Mods / Cooperative Combat

Category: #QoL #Tweak
Author: Rangelost
Side: Both
Created: May 21st 2023 at 7:20 PM
Last modified: Aug 15th 2023 at 11:46 PM
Downloads: 23290
Follow Unfollow 202

Latest file for v1.18.8: 1-click install

This is a simple mod with the objective of fixing the game's multiplayer-hostile combat design.

Note: The author is on indefinite break. If you would like to continue this mod, feel free to use the included source code.

In the original game, creatures become invulnerable for 0.5 seconds when attacked. Because of this, if multiple players attack the same target, then most of the hits do not deal any damage.

With this mod, non-player creatures only become invulnerable for 0.5 seconds against the player who attacked them. This allows multiple players to attack the same target at the same time.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.1.1 15307 Aug 15th 2023 at 11:46 PM Show Install now
v1.1.0 5699 Jun 20th 2023 at 9:13 PM Show Install now
v1.0.0 2284 May 21st 2023 at 7:20 PM Show Install now

15 Comments (oldest first | newest first)

💬 UA_Shaman, Feb 4th at 5:40 PM

Tested on multiplayer server version 1.19.3, everything works. You can install and enjoy!

💬 EmperrorAlpha, Jan 28th at 12:36 PM

Is it still working at 1.19?

💬 oobacke, Nov 12th 2023 at 9:35 AM

OmegaHaxors I hear you. It is the dev team using a flawed/bad architecture due to missing experience/knoweldge of software design. They have many corpses in the basement they are trying to rid themselves off, but they end up with horrible architecture hacks doing so. The sensible thing would be to release vintagestory 2 on a clean architecture. 

💬 Ponchoandlefty, Oct 16th 2023 at 5:56 AM

Does this mod still work in version 1.18.15?

💬 OmegaHaxors, Aug 6th 2023 at 6:06 AM

"Not the mod's fault, it's the game that breaks everything" is pretty much why I had to discontinue the pouch mod.
Everything on my end was working fine without any issues, it's the game's horrible desync problem which broke it.

Why the game doesn't disable the hitbox of the arrow against entities once it impacts something is beyond me.
Someone should write a patch which changes that functionality [drags on waterbottle] ... ... what?

💬 RangelostAuthor, Jul 15th 2023 at 2:08 AM

This mod should only affect player attacks against non-player entities. Attacks against players (from non-player entities and other players alike) should remain unchanged.

Please note that at this time, arrows are very buggy, and may hit a target several times on impact (my personal record is getting shot for 36 damage with a single arrow). This is an issue with the game, and is unrelated to this mod.

💬 Kirona, Jul 14th 2023 at 11:00 PM

Does this affect PvP combat? It'd be cool to be able to better fight off drifters and bells and so on, but I'd rather not have it also result in people being able to bum-rush a player and just obliterate them.

Or, maybe, if it's not too hard, could it have a config option or something to enable/disable the effect on players, if it has one?

💬 Guimoute, Jun 21st 2023 at 1:58 PM

@Rangelost Awesome, thanks for adding that!

💬 RangelostAuthor, Jun 20th 2023 at 9:17 PM

Good catch! I've updated the mod (v1.1.0) to deal with all damage universally. You should now be able to use this mod to attack enemies that are on fire as expected.

💬 Guimoute, Jun 20th 2023 at 11:37 AM

Hi! Does it work when the two sources of damage are the environment and a player? I've recently experienced not being able to hit a drifter because it was standing on a lit firepit, so I was wondering if the mod affected that too? Thanks :)

💬 Hypnotique, May 27th 2023 at 8:25 PM

This has helped us a lot on the Bohemian Server! Thank you!

💬 RangelostAuthor, May 23rd 2023 at 8:38 PM

Glad to hear it!

💬 Tels, May 23rd 2023 at 8:33 PM

This mod makes fighting in a group much easier and actually not as frustrating. Thank you!

💬 RangelostAuthor, May 22nd 2023 at 12:43 AM

I agree, hence this mod.

💬 mohmaniac, May 22nd 2023 at 12:15 AM

Nice, I'd excpect this as native (vanilla) behaviour? Thanks!

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