Advanced Damage Caps

Advanced Damage Caps

Prevents mobs from taking excessive damage. Insanely configurable.

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forgegame-mechanicsmobsutility
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About this Mod

This mod preserves game balance by preventing mobs from taking excessive damage through the use of various different types of damage caps. No matter how strong the player becomes, the game's balance will be preserved.

Here are the different types of damage caps this mod offers:

Flat Capped Mobs:
Mobs listed here wont take more damage than the value defined in Flat Damage Limit per hit.

Percent Capped Mobs:
Mobs listed here wont take more damage than the % of their total health defined in Max Health Percentage.

Min Hit Mobs:
Mobs listed here will have to be hit the number of times defined in Min Hits Requiered before they can die.

Total Hit Mobs Flat:
Mobs listed here wont take more damage than the value defined in Total Hits Flat Damage Limit the number of times defined in Total Hits Flat Requiered

Total Hit Mobs Percentage:
Mobs listed here wont take more damage than the % of their health defined in Total Hits Percentage Limit the number of times defined in Total Hits Percentage Requiered

Cap Indicator: Whenever any of the damage caps above is hit, a cap indicator texture will show up above the entities head to the left side.

Adaptation: This damage cap causes mobs to adapt to specific damage types and items with each hit. You can configure the adaptation speed per hit, the maximum damage reduction (from 1% to 100%), and the duration of the adaptation. This encourages weapon variety by preventing players from relying on a single strategy. Players are notified of the adaptation via specific visual particles and sound cues:

1. Adaptation buildup: smoke particles will come towards the entity and a metallic sound will play which's pitch gets higher as the adaptation reaches it's maximum.

2. Adaptation max: large smoke particles will come from the entity and a heavier metallic sound will play.

3. Adaptation reset: campfire particles will come from the entity and a extinguishing sound will play.

Adaptation cap indicators:
Question mark shield: shows up when an entity has an adaptation active, but the player is not holding the item the entity is adapted to.

Exclamation mark shield: shows up when the player is holding an item that the entity is adapting to. The higher the adaptation the red-ish the texture gets. If the player hits the entity when it has reached it's 100% in adaptation, it'll play a shake animation.

Utility settings:

Minimum Damage To Count:
The minimum damage that has to be dealt for the minimum hits to start the countdown (to avoid this feature from being cheesed by simply throwing snowballs "x" number of times).

Threshold Mobs:
Mobs listed here will activate their damage caps when they've fell below the threshhold of their hp defined in Health Threshold Percentage.

Bypass Items:
Items listed here completely ignore all damage caps

Bypass Damage Types:
Damage Types listed here completely ignore all damage caps

Advanced settings:

Custom Mob Settings:
Mobs listed here can have their own specific settings.
Format (combination order does not matter, you dont need to write and spicify everything, just what you need): Format: minecraft:zombie;flat=10;totalpercent=0.1;hits=5;minhits=3;mode=FATAL;adapt=0.8;speed=0.1-0.2;reset=100;threshold=0.5;bypass=ONLY,minecraft:magic

More detailed explanation on the Advanced Settings Configuration format can be found here:
https://1drv.ms/x/c/c18f3e43fb93c209/IQAZa7tRnIjmSZ4UNknlaIEWAW753eDoMKtbEi9RMhSDdLc?e=fnhRtu

Examples:

The zombie wont take more than 5 damage per hit:
minecraft:zombie;flat=5

The zombie wont take more damage than 10% of it's total hp:
minecraft:zombie;percent=0.1

The zombie wont take more than 5 damage 5 times:
minecraft:zombie;totalflat=5;hits=5

The zombie wont take more damage than 10% of it's total hp 5 times:
minecraft:zombie;totalpercent=0.1;hits=5

The zombie will need to be hit 5 times before it can die. While the cap is active it wont take more damage than 50% of it's current hp:
minecraft:zombie;minhits=5

Same as previous one, but it only gets active when the zombie has receive a fatal blow:
minecraft:zombie;minhits=5;mode=FATAL

With each hit it receives, the zombie will build up a 5% damage resistance agaisnt whatever item or damagetype that's hurting it, up to a maximum of 50% for 10 seconds:
minecraft:zombie;adapt=0.50;speed=0.05;reset=200

With each hit it receives, the zombie will build up a random % of damage resistance between the numbers 5 and 10, agaisnt whatever item or damagetype that's hurting it, up to a maximum of 100% permanently:
minecraft:zombie;adapt=1;speed=0.05;speed=0.1;reset=0

After the zombie has fell below 50% of it's hp, it wont receive more than 5 damage per hit:
minecraft:zombie;flat=5;threshhold=0.50

Only the diamond sword can deal more than 5 damage per hit to the zombie:
minecraft:zombie;flat=5;bypass=minecraft:diamond_sword

Only the diamond and netherite sword can deal more than 5 damage per hit to the zombie:
minecraft:zombie;flat=5;bypass=minecraft:diamond_sword,minecraft:netherite_sword

Only the magic damage type can deal more than 5 damage per hit to the zombie:
minecraft:zombie;flat=5;bypass=minecraft:magic

Everything except the diamond sword can deal more than 5 damage per hit to the zombie:
minecraft:zombie;flat=5;bypass=ONLY,minecraft:diamond_sword

Tag Mob Settings:
Mobs that have a specific registry or nbt tags can have their own specific settings. Useful for custom mob spawns.

Examples:

Mobs with my_custom_tag NBT tag wont receive more than 5 damage per hit.
my_custom_tag;flat=5

Mobs with the #forge:bosses registry tag wont receive more than 5 damage per hit.
#forge:bosses;flat=5

Item Mob Settings:
Items listed here can have specific damage caps against specific mobs or specific mob registry and NBT tags.

Examples:

The diamond sword wont deal more than 5 damage per hit to the zombie.
minecraft:diamond_sword|minecraft:zombie;flat=5

The diamond sword wont deal more than 5 damage per hit to mobs with my_custom_tag NBT tag.
minecraft:diamond_sword|my_custom_tag;flat=5

Available Versions

Advanced Damage Caps 1.0.1release
MC 1.20.1forge
May 8, 2026
Advanced Damage Caps 1.0.0release
MC 1.20.1forge
March 24, 2026

How to Install Advanced Damage Caps on Your Server

1

Order Server

Order a Minecraft Java server with at least 3 GB RAM (4 GB recommended).

2

Set forge Loader

In the panel under "Egg", select the forge loader and matching Minecraft version (1.20.1).

3

Install Mod

Open the mod browser in the dashboard and search for "Advanced Damage Caps". Click "Install" – done! Alternatively, upload the .jar via SFTP to the /mods folder.

Compatibility

Mod Loaders

forge

Minecraft Versions

1.20.1

Server-side

Required

Recommended RAM

4 GB(min. 3 GB)

Frequently Asked Questions

Advanced Damage Caps server crashes on startup – what to do?

Most common cause: wrong forge version or insufficient RAM. Check the server log (latest.log) for "OutOfMemoryError" or "Mixin" errors. With Mado Hosting: ensure at least 3 GB RAM is allocated and the loader matches the mod version (1.20.1). You can switch loaders with one click in the panel.

Is Advanced Damage Caps compatible with forge?

Advanced Damage Caps officially supports forge for Minecraft 1.20.1. The Mado dashboard automatically detects incompatible loader combinations.

Server lagging with Advanced Damage Caps – how to optimize performance?

Recommended RAM: 4 GB (per 8 players). Use /spark profiler to check if Advanced Damage Caps consumes the most tick time. Common fixes: reduce server view-distance to 8-10, install "performant" or "starlight" as supplementary mods on Forge. With Mado Hosting, your server runs on NVMe SSDs with dedicated CPU cores for minimal latency.

Rent Modded Server

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Recommended RAM
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Min. 3 GB | +1 GB pro 8 Spieler
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Details

License
LicenseRef-All-Rights-Reserved
Server-side
Required

Supported Versions

1.20.1