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Description
Cruor
Realistic blood and gore, built for performance.
Features
- Blood spray: Hits produce flying droplets, fine mist, and heavier bursts.
- Dynamic wounds: Cuts, bullet holes, bruises, and other wounds appear directly on creatures and follow their animations.
- Bloodied equipment: Blood sticks to armour, clothing, and melee weapons, including when weapons are dropped and picked up again.
- Persistent stains: Blood splatters across floors, walls, ceilings, and other surfaces.
- Pools and drips: Blood collects, spreads, runs down walls, and drips from ledges.
- Bleeding: Injured creatures leave trails of blood or form pools beneath themselves.
- Footprints: Walking through wet blood leaves fading shoe prints, paw prints, hoofprints, and more.
- Realistic surfaces: Blood behaves differently on wool, dirt, wood, glass, ice, and other materials.
- Soaking through: Blood seeps through certain blocks and can stain the surface on the other side.
- Water and lava: Blood disperses into water and hisses when it hits lava.
- Drying: Fresh, glossy blood gradually darkens and forms a dried crust.
- World persistence: Stains remain when you leave and return to a world or server.
- Custom blood: Change blood colours and define different blood types through resource packs.
Blood Styles
| Style | Description |
|---|---|
PIXEL |
Blocky, vanilla-style blood that fits Minecraft's pixel grid |
SMOOTH |
Softer, anti-aliased blood with detailed splatter, glossy pools, and dried edges |
Choose a palette for ordinary blood:
NATURAL · GREEN · BLUE · PURPLE · BLACK · CUSTOM
Bleeding and Wounds
- Slash wounds follow the direction of the swing.
- Bullet wounds leave dark entry marks and dripping blood.
- Blunt impacts leave bruised, patchy smears.
- Explosions scatter smaller wounds across the body.
- Wounds drip, dry, and fade as creatures recover.
- Blood can splash back onto attackers and nearby creatures.
- Bloodied armour and clothing retain their own stains.
Ragdoll Support
Cruor integrates with Ragdollified and Ragdollified Amputation.
- Wounds stay on the body parts where they originally appeared.
- Blood continues dripping from ragdolls as they tumble or lie on the ground.
- Clothing, armour, and other outer layers retain their blood.
- Detached limbs keep their wounds and continue bleeding.
- Amputations can produce bleeding stumps and continuing blood loss.
- Impacts against the ground or walls can produce additional splashes.
Both integrations are optional.
Compatibility
| Mod | Status |
|---|---|
| Ragdollified | Supported |
| Ragdollified Amputation | Supported |
| Entity Model Features (EMF) | Supported |
| Oculus shader packs | Supported |
Performance
Cruor is designed to handle large amounts of blood without relying on a physics engine or vanilla particles.
- Efficient droplets: Lightweight calculations handle flight, gravity, and collisions.
- Batched rendering: Blood across nearby blocks is grouped together to reduce draw calls.
- Cached stains: Settled blood is not rebuilt every frame.
- Shader-driven effects: Pools spread smoothly and develop dried edges without constant CPU updates.
- Controlled effects: Adjust droplet counts, stain limits, render distance, and blood intensity.
- Performance monitoring: View droplet counts, tracked stains, rebuild times, and rendering costs on the F3 screen.
Configuration
Client configuration: cruor-client.toml
| Section | Controls |
|---|---|
look |
Blood style, colour palette, and specular settings |
performance |
Quality, droplet limits, stain limits, and render distance |
blood |
Blood amount, drying, pools, drips, footprints, and persistence |
hit |
Spray, mist, heavy bursts, and wound splashes |
bleeding |
Bleeding intensity, duration, and health thresholds |
wounds |
Wounds on creatures, armour, and attackers |
weapons |
Weapon stains, dripping, and stain duration |
sounds |
Blood impacts, drips, footsteps, and other effects |
screen |
Blood vignette settings |
compat |
Hit detection fallbacks and amputation effects |
Choose between MILD, REALISTIC, and EXTREME presets, then fine-tune individual effects.
Supported Versions
Dependencies
- Required: None
- Optional: Ragdollified, Ragdollified Amputation, Entity Model Features, Oculus
Cruor can run on the client, the server, or both. Installing it on both sides provides more accurate hit detection and synchronized blood effects.
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