Описание
> **Compatibility:** works on **NeoForge, Forge and Fabric**, for Minecraft **1.20.1** and **1.21.1**. 100% client-side — install it on your client and join any vanilla server.
>
> **In-game config:** the **NeoForge** version has a native config screen and needs nothing extra. For the **Forge 1.20.1** and **Fabric** versions, configuring in-game needs the [Cloth Config API](https://modrinth.com/mod/cloth-config) (Fabric also uses [Mod Menu](https://modrinth.com/mod/cloth-config) for the button) — this is **optional**: the mod works fine without it and falls back to editing the `.toml` config file.
### Add-ons & modded mobs
If you're looking to have the same particle effects with mobs in some popular mods like Born in Chaos, check out my own add-on, which is compatible with many mods.
**[BloodyParticles Add-ons](https://modrinth.com/resourcepack/bloodyparticles-addon)**
# BloodyParticles
Make every hit feel meaningful. Mobs splash thematic blood and impact particles when damaged — different effects per mob, scaling with attack charge and critical hits.
## Features
- **74 vanilla mobs** covered out of the box, each with their own thematic effect (zombie redstone-blood, bee honey, blaze flame, axolotl pink-dye, ...).
- **100% client-side** — works on any vanilla server, no server install needed.
- **Runs on NeoForge, Forge and Fabric** (Minecraft 1.20.1 and 1.21.1) from a single, unified codebase — same effects on every loader.
- **Configurable in-game**: config GUI with sliders for intensity, view radius, critical multiplier. English / Spanish.
- **Hit-aware**: particle count scales with attack charge and critical hits.
- **Custom particles**: registers its own (e.g. falling feathers for chickens and parrots) with proper sprite-based physics.
This mod is a rework of a datapack that did the same thing but wasn't very user-friendly when it came to scaling the project, nor was it particularly efficient. You can view the datapack here:
**[BloodyParticles Datapack](https://modrinth.com/datapack/minecraft-bloody-and-full-of-particles!)**
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This release expands BloodyParticles from a mob-blood mod into a **full visual feedback layer** for combat, movement, enchantments, and projectiles. Every effect below can be toggled or fine-tuned from the in-game config GUI (`Mods → BloodyParticles → Config`) — including thresholds, intensities, and texture variants.
### Damage Source Variants
Mobs now react to **how** they're hit, not just that they were hit:
- **Fire** (flame + small_flame), **Lava** (flame + lava drops), **Drowning** (bubble pops), **Suffocation** (stone block crack)
- **Poison** → custom green skull smoke (rising, fading)
- **Wither** → custom black skull smoke
- **Freezing** → custom snowflakes (rotating, drifting)
Defaults apply to every mob automatically. Addon resourcepacks can override per mob.
### Animated Custom Particles
Custom particles now support multi-frame animation via standard mcmeta. Drop `name_0.png`, `name_1.png`, ... and list them in the particles JSON — feather, skulls, snowflake, and ender pearl particles all animate automatically when given multiple frames.
### Low-HP Visuals
- **Red vignette overlay** with two texture variants (V1 subtle / V2 bloody) and configurable HP threshold (1–99%).
- **Blood particles** that pulse sparsely below the threshold and become continuous below half-threshold, with adjustable intensity.
### Player Movement Effects
- **Sprint trail** — campfire smoke behind you, with configurable warmup time. Works while riding a mount (horse galloping). Auto-skipped on ice and snow.
- **Falling trail** — white smoke streaming behind during freefall.
- **Landing burst** — smoke + dust + stone shards on impact (3+ block falls).
- **Water entry splash** — biome-tinted water chunks + snow foam + dolphin sound on jumping into water.
Each can be toggled independently.
### Shield Block
Wood + crit particles project forward in your look direction when blocking an attack — fully reliable even when the shield absorbs 100% of damage, and it works for **any item that blocks the vanilla way**, including modded shields.
### Enchanted Arrows (Bow)
- **Flame**: fire + smoke trail; bigger flame + lava + large_smoke burst on mob impact.
- **Power**: `enchanted_hit` + witch trail (count scales with level); `sweep_attack` + `dragon_breath` burst on impact.
- Detection works for any combination of both enchants on the same arrow.
### Fire Aspect (Sword)
Melee hits with a Fire-Aspect-enchanted weapon trigger the same flame burst as Flame arrows.
### - Knockback / Punch Wave;
Shockwave with swords and a bow, featuring the knockback and punch enchantments.
### Boot Enchantments
- **Feather Falling** — 2–5 feathers on landing.
- **Frost Walker** — snowflakes + occasional `end_rod` sparks at your feet over water.
- **Soul Speed** — soul + dust_plume on soul sand / soul soil. Configurable intensity.
- **Depth Strider** — bubble, fishing, dolphin, and small white air particles around your legs underwater. Configurable intensity.
### Ender Pearl
- Custom **wave_enderpearl** anchored at each pearl tick — grows + fades, creating a "tunnel" along the pearl's path.
- Custom **dot_enderpearl** scattering with dispersion.
- Portal + occasional `dragon_breath` as the magical undertone.
- **Teleport burst** of all of the above when the pearl impacts and teleports you.
### On-Fire
Any burning mob (or player) emits flames and smoke. Fire-immune mobs (blaze, magma cube, ghast, wither) are skipped automatically. Configurable intensity.
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### Everything is configurable
The mod ships with an in-game config screen (native on NeoForge; via Cloth Config on Forge and Fabric) — every feature in this list has its own toggle, and many expose sliders for thresholds, frequencies, and intensity.
- Don't like an effect? **Disable it.**
- Want it more dramatic? **Crank the slider.**
- **Hot-reloadable** from the GUI: changes apply instantly without restarting.
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### Add-ons & modded mobs
BloodyParticles is fully extensible through **add-on resource packs** — no coding required. A simple `blood_definitions/*.json` file maps any entity to its own blood and impact particles, so you can add thematic effects for **modded mobs** with the exact same per-mob control the built-in mobs get. If another mod adds new creatures, an add-on makes them bleed too.
**[BloodyParticles Add-ons](https://modrinth.com/resourcepack/bloodyparticles-addon)** — drop-in blood definitions that extend BloodyParticles to modded mobs.
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## v4.0 - What's new
### - Now on NeoForge, Forge and Fabric
BloodyParticles used to be NeoForge-only. It now runs on **NeoForge, Forge and Fabric**, for Minecraft **1.20.1 and 1.21.1** — the same feature set on every combination. The whole mod was reworked onto a single shared codebase (Architectury + Stonecutter), so effects behave identically across loaders and new Minecraft versions are much cheaper to support going forward.
### - In-game config on every loader
- **NeoForge**: native config screen, no extra mods.
- **Forge 1.20.1 / Fabric**: in-game config through [Cloth Config](https://modrinth.com/mod/cloth-config) (Fabric also uses [Mod Menu](https://modrinth.com/mod/modmenu) for the button). Optional — without them the mod still works and reads its `.toml`.
### - Reworked shield-block detection
The result is rock-solid in both singleplayer and multiplayer, and it now works automatically with **modded shields** — any item that blocks the vanilla way triggers the effect, with no per-item setup.
### - Multiplayer verified on all loaders
The full client-side multiplayer layer (other players' movement, enchantment, projectile and combat effects) is verified across all four loader/version combinations — still 100% client-side, still compatible with any vanilla server.
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