HomeJavaModsBloodyParticlesMod
BloodyParticlesMod
ModsJava

BloodyParticlesMod

by HappyPito · on Modrinth

Make every hit feel meaningful. Mobs splash thematic blood and impact particles when damaged different effects per mob, scaling with attack charge and…

⬇ Download on Modrinth
BloodyParticlesMod — screenshot 1BloodyParticlesMod — screenshot 2BloodyParticlesMod — screenshot 3BloodyParticlesMod — screenshot 4BloodyParticlesMod — screenshot 5BloodyParticlesMod — screenshot 6BloodyParticlesMod — screenshot 7BloodyParticlesMod — screenshot 8

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 (Fabric also uses Mod Menu 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

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

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


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:

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

Player Movement Effects

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)

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

Ender Pearl

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.


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 — 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

- 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.


Quick facts

Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.

Verified by MCModsHub

These come from our own check of the pack file, not from the source page.

Explore more