Overview
What Damage Numbers shows, and to whom.
On this page9 sections
Damage Numbers draws a floating value where each hit landed, for hits that involve you or your tribe. It runs entirely on the server — players install nothing.
What the number means
Each number is the damage the hit actually did, after armour, resistances and buffs — not the weapon's raw damage. A hit that did nothing, such as a rifle on metal or a hit on an immune target, shows no number at all. Hits on something already dead show nothing; the killing blow still does.
Where numbers appear
- Players and creatures — at the point of impact for guns, melee and creature attacks. Projectiles such as arrows draw at the target's centre instead.
- Spread — numbers are nudged apart so a shotgun blast or a flurry of hits reads as separate values rather than one pile.
- Structures — at the structure's centre.
Colours
By default numbers use the game's own damage-number style. Turn on DistanceScaling.Enabled to use the plugin's own renderer instead, which adds your own colours, thousands separators and optional sizing by distance:
- Green — damage you dealt.
- Red — damage you took.
- Teal — damage that landed on a raised shield facing the attacker.
All three colours are configurable.
What is covered
- Damage you deal — as a player, as the rider of a mount, or through your tribe's unridden tames, turrets and placed explosives.
- Damage you take, when
IncomingDamage.Enabledis on — to you, to the mount you are riding, and, if enabled, to your tribe's unridden tames and structures. - Structures, when
ShowStructureDamageis on and the player has chosen/dmg 2.
Structure damage can be shown to both sides: the attacker sees what they dealt, and — with IncomingDamage.IncludeStructures on — the owning tribe sees what they took. That covers any attacker from outside the tribe, wild creatures included, so a base being chewed on is visible to its owners.
What is not shown
- Falling, drowning, starvation and other damage with no attacker.
- Wild creatures fighting each other.
- Hits on your own tribe, unless
ShowFriendlyFireis on.
Player command
Each player controls their own detail level. The setting is saved per player and persists between sessions.
/dmg 0 numbers off
/dmg 1 creature and player damage, dealt and incoming
/dmg 2 also show structure damageon and off work in place of 1 and 0. A player who has never used the command gets the server's DefaultEnabled setting, and changing that later does not override anyone who already chose.
Recipient-side control
Tribe sharing
With ShareWithTribe enabled, relevant numbers reach every online tribe member rather than only the player involved. Friendly-fire hits, when shown, deliberately stay personal, so nobody receives both a green and a red number for the same hit.
Shield blocks
With colours on, damage that lands on a raised shield facing the attacker shows teal on both sides: the attacker learns it was blocked, and the defender that the block worked. A hit from behind keeps its normal colour. A hit the shield absorbed completely did no damage, so it shows nothing.
Explosives
Charges that detonate together are aggregated into a single summed number rather than a burst of fragments. Everything else is one instant number per hit.
Next: Installation and Configuration.