it superimposes a damage ring that applies damage to all entities within the blast radius based purely on distance — ignoring walls, blocks, or any obstructions. **Why you need this:** In vanilla Minecraft, a single block between you and a TNT explosion reduces the damage to nearly zero. Your players can "block" explosions with their pickaxe. This mod puts an end to that: if you are inside the explosion radius, you take damage — period. **How it works:** The mod listens to the `ExplosionEvent.Detonate` event and applies additional damage to all entities within range. The damage scales linearly from 100% at the center to 50% at the edge of the blast radius. **All numbers are configurable:** - Damage multiplier (0–10, default 1.0) - Radius multiplier (0–10, default 1.0) - Center attenuation (0–1, default 1.0) - Edge attenuation (0–1, default 0.5) **Performance-first:** Uses discrete sampling (0.5-block step) instead of expensive raycasts, keeping performance overhead minimal. **Compatibility:** Does not break other mods. The original explosion logic — including block destruction — remains completely untouched. --- *强制伤害圈——墙再厚,也救不了你。* **主要介绍:** 这是一个轻量级的 Forge 模组(1.20.1),在原版爆炸的基础上叠加一层“强制伤害圈”。 它不修改原版爆炸逻辑,而是在爆炸半径内对所有生物施加一次额外的伤害——只看距离,不看遮挡。墙体、方块、任何障碍物都无法减免这次伤害。 **你需要它的理由:** 在原版MC中,一个方块就能挡掉TNT几乎全部伤害。你的玩家可以用“一个方块”甚至“手上的镐子”来无伤吃爆炸。这个模组终结了这种操作:只要你在爆炸半径内,就必然受伤。 **工作原理:** 模组监听 `ExplosionEvent.Detonate` 事件,对爆炸范围内的所有生物施加额外伤害。伤害从爆炸中心向边缘线性衰减——中心 100%,边缘 50%。 **所有数值均可配置:** - 伤害倍率(0–10,默认 1.0) - 半径倍率(0–10,默认 1.0) - 中心衰减系数(0–1,默认 1.0) - 边缘衰减系数(0–1,默认 0.5) **性能优先:** 使用离散步长采样(每 0.5 格)代替昂贵的射线检测,性能开销极低。 **兼容性:** 不破坏其他模组的逻辑。原版爆炸的一切——包括方块破坏——完全保持不变。