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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.

Modrinth decoration equipment mobs

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!)** --- 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. --- ### 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. --- ### 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. --- ## 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. ---