Simple Blood

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Simple Blood

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Adds simple blood particles.

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Aesthetic Improvements
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NeoForge
Fabric
Minecraft
26.2

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About

Project Details

Type
Mod
License
GNU General Public License v3.0 only
Latest Version
simpleblood-neoforge-0.1.8+26.2.jar
Authors
CurseForge
Modrinth

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Modrinth ID

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About

Description

Simple Blood

Adds simple blood particles.

When entities take damage, they bleed proportionally to the amount dealt. Weak hits create small, short splashes, while heavy hits result in dramatic blood bursts. Entities at low health slowly drip blood, and killing blows trigger larger death bursts.

Support me on Ko-fi

Features

Hit Burst + Death Burst + Bloodstains

18a16cdf909aeaae4a1fb32cb7f8f13348393c78.jpeg

Blood in Different Colors

f382b83d8f1519a3a21035fbe1cccbf661bc7c3c.jpeg

Iron Golem Debris Particles

d0ee53f95871a68dd71d8cf4401afa4c78b8aef3.jpeg

Underwater Blood Fog

05f1a86df455742e12eca492555aec44b716477e_0.webp

Everything's Configurable

3639cffeb21d96f24c3a5d6706cd9b1dabe973f6.jpeg

Configuration

All effects are fully customizable through Mod Menu.

For Mod Developers

Simple Blood exposes a client-side API to fully control blood behaviour for your mod's entities. Call it from your client initializer. Everything you register overrides the config and defaults; every option is optional, so you only set what you want to change.

import com.bloodmod.BloodModAPI;

// Registering by the raw id string works on every loader & MC version:
BloodModAPI.registerEntityBlood("yourmod:custom_mob", new BloodModAPI.BloodSettings()
        .setColor(0xFF0000)             // blood colour 0xRRGGBB (or setColor(r, g, b))
        .setCanBleed(true)
        .setCanDripAtLowHealth(true)    // continuous drip while wounded
        .setTransformToStains(true));   // ground stains + underwater fog

// You can also register by EntityType:
BloodModAPI.registerEntityBlood(YourEntities.CUSTOM_MOB, new BloodModAPI.BloodSettings()
        .setColor(0x8B0000));

All BloodSettings options

Colour

  • setColor(int rgb) / setColor(int r, int g, int b) — static blood colour.
  • setColorProvider(Function<LivingEntity, Integer>)dynamic colour resolved per entity instance (e.g. follow an entity's tint or state). Return null to fall back.

Core behaviour

  • setCanBleed(boolean) — whether it bleeds at all.
  • setCanDripAtLowHealth(boolean) — set false for constructs/undead.
  • setTransformToStains(boolean) — ground stains + water fog clouds.

Water & environment

  • setCreatesFogUnderwater(boolean) — force the underwater-fog behaviour on its own.
  • setParticlesDespawnInWater(boolean) — particles vanish on water contact (snow-golem style).
  • setBleedWhenAsphyxiating(boolean) — opt back in to bleeding from drowning / suffocation / drying-out (Simple Blood suppresses those by default).

Amount, size & sound

  • setParticleSizeMultiplier(float) — droplet size (1.0 = default).
  • setBurstIntensityMultiplier(float) — particles per hit/death.
  • setDripIntensityMultiplier(float) — low-health drip amount.
  • setBloodSound(SoundEvent) — custom blood sound.
  • setSoundEnabled(boolean) — per-entity sound toggle.

Advanced

  • setBleedPredicate(BiPredicate<LivingEntity, DamageSource>) — full control over which hits bleed; return true to bleed. Overrides the default asphyxiation filtering.

Examples

// Dynamic colour that follows the entity:
BloodModAPI.registerEntityBlood("yourmod:rainbow_slime", new BloodModAPI.BloodSettings()
        .setColorProvider(e -> ((RainbowSlime) e).getTintRGB()));

// A sap-bleeding treant: brown, no drip, no stains:
BloodModAPI.registerEntityBlood("yourmod:treant", new BloodModAPI.BloodSettings()
        .setColor(0x5B3A1A)
        .setCanDripAtLowHealth(false)
        .setTransformToStains(false));

// A water elemental that DOES bleed when it dries out:
BloodModAPI.registerEntityBlood("yourmod:water_elemental", new BloodModAPI.BloodSettings()
        .setBleedWhenAsphyxiating(true));

// A big boss that bleeds heavily, but never from fall damage:
BloodModAPI.registerEntityBlood("yourmod:colossus", new BloodModAPI.BloodSettings()
        .setParticleSizeMultiplier(1.5f)
        .setBurstIntensityMultiplier(2.0f)
        .setBleedPredicate((entity, source) -> !source.is(DamageTypes.FALL)));

Global controls

// Stop these damage types from ever producing blood, for ANY entity:
BloodModAPI.addNonBleedingDamageType(DamageTypes.IN_FIRE);
BloodModAPI.addNonBleedingDamageType(DamageTypes.LAVA);

BloodModAPI.getRegisteredEntities();            // Set<String> of registered ids
BloodModAPI.unregisterEntityBlood("yourmod:x"); // remove one

The built-in drowning / suffocation / dry-out suppression always applies unless an entity opts out via setBleedWhenAsphyxiating(true) or its own bleedPredicate.

Report an Issue or Suggest a Feature on GitHub

# Simple Blood


Client Mod Menu Issues


Adds simple blood particles.


When entities take damage, they bleed proportionally to the amount dealt. Weak hits create small, short splashes, while heavy hits result in dramatic blood bursts. Entities at low health slowly drip blood, and killing blows trigger larger death bursts.


Support me on Ko-fi

Report Issue
Suggest Feature

Features

Hit Burst + Death Burst + Bloodstains

18a16cdf909aeaae4a1fb32cb7f8f13348393c78.jpeg

Blood in different colors

Blood in different colors

Iron Golem Debris Particles

Iron Golem Debris Particles

Underwater Blood Fog

Underwater Blood Fog

Everything's configurable

Everything's Configurable

...and many more features!


Configuration

All effects are fully customizable through Mod Menu and Cloth Config API.


For Mod Developers

Simple Blood exposes a client-side API to fully control blood behaviour for your mod's entities. Call it from your client initializer. Everything you register overrides the config and defaults; every option is optional, so you only set what you want to change.

import com.bloodmod.BloodModAPI;

// Registering by the raw id string works on every loader & MC version:
BloodModAPI.registerEntityBlood("yourmod:custom_mob", new BloodModAPI.BloodSettings()
        .setColor(0xFF0000)             // blood colour 0xRRGGBB (or setColor(r, g, b))
        .setCanBleed(true)
        .setCanDripAtLowHealth(true)    // continuous drip while wounded
        .setTransformToStains(true));   // ground stains + underwater fog

// You can also register by EntityType:
BloodModAPI.registerEntityBlood(YourEntities.CUSTOM_MOB, new BloodModAPI.BloodSettings()
        .setColor(0x8B0000));

All BloodSettings options

Colour

  • setColor(int rgb) / setColor(int r, int g, int b) — static blood colour.
  • setColorProvider(Function<LivingEntity, Integer>)dynamic colour resolved per entity instance (e.g. follow an entity's tint or state). Return null to fall back.

Core behaviour

  • setCanBleed(boolean) — whether it bleeds at all.
  • setCanDripAtLowHealth(boolean) — set false for constructs/undead.
  • setTransformToStains(boolean) — ground stains + water fog clouds.

Water & environment

  • setCreatesFogUnderwater(boolean) — force the underwater-fog behaviour on its own.
  • setParticlesDespawnInWater(boolean) — particles vanish on water contact (snow-golem style).
  • setBleedWhenAsphyxiating(boolean) — opt back in to bleeding from drowning / suffocation / drying-out (Simple Blood suppresses those by default).

Amount, size & sound

  • setParticleSizeMultiplier(float) — droplet size (1.0 = default).
  • setBurstIntensityMultiplier(float) — particles per hit/death.
  • setDripIntensityMultiplier(float) — low-health drip amount.
  • setBloodSound(SoundEvent) — custom blood sound.
  • setSoundEnabled(boolean) — per-entity sound toggle.

Advanced

  • setBleedPredicate(BiPredicate<LivingEntity, DamageSource>) — full control over which hits bleed; return true to bleed. Overrides the default asphyxiation filtering.

Examples

// Dynamic colour that follows the entity:
BloodModAPI.registerEntityBlood("yourmod:rainbow_slime", new BloodModAPI.BloodSettings()
        .setColorProvider(e -> ((RainbowSlime) e).getTintRGB()));

// A sap-bleeding treant: brown, no drip, no stains:
BloodModAPI.registerEntityBlood("yourmod:treant", new BloodModAPI.BloodSettings()
        .setColor(0x5B3A1A)
        .setCanDripAtLowHealth(false)
        .setTransformToStains(false));

// A water elemental that DOES bleed when it dries out:
BloodModAPI.registerEntityBlood("yourmod:water_elemental", new BloodModAPI.BloodSettings()
        .setBleedWhenAsphyxiating(true));

// A big boss that bleeds heavily, but never from fall damage:
BloodModAPI.registerEntityBlood("yourmod:colossus", new BloodModAPI.BloodSettings()
        .setParticleSizeMultiplier(1.5f)
        .setBurstIntensityMultiplier(2.0f)
        .setBleedPredicate((entity, source) -> !source.is(DamageTypes.FALL)));

Global controls

// Stop these damage types from ever producing blood, for ANY entity:
BloodModAPI.addNonBleedingDamageType(DamageTypes.IN_FIRE);
BloodModAPI.addNonBleedingDamageType(DamageTypes.LAVA);

BloodModAPI.getRegisteredEntities();            // Set<String> of registered ids
BloodModAPI.unregisterEntityBlood("yourmod:x"); // remove one

The built-in drowning / suffocation / dry-out suppression always applies unless an entity opts out via setBleedWhenAsphyxiating(true) or its own bleedPredicate.

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~11,000
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~4,000
Modrinth
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