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Better Blood Overlay

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Better Blood Overlay 2.2.0

2.2.0
10 июл. 2026 г.11,7 тыс.Minecraft: 1.20.1forge
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# 2.2.0 — The Realism Update The biggest update yet: blood now behaves like blood. Splatter follows real spatter physics, pools spill over edges and run down blocks, water reddens and dilutes, scars keep the shape of the wound that made them, and every living entity can bleed. Everything is still **purely visual**, generated entirely at runtime (no texture files), and fully toggleable. ## 🩸 Blood Physics & World Gore * **Physically based splatter:** cast-off patterns now depend on the wounded body region and hit strength. Head and torso hits create long, narrow streaks, while arms and legs leave shorter, heavier marks. Headshots can spray blood onto the **ceiling**, with a thin back-spatter mist behind the target. * **Directional death bursts:** lethal hits now spray blood along the direction of the blow (exit side) and mostly downward into a pool instead of producing unrealistic 360° fountains. * **New ceiling drip simulation:** * Every hanging drop is unique, using 5 shape archetypes plus randomized bulb size, filament length and thickness, lean, twin beads and 6 filament textures. * Drops form and fall independently instead of in lock-step. * New pinch-off physics simulate swelling bulbs, thinning filaments and satellite droplets before falling. * Falling drops obey gravity and air resistance, reaching terminal velocity and flattening naturally while falling. * **Edge overflow:** pools reaching a block edge now create thin rivulets that slowly run down the block face instead of folding unrealistically over the corner. * **Finite blood:** pools spread organically, dry into dark stains and eventually disappear completely. Wall splatter, ceiling splatter, trails and bullet holes now all have configurable lifetimes. * **Uniform blood colour:** blood no longer changes brightness depending on the surface or viewing angle. * **Bloody footprints:** walking through fresh blood leaves foot-shaped prints that match your movement direction, alternate between left and right feet and gradually wear away. * **Weapon blood:** melee weapons now drip blood after combat. Carrying a bloody weapon while standing still slowly creates a small puddle beneath you, while blood also smears onto your striking hand before naturally wearing off. * **Blood writing:** sneak while holding the attack button with a bloody weapon to smear dripping blood onto walls. Purely visual and perfect for horror maps or creative builds. ## 🌊 Water * Blood entering water now **reddens the surface locally** and gradually dilutes over time. It disperses quickly in open water but lingers longer in enclosed pools. * Swimming through bloodied water tints your screen red before gradually washing away as you leave the water. * Bleeding underwater now creates soft, diffusing **blood clouds** while keeping mobs clearly visible. * Washing is now calculated **per body part**. A head wound no longer disappears just because only your legs are underwater. Rain still cleans the entire body. * Blood droplets falling into water create small dispersing plumes. ## 🩹 Wounds, Scars & Healing * **Wound rendering rewritten:** wounds no longer flicker or disappear while entities move, and overlapping wounds no longer erase one another. * **Scars preserve every wound:** bullet wounds leave bullet scars, slashes leave slash scars. Scars remain for several minutes before fading away and are properly cleaned up server-side so they never return after re-syncing. * **Healing visibly closes wounds:** regeneration and healing potions now shrink wounds until only the fading scar remains. An optional **red mist** effect (`healSmoke`, disabled by default) simulates evaporating blood while wounds close. * **Fixed blue blood:** regenerating wounds no longer turn purple. * **Baby mob support:** wounds and blood now correctly scale to baby entity models. * Explosions now create **burns and shrapnel wounds**, while fall damage injures both legs. * **Improved modded weapon support:** every held weapon can now create cuts. Bruises only occur when both hands are empty, and source-less modded damage now wounds random body sides instead of always hitting the front. ## 🌍 Universal Blood Support * **Every living entity can bleed:** pools, drips, splatter and directional death bursts now work for **all vanilla and modded living entities**, not just officially supported ones. * Detailed body wound overlays continue to render only on supported humanoid models. * Naturally bloodless entities (Skeletons, Golems, Slimes, Blazes, etc.) are excluded through the fully configurable `mobBloodBlacklist` server setting. ## 🖥️ First-Person Feedback * Ceiling drips landing on you now splatter blood high across your screen. * Close-range melee kills briefly splash blood across your view. * Removed the unrealistic effect where nearby bleeding mobs covered your screen with blood. ## ⚙️ Settings & Setup * **Blood Amount (0–300%)** scales nearly every blood effect, including splatter density, pool size, death bursts and weapon drips. * **Blood Lifetime (10–400%)** controls how long blood, decals and scars remain in the world. Low values are perfect for fast-healing or superhero-style modpacks. * **Bruises Toggle (Server):** completely disable bruises. * **Epic Fight Wounds Toggle (Client):** hide body wounds on Epic Fight's animated combat model if desired while leaving world blood untouched. * The setup screen now remembers your custom configuration. Reopening it restores your current settings, and **Create your own...** starts from them instead of resetting everything. * Preset share codes now include the new sliders while remaining fully backward compatible with older codes. ## ⚔️ Mod Compatibility * **TACZ:** gunshot entry wounds now appear at the exact bullet impact location, with block bullet holes whose size scales with caliber. * **Epic Fight:** wounds now render correctly on the animated combat mesh and respect the new client-side toggle. * **Modern Damage Control:** BetterBloodOverlay now detects MDC's custom body-part damage system even though it bypasses vanilla hurt events, while safely ignoring unrelated cancelled damage events. * **Corpse:** corpses continue to inherit and preserve all wounds present at the moment of death. ## 🔧 Fixes * Added wound/decal render distance settings, decal caps and improved distance culling. * Runtime wound textures are now properly released for every despawned entity, preventing memory leaks even with universal blood support. * Blood pools disappear when their supporting block is broken. * Wall and ceiling blood now washes away underwater instead of floating in mid-air. ## 📝 Notes * **Known compatibility issue:** one reported interaction involving Sophisticated Backpacks, Fsang Heroes and specific held items can cause invisible player skins. BetterBloodOverlay does not write to the depth buffer and cannot hide player models by itself. Please report reproducible setups. * **Shaderpacks:** heavily colour-grading shaders may tint runtime-generated blood textures. Vanilla rendering remains unaffected.
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Better Blood Overlay 2.1.1

2.1.1
12 июн. 2026 г.1,5 тыс.Minecraft: 1.20.1forge
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Changelog 2.1.2 — Small Visual Refinement Update 🩸 Blood Rendering Improvements Blood shape has been completely reworked: splatters are now rounder and significantly more realistic instead of the old star-like appearance Blood now renders above the player damage overlay instead of underneath it, making injuries much more visible and immersive 🎯 More Accurate Hit Detection Hit position calculation has been improved further, allowing wounds and blood placement to match impact locations more precisely than before 🌊 Damage Logic Improvements Drowning no longer causes blood to appear on the body Fall damage now correctly applies blood injuries to the legs instead of the torso, making physical damage representation more realistic ⚙️ Customization Improvements Blood intensity can now be adjusted directly in the Setup Screen, allowing players to fine-tune how extreme the visual effects should be 🔧 Polish & Refinements Multiple internal adjustments to improve visual consistency and overall realism of the wound simulation system 🚧 Known Issues (will be fixed soon) The “Blood on Skin Overlay” option is currently missing its icon inside the Setup Screen Some text lines inside the Setup Screen are not properly aligned yet and will be corrected in the next update (if you find more bugs, write a comment)
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Better Blood Overlay 2.1.0

2.1.0
12 июн. 2026 г.53Minecraft: 1.20.1forge
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# Changelog ## 2.1.0 — The Gore & Customization Update ### 🧟 Wounds on Mobs - The full wound system now works on mobs: Zombies, Husks, Drowned, Zombie Villagers, Piglins, Piglin Brutes, Zombified Piglins, Villagers, Wandering Traders, Witches, Vindicators, Pillagers, Evokers and Illusioners - Zombie-type mobs bleed darker, rotten blood - Skeletons are intentionally excluded — bones don't bleed ### 🌍 Environmental Gore (all toggleable) - **Ground pools:** blood pools grow under heavily bleeding players, mobs and corpses, dry to brown and fade away — rain washes them off faster - **Wall splatter:** heavy hits splatter blood onto nearby blocks (every player sees the same pattern, no extra network traffic) - **Drip particles:** fresh heavy wounds drip blood to the ground - **Bloody weapons (experimental):** weapons drip blood after melee hits until washed off ### 🖥️ First-Person Feedback - Red damage vignette that scales with how wounded you are (pulses when badly hurt) - Blood splatters on your screen when taking heavy hits ### ⚙️ Setup Screen & Presets - First-launch setup screen with visual previews and presets: **Realistic, RPG, Cinematic, Soft, Minimal** - **Create your own** preset and share it as a short code (e.g. `BBO1:63:45`) — friends can import it, and servers can enforce one for all players via the server config (`sharedPreset`) - Reopen the setup anytime with `/bloodsetup` or the **Blood...** button in Options - Admin commands: `/betterblood clear` and `/betterblood wound <limb> <category> <severity>` - Full client + server config files ### ⚔️ Mod Compatibility - **Epic Fight:** wounds now render on the animated battle-mode model and follow combat animations (fixes blood disappearing in battle stance) - **Corpse:** corpses show the wounds you died with — blood keeps drying on the body, and players arriving later still see it ### 🔧 Fixes & Internals - Players who join or come close later now see existing wounds on others (sync fix) - Removed the legacy 1.0 overlay system - Wound texture lifecycle cleanup (no leaks when mobs despawn or players respawn) --- ## 2.0.0 — The Wound Update (complete rewrite) - Replaced the health-based overlay with a **true wound simulation**: every hit creates an individual wound at the actual hit position (body part, side and height) - **Seed-generated textures at runtime** — no two wounds ever look the same - Damage types: **cuts/blood** (weapons, arrows, explosions, falls), **burns** (fire & lava, scattered across the body, not washable), **bruises** (unarmed hits) - Blood **drips pixel by pixel** and flows downward: head → torso → legs - Blood **dries to brown** over time; water and rain **wash it off**, leaving a unique scar that fades as you heal - Bruises **age like real hematomas**: purple → green → yellow - Full multiplayer sync — everyone sees everyone's wounds - ⚠️ **Breaking change:** the mod must now be installed on the server as well (singleplayer works out of the box)