Visual Health
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Add visible damage to hurt mobs and players!
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
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Description
Visual Health 🩸
Clientside mod adding visible damage to hurt mobs and players!
Damage works in tiers, not based on hits. The tiers are based on how much health the mob has. The idea is that at a glance a player can have a rough idea of how much health is left. A heavily damaged creeper will only need 1 more hit whereas a lightly hurt baby zombie is going to take a much greater beating.
Default Tier Summary
| Tier | Health % | Condition |
|---|---|---|
| 0 | 100% | Full health (no wounds) |
| 1 | 99% - 80% | Minor damage |
| 2 | 79% - 60% | Light damage |
| 3 | 59% - 40% | Moderate damage |
| 4 | 39% - 20% | Heavy damage |
| 5 | 19% - 0% | Critical damage |
Features
Per-Weapon Damage
Different weapons apply different damage textures depending on what was used to knock the entity's health down a tier. There are individual textures for sword, axe, trident, and spear damage. There is also a generic damage texture used for punches, fire, falls, etc.
Entity-Specific Damage
Many mobs have specific colored damage to aid immersion. For instance, spider damage is a light blue to match real life, creeper damage is a dark green to match the grassiness, etc.
Emissives
On Endermen, damage will glow like their eyes in the dark! (shaders supported)
(2.0.0+) Similarly, the Enderdragon will have glowing damage as it gets lower in health!
Resource Pack Support
This mod should be compatible with most resource packs. Tested extensively with Fresh Animations and its extensions. Also compatible with EMF model variants (like the creepers found in FA: Creepers). This improved drastically with the 2.0.0 update, so if something didn't work before, it might work now!
Mod Support
Should work with modded mobs, as long as they use standard Minecraft rendering methods. This was also significantly improved in 2.0.0+ :)
Configuration
- How much damage will be shown ranging from a multiplier of 10 to 100%. At 100% a low-health mob will be almost entirely covered in wounds.
- How many damage tiers to use (defaults to 5, ranges from 2 to 10). Density will be the same at a given health level and equivalent tier
- Configurable damage colors (red, black, white, only affects mobs without specific damage colors)
- Passive mob damage (defaults to true, whether to show damage on passive mobs or not, things like cows, pigs, polar bears, etc)
- Villager damage (defaults to false, only can be enabled if passive mob damage is true)
- Custom player and entity-specific damage color overrides! Input any hex color with the CUSTOM setting in the config screen (also has EMISSVE and DISABLED options)
- And more! (check out the "Extras" screen in the config menu!)
Mod Menu is required on Fabric to change settings in-game.
Contact
For any questions/issues/ideas, feel free to contact me on Discord or Matrix :)
Visual Health 🩸
Clientside mod adding visible damage to hurt mobs and players!
Damage works in tiers, not based on hits. The tiers are based on how much health the mob has. The idea is that at a glance a player can have a rough idea of how much health is left. A heavily damaged creeper will only need 1 more hit whereas a lightly hurt baby zombie is going to take a much greater beating.
Default Tier Summary
| Tier | Health % | Condition |
|---|---|---|
| 0 | 100% | Full health (no wounds) |
| 1 | 99% - 80% | Minor damage |
| 2 | 79% - 60% | Light damage |
| 3 | 59% - 40% | Moderate damage |
| 4 | 39% - 20% | Heavy damage |
| 5 | 19% - 0% | Critical damage |
Features
Per-Weapon Damage
Different weapons apply different damage textures depending on what was used to knock the entity's health down a tier. There are individual textures for sword, axe, trident, and spear damage. There is also a generic damage texture used for punches, fire, falls, etc.
Entity-Specific Damage
Many mobs have specific colored damage to aid immersion. For instance, spider damage is a light blue to match real life, creeper damage is a dark green to match the grassiness, etc.
Emissives
On Endermen, damage will glow like their eyes in the dark! (shaders supported)
(2.0.0+) Similarly, the Enderdragon will have glowing damage as it gets lower in health!
Resource Pack Support
This mod should be compatible with most resource packs. Tested extensively with Fresh Animations and its extensions. Also compatible with EMF model variants (like the creepers found in FA: Creepers). This improved drastically with the 2.0.0 update, so if something didn't work before, it might work now!
Mod Support
Should work with modded mobs, as long as they use standard Minecraft rendering methods. This was also significantly improved in 2.0.0+ :)
Configuration
- How much damage will be shown ranging from a multiplier of 10 to 100%. At 100% a low-health mob will be almost entirely covered in wounds.
- How many damage tiers to use (defaults to 5, ranges from 2 to 10). Density will be the same at a given health level and equivalent tier
- Configurable damage colors (red, black, white, only affects mobs without specific damage colors)
- Passive mob damage (defaults to true, whether to show damage on passive mobs or not, things like cows, pigs, polar bears, etc)
- Villager damage (defaults to false, only can be enabled if passive mob damage is true)
- Custom player and entity-specific damage color overrides! Input any hex color with the CUSTOM setting in the config screen (also has EMISSVE and DISABLED options)
- And more! (check out the "Extras" screen in the config menu!)
Mod Menu is required on Fabric to change settings in-game.
Contact
For any questions/issues/ideas, feel free to contact me on Discord or Matrix :)
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