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Critical Health FX Wiki
Low-health visuals, heartbeat audio, blackout tuning, frost pulses, tier extras, and the public admin workflow for CriticalHealthFX.
Getting Started
Install the plugin cleanly, validate the startup state, and learn the admin command surface before deeper tuning.
Core Tuning
Set the activation threshold, shape the vignette, and tune the audio and overlay layers that define the low-health loop.
GUI and Editing
Use the in-game editor safely, understand what each page owns, and decide when YAML is still the better tool.
Runtime and Troubleshooting
Use presets deliberately, force test mode safely, and troubleshoot the common reasons the effect feels missing or wrong.
The tier list is the real heart of CriticalHealthFX. This is where you decide how the low-health loop escalates from "slightly hurt" to "about to drop."
How tier selection works
Each tier has a max_hp. The active tier is the first one whose max_hp is at or above the player's current health after the plugin sorts the list into low-health order internally.
In practice, think about the curve like this:
- higher
max_hptiers are your earlier warning steps - lower
max_hptiers are the panic end of the curve
The shipped MCWAR default curve
The default public curve is:
tiers:
- name: Light
max_hp: 10.0
diameter: 46.0
interval_ticks: 60
pitch: 1.00
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- name: Injured
max_hp: 8.0
diameter: 36.0
interval_ticks: 52
pitch: 1.05
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- name: Wounded
max_hp: 6.0
diameter: 28.0
interval_ticks: 44
pitch: 1.10
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- name: Critical
max_hp: 4.0
diameter: 22.0
interval_ticks: 36
pitch: 1.16
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- name: NearDeath
max_hp: 2.0
diameter: 10.0
warning_blocks: 64
interval_ticks: 22
pitch: 1.28
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- name: Blackout
max_hp: 1.0
diameter: 8.0
warning_blocks: 64
interval_ticks: 18
pitch: 1.34That gives you:
- light red at 5 hearts
- very strong red at 1 heart
- blackout only at half a heart through the separate blackout overlay block
What each tier field does
name
Human-readable label used mainly for organization in the GUI and config.
max_hp
The health ceiling for that tier.
diameter
Main red-intensity control. Smaller values make the border warning feel much stronger.
interval_ticks
Heartbeat timing for that tier. Smaller values mean a faster loop.
pitch
Heartbeat pitch for that tier. Higher values feel more urgent.
warning_blocks and warning_time
Optional per-tier overrides for the global border settings. Use these when only the lowest tiers need a much stronger warning range.
heartbeat_sound and heartbeat_volume
Optional per-tier audio overrides. Use these only when the low-end tiers need a noticeably different sound identity instead of just a faster or higher global heartbeat.
potion_effects
Optional potion list for that tier.
particles
Optional particle list for that tier.
Best way to tune the curve
Step 1: get the start point right
Decide where the plugin activates. For the public default, that is 10.0 HP.
Step 2: get the end point right
Make 2.0 HP feel clearly extreme before you even add blackout.
Step 3: reserve blackout for the final threshold
Keep blackout at 1.0 HP if you want the red curve to do the heavy lifting and the blackout to feel like a final escalation instead of a constant nuisance.
Step 4: only then add extras
Once the base curve already works, add:
- per-tier heartbeat overrides
- potion effects
- particles
Good tuning recipes
If the high tiers are too noisy
- increase their
diameter - lengthen their
interval_ticks - keep
warning_blocksglobal instead of overriding them
If the last two tiers still feel too similar
- sharply reduce
diameteron the bottom tier - cut
interval_ticksharder - raise
pitchslightly - add a stronger
warning_blocksoverride to the lowest tier only
If the plugin feels dramatic too early
- lower
critical_threshold_hp - remove early-tier
warning_blocksoverrides - widen the first tier diameter
When to use tier overrides instead of global settings
Use tier overrides when the experience should stay subtle at 5 hearts but become much harsher at 2 hearts and 1 heart. That is exactly how the shipped MCWAR curve is designed.
Keep this mental model while editing
CriticalHealthFX works best when the escalation order is clear:
- red vignette starts
- heartbeat tightens
- red becomes much stronger in the bottom tiers
- blackout only fires at the final threshold
That keeps the plugin readable and avoids turning every hurt state into the same visual wall.

