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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.Enabled is on — to you, to the mount you are riding, and, if enabled, to your tribe's unridden tames and structures.
  • Structures, when ShowStructureDamage is 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 ShowFriendlyFire is on.

Player command

Each player controls their own detail level. The setting is saved per player and persists between sessions.

chat
/dmg 0    numbers off
/dmg 1    creature and player damage, dealt and incoming
/dmg 2    also show structure damage

on 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

Each player's own setting decides what they see, including under tribe sharing. Turning numbers off for yourself never affects anyone else.

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.