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Simple Blood
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Simple Blood

by Lythroo · on Modrinth

Adds simple blood particles. Free Minecraft Java mod for 26.2.

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# 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.


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Features

Hit Burst + Death Burst + Bloodstains


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

Core behaviour

Water & environment

Amount, size & sound

Advanced

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.

Verified by MCModsHub

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

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