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RedFX (Blood Particle)

Spice up combat by adding blood effects!

Автор: Drinfonty10,2 тыс.20обновлён 25 окт. 2026 г.
Декор

Описание

RedFX

A client side mod adding blood effects to the game!

GitHub Modrinth Downloads CurseForge Downloads

Static Badge

Features

🩸 Dynamic blood effects

Blood particles paint dynamic blood splatters on surfaces like walls and floors rather than simply creating particles particles, to improve performance and aesthetics.

🩹 Low HP dripping

Mobs below 35% health will contantly bleed (roughly 1 drop every 2 - 4 seconds)

🪜 Dynamic surface adaption

Because of the way the mod works, the splatters will adapt to slabs, stairs, and other blocks, rather than hanging off the edge.

📄 Simple configuration menu

The config menu is simple, yet gives you a lot of control over the mod, from color saturation config to blood particle size config (requires mod menu mod if on fabric)

🌈 Entity specific blood colors

Different mobs have different blood colors, such as red, purple, green, and yellow blood.

A screenshot of a blood splatter

Blood splatters are bound to a 16x16 pixel grid per block, making the blood splatters fit better into the world compared to previous versions of RedFX.

Trailer: (outdated)

Blood colors

  • Red blood
  • Blue blood (Warden)
  • White blood? (All skeletons)
  • Purple blood (Enderman/Ender Dragon)
  • Green blood (Slime/Creeper)
  • Lava blood (Magma cube/Blaze)

Compatibility

RedFX is compatible with Physics Mod by Haubna, however, you must disable block particle physics in general settings

Important notes

-The NeoForge port has been fixed and now works.

Галерея

Red BloodGreen bloodPurple bloodYellow blood

Последние версии

Все версии →
release

RedFX 3.2.0 (NeoForge)

3.2.0-mc26.3.x-neoforge
25 окт. 2026 г.48Minecraft: 26.3neoforge
Скачать
Что нового
# Release Notes - Version 3.2.0 A major visual and polish update introducing **organic procedural splatter shapes with satellite droplets**, **seamless blood pool melding**, **world-space mottled liquid shading**, and important **bug fixes and rendering optimizations** across all supported Minecraft versions. ### Highlights - **Procedural Organic Splatters & Satellite Droplets**: - **Dynamic Blob Generation**: Replaced fixed 16×16 static bitmasks with procedural organic silhouettes perturbed by low-frequency angular harmonics and per-texel jitter. Every blood impact now forms a uniquely shaped puddle rather than repeating the same stamp patterns. - **Satellite Droplets & Tendrils**: Impacts now cast realistic satellite droplets and thin connecting tendrils outward, capturing the high-velocity kinetic spray of combat and naturally bridging adjacent splatter impacts. - **Organic Pool Melding**: Overlapping blood splatters in [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java) now smoothly blend colors (averaging RGB while preserving the dominant alpha) rather than creating harsh cuts or hard overwrites, forming cohesive pools of blood on the ground. - **Continuous Mottled Shading**: Liquid color texturing is now computed using global world-space coordinates, ensuring seamless, unified lighting and liquid variation across adjacent blocks and merging splatters. - **Bug Fixes & Correctness**: - **Particle Alpha Reflection Fix on 26.x**: Fixed a silent `WrongMethodTypeException` in `ParticleAlphaHelper` on Minecraft 26.x where `setAlpha` was moved to `SingleQuadParticle`, properly adapting method handle types and prioritizing `setAlpha` / `method_3084` name lookups. - **Removed Duplicate Underwater Smoke**: Fixed an issue where underwater blood clouds were registered twice with `ParticleEngine`, causing them to tick twice per game tick and expire at $2\times$ speed. - **Broken Block Pending Decal Cleanup**: Decal clearing now purges queued delayed stages from [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java), preventing floating blood decals from appearing in mid-air if a block was destroyed while gradual splatter or wall-drip blossoms were still in progress. - **Accurate Weapon Scaling Attribution**: Damage source attribution now checks the actual `LivingEntity` attacker from `DamageSource` rather than falsely applying the local player's held weapon multiplier to environmental damage or mobs fighting nearby. - **Low-Health Drip Alpha Consistency**: Ensured low-health dripping particles properly apply configured `bloodOpacity` and `particleLifetimeSeconds` identically to impact particles. - **Performance & Code Simplifications**: - **NeoForge Dynamic Model Cache Optimization**: Normalized `Canvas` timestamps in `SurfaceCanvas` so NeoForge's quad cache keys solely on texel content and surface geometry, preventing cache thrashing from timestamp and erosion ticks. - **Deduplicated GUI & Rendering Logic**: Consolidated 24-color preset tables between configuration screens and streamlined surface box-comparison calculations in [`PaintSurface`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/render/PaintSurface.java). - **Multi-Version Verification & Quality Assurance**: - Fully verified and tested across all 8 supported Minecraft versions: `26.3`, `26.2`, `26.1`, `1.21.11`, `1.21.10`, `1.21.8`, `1.21.4`, and `1.21.1` on both Fabric and NeoForge loaders.
release

RedFX 3.2.0 (Fabric)

3.2.0-mc26.3.x-fabric
25 окт. 2026 г.204Minecraft: 26.3fabric
Скачать
Что нового
# Release Notes - Version 3.2.0 A major visual and polish update introducing **organic procedural splatter shapes with satellite droplets**, **seamless blood pool melding**, **world-space mottled liquid shading**, and important **bug fixes and rendering optimizations** across all supported Minecraft versions. ### Highlights - **Procedural Organic Splatters & Satellite Droplets**: - **Dynamic Blob Generation**: Replaced fixed 16×16 static bitmasks with procedural organic silhouettes perturbed by low-frequency angular harmonics and per-texel jitter. Every blood impact now forms a uniquely shaped puddle rather than repeating the same stamp patterns. - **Satellite Droplets & Tendrils**: Impacts now cast realistic satellite droplets and thin connecting tendrils outward, capturing the high-velocity kinetic spray of combat and naturally bridging adjacent splatter impacts. - **Organic Pool Melding**: Overlapping blood splatters in [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java) now smoothly blend colors (averaging RGB while preserving the dominant alpha) rather than creating harsh cuts or hard overwrites, forming cohesive pools of blood on the ground. - **Continuous Mottled Shading**: Liquid color texturing is now computed using global world-space coordinates, ensuring seamless, unified lighting and liquid variation across adjacent blocks and merging splatters. - **Bug Fixes & Correctness**: - **Particle Alpha Reflection Fix on 26.x**: Fixed a silent `WrongMethodTypeException` in `ParticleAlphaHelper` on Minecraft 26.x where `setAlpha` was moved to `SingleQuadParticle`, properly adapting method handle types and prioritizing `setAlpha` / `method_3084` name lookups. - **Removed Duplicate Underwater Smoke**: Fixed an issue where underwater blood clouds were registered twice with `ParticleEngine`, causing them to tick twice per game tick and expire at $2\times$ speed. - **Broken Block Pending Decal Cleanup**: Decal clearing now purges queued delayed stages from [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java), preventing floating blood decals from appearing in mid-air if a block was destroyed while gradual splatter or wall-drip blossoms were still in progress. - **Accurate Weapon Scaling Attribution**: Damage source attribution now checks the actual `LivingEntity` attacker from `DamageSource` rather than falsely applying the local player's held weapon multiplier to environmental damage or mobs fighting nearby. - **Low-Health Drip Alpha Consistency**: Ensured low-health dripping particles properly apply configured `bloodOpacity` and `particleLifetimeSeconds` identically to impact particles. - **Performance & Code Simplifications**: - **NeoForge Dynamic Model Cache Optimization**: Normalized `Canvas` timestamps in `SurfaceCanvas` so NeoForge's quad cache keys solely on texel content and surface geometry, preventing cache thrashing from timestamp and erosion ticks. - **Deduplicated GUI & Rendering Logic**: Consolidated 24-color preset tables between configuration screens and streamlined surface box-comparison calculations in [`PaintSurface`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/render/PaintSurface.java). - **Multi-Version Verification & Quality Assurance**: - Fully verified and tested across all 8 supported Minecraft versions: `26.3`, `26.2`, `26.1`, `1.21.11`, `1.21.10`, `1.21.8`, `1.21.4`, and `1.21.1` on both Fabric and NeoForge loaders.
release

RedFX 3.2.0 (NeoForge)

3.2.0-mc26.2.x-neoforge
25 окт. 2026 г.10Minecraft: 26.2neoforge
Скачать
Что нового
# Release Notes - Version 3.2.0 A major visual and polish update introducing **organic procedural splatter shapes with satellite droplets**, **seamless blood pool melding**, **world-space mottled liquid shading**, and important **bug fixes and rendering optimizations** across all supported Minecraft versions. ### Highlights - **Procedural Organic Splatters & Satellite Droplets**: - **Dynamic Blob Generation**: Replaced fixed 16×16 static bitmasks with procedural organic silhouettes perturbed by low-frequency angular harmonics and per-texel jitter. Every blood impact now forms a uniquely shaped puddle rather than repeating the same stamp patterns. - **Satellite Droplets & Tendrils**: Impacts now cast realistic satellite droplets and thin connecting tendrils outward, capturing the high-velocity kinetic spray of combat and naturally bridging adjacent splatter impacts. - **Organic Pool Melding**: Overlapping blood splatters in [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java) now smoothly blend colors (averaging RGB while preserving the dominant alpha) rather than creating harsh cuts or hard overwrites, forming cohesive pools of blood on the ground. - **Continuous Mottled Shading**: Liquid color texturing is now computed using global world-space coordinates, ensuring seamless, unified lighting and liquid variation across adjacent blocks and merging splatters. - **Bug Fixes & Correctness**: - **Particle Alpha Reflection Fix on 26.x**: Fixed a silent `WrongMethodTypeException` in `ParticleAlphaHelper` on Minecraft 26.x where `setAlpha` was moved to `SingleQuadParticle`, properly adapting method handle types and prioritizing `setAlpha` / `method_3084` name lookups. - **Removed Duplicate Underwater Smoke**: Fixed an issue where underwater blood clouds were registered twice with `ParticleEngine`, causing them to tick twice per game tick and expire at $2\times$ speed. - **Broken Block Pending Decal Cleanup**: Decal clearing now purges queued delayed stages from [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java), preventing floating blood decals from appearing in mid-air if a block was destroyed while gradual splatter or wall-drip blossoms were still in progress. - **Accurate Weapon Scaling Attribution**: Damage source attribution now checks the actual `LivingEntity` attacker from `DamageSource` rather than falsely applying the local player's held weapon multiplier to environmental damage or mobs fighting nearby. - **Low-Health Drip Alpha Consistency**: Ensured low-health dripping particles properly apply configured `bloodOpacity` and `particleLifetimeSeconds` identically to impact particles. - **Performance & Code Simplifications**: - **NeoForge Dynamic Model Cache Optimization**: Normalized `Canvas` timestamps in `SurfaceCanvas` so NeoForge's quad cache keys solely on texel content and surface geometry, preventing cache thrashing from timestamp and erosion ticks. - **Deduplicated GUI & Rendering Logic**: Consolidated 24-color preset tables between configuration screens and streamlined surface box-comparison calculations in [`PaintSurface`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/render/PaintSurface.java). - **Multi-Version Verification & Quality Assurance**: - Fully verified and tested across all 8 supported Minecraft versions: `26.3`, `26.2`, `26.1`, `1.21.11`, `1.21.10`, `1.21.8`, `1.21.4`, and `1.21.1` on both Fabric and NeoForge loaders.
release

RedFX 3.2.0 (Fabric)

3.2.0-mc26.2.x-fabric
25 окт. 2026 г.100Minecraft: 26.2fabric
Скачать
Что нового
# Release Notes - Version 3.2.0 A major visual and polish update introducing **organic procedural splatter shapes with satellite droplets**, **seamless blood pool melding**, **world-space mottled liquid shading**, and important **bug fixes and rendering optimizations** across all supported Minecraft versions. ### Highlights - **Procedural Organic Splatters & Satellite Droplets**: - **Dynamic Blob Generation**: Replaced fixed 16×16 static bitmasks with procedural organic silhouettes perturbed by low-frequency angular harmonics and per-texel jitter. Every blood impact now forms a uniquely shaped puddle rather than repeating the same stamp patterns. - **Satellite Droplets & Tendrils**: Impacts now cast realistic satellite droplets and thin connecting tendrils outward, capturing the high-velocity kinetic spray of combat and naturally bridging adjacent splatter impacts. - **Organic Pool Melding**: Overlapping blood splatters in [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java) now smoothly blend colors (averaging RGB while preserving the dominant alpha) rather than creating harsh cuts or hard overwrites, forming cohesive pools of blood on the ground. - **Continuous Mottled Shading**: Liquid color texturing is now computed using global world-space coordinates, ensuring seamless, unified lighting and liquid variation across adjacent blocks and merging splatters. - **Bug Fixes & Correctness**: - **Particle Alpha Reflection Fix on 26.x**: Fixed a silent `WrongMethodTypeException` in `ParticleAlphaHelper` on Minecraft 26.x where `setAlpha` was moved to `SingleQuadParticle`, properly adapting method handle types and prioritizing `setAlpha` / `method_3084` name lookups. - **Removed Duplicate Underwater Smoke**: Fixed an issue where underwater blood clouds were registered twice with `ParticleEngine`, causing them to tick twice per game tick and expire at $2\times$ speed. - **Broken Block Pending Decal Cleanup**: Decal clearing now purges queued delayed stages from [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java), preventing floating blood decals from appearing in mid-air if a block was destroyed while gradual splatter or wall-drip blossoms were still in progress. - **Accurate Weapon Scaling Attribution**: Damage source attribution now checks the actual `LivingEntity` attacker from `DamageSource` rather than falsely applying the local player's held weapon multiplier to environmental damage or mobs fighting nearby. - **Low-Health Drip Alpha Consistency**: Ensured low-health dripping particles properly apply configured `bloodOpacity` and `particleLifetimeSeconds` identically to impact particles. - **Performance & Code Simplifications**: - **NeoForge Dynamic Model Cache Optimization**: Normalized `Canvas` timestamps in `SurfaceCanvas` so NeoForge's quad cache keys solely on texel content and surface geometry, preventing cache thrashing from timestamp and erosion ticks. - **Deduplicated GUI & Rendering Logic**: Consolidated 24-color preset tables between configuration screens and streamlined surface box-comparison calculations in [`PaintSurface`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/render/PaintSurface.java). - **Multi-Version Verification & Quality Assurance**: - Fully verified and tested across all 8 supported Minecraft versions: `26.3`, `26.2`, `26.1`, `1.21.11`, `1.21.10`, `1.21.8`, `1.21.4`, and `1.21.1` on both Fabric and NeoForge loaders.
release

RedFX 3.2.0 (NeoForge)

3.2.0-mc26.1.x-neoforge
25 окт. 2026 г.13Minecraft: 26.1, 26.1.1, 26.1.2neoforge
Скачать
Что нового
# Release Notes - Version 3.2.0 A major visual and polish update introducing **organic procedural splatter shapes with satellite droplets**, **seamless blood pool melding**, **world-space mottled liquid shading**, and important **bug fixes and rendering optimizations** across all supported Minecraft versions. ### Highlights - **Procedural Organic Splatters & Satellite Droplets**: - **Dynamic Blob Generation**: Replaced fixed 16×16 static bitmasks with procedural organic silhouettes perturbed by low-frequency angular harmonics and per-texel jitter. Every blood impact now forms a uniquely shaped puddle rather than repeating the same stamp patterns. - **Satellite Droplets & Tendrils**: Impacts now cast realistic satellite droplets and thin connecting tendrils outward, capturing the high-velocity kinetic spray of combat and naturally bridging adjacent splatter impacts. - **Organic Pool Melding**: Overlapping blood splatters in [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java) now smoothly blend colors (averaging RGB while preserving the dominant alpha) rather than creating harsh cuts or hard overwrites, forming cohesive pools of blood on the ground. - **Continuous Mottled Shading**: Liquid color texturing is now computed using global world-space coordinates, ensuring seamless, unified lighting and liquid variation across adjacent blocks and merging splatters. - **Bug Fixes & Correctness**: - **Particle Alpha Reflection Fix on 26.x**: Fixed a silent `WrongMethodTypeException` in `ParticleAlphaHelper` on Minecraft 26.x where `setAlpha` was moved to `SingleQuadParticle`, properly adapting method handle types and prioritizing `setAlpha` / `method_3084` name lookups. - **Removed Duplicate Underwater Smoke**: Fixed an issue where underwater blood clouds were registered twice with `ParticleEngine`, causing them to tick twice per game tick and expire at $2\times$ speed. - **Broken Block Pending Decal Cleanup**: Decal clearing now purges queued delayed stages from [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java), preventing floating blood decals from appearing in mid-air if a block was destroyed while gradual splatter or wall-drip blossoms were still in progress. - **Accurate Weapon Scaling Attribution**: Damage source attribution now checks the actual `LivingEntity` attacker from `DamageSource` rather than falsely applying the local player's held weapon multiplier to environmental damage or mobs fighting nearby. - **Low-Health Drip Alpha Consistency**: Ensured low-health dripping particles properly apply configured `bloodOpacity` and `particleLifetimeSeconds` identically to impact particles. - **Performance & Code Simplifications**: - **NeoForge Dynamic Model Cache Optimization**: Normalized `Canvas` timestamps in `SurfaceCanvas` so NeoForge's quad cache keys solely on texel content and surface geometry, preventing cache thrashing from timestamp and erosion ticks. - **Deduplicated GUI & Rendering Logic**: Consolidated 24-color preset tables between configuration screens and streamlined surface box-comparison calculations in [`PaintSurface`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/render/PaintSurface.java). - **Multi-Version Verification & Quality Assurance**: - Fully verified and tested across all 8 supported Minecraft versions: `26.3`, `26.2`, `26.1`, `1.21.11`, `1.21.10`, `1.21.8`, `1.21.4`, and `1.21.1` on both Fabric and NeoForge loaders.
release

RedFX 3.2.0 (Fabric)

3.2.0-mc26.1.x-fabric
25 окт. 2026 г.36Minecraft: 26.1, 26.1.1, 26.1.2fabric
Скачать
Что нового
# Release Notes - Version 3.2.0 A major visual and polish update introducing **organic procedural splatter shapes with satellite droplets**, **seamless blood pool melding**, **world-space mottled liquid shading**, and important **bug fixes and rendering optimizations** across all supported Minecraft versions. ### Highlights - **Procedural Organic Splatters & Satellite Droplets**: - **Dynamic Blob Generation**: Replaced fixed 16×16 static bitmasks with procedural organic silhouettes perturbed by low-frequency angular harmonics and per-texel jitter. Every blood impact now forms a uniquely shaped puddle rather than repeating the same stamp patterns. - **Satellite Droplets & Tendrils**: Impacts now cast realistic satellite droplets and thin connecting tendrils outward, capturing the high-velocity kinetic spray of combat and naturally bridging adjacent splatter impacts. - **Organic Pool Melding**: Overlapping blood splatters in [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java) now smoothly blend colors (averaging RGB while preserving the dominant alpha) rather than creating harsh cuts or hard overwrites, forming cohesive pools of blood on the ground. - **Continuous Mottled Shading**: Liquid color texturing is now computed using global world-space coordinates, ensuring seamless, unified lighting and liquid variation across adjacent blocks and merging splatters. - **Bug Fixes & Correctness**: - **Particle Alpha Reflection Fix on 26.x**: Fixed a silent `WrongMethodTypeException` in `ParticleAlphaHelper` on Minecraft 26.x where `setAlpha` was moved to `SingleQuadParticle`, properly adapting method handle types and prioritizing `setAlpha` / `method_3084` name lookups. - **Removed Duplicate Underwater Smoke**: Fixed an issue where underwater blood clouds were registered twice with `ParticleEngine`, causing them to tick twice per game tick and expire at $2\times$ speed. - **Broken Block Pending Decal Cleanup**: Decal clearing now purges queued delayed stages from [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java), preventing floating blood decals from appearing in mid-air if a block was destroyed while gradual splatter or wall-drip blossoms were still in progress. - **Accurate Weapon Scaling Attribution**: Damage source attribution now checks the actual `LivingEntity` attacker from `DamageSource` rather than falsely applying the local player's held weapon multiplier to environmental damage or mobs fighting nearby. - **Low-Health Drip Alpha Consistency**: Ensured low-health dripping particles properly apply configured `bloodOpacity` and `particleLifetimeSeconds` identically to impact particles. - **Performance & Code Simplifications**: - **NeoForge Dynamic Model Cache Optimization**: Normalized `Canvas` timestamps in `SurfaceCanvas` so NeoForge's quad cache keys solely on texel content and surface geometry, preventing cache thrashing from timestamp and erosion ticks. - **Deduplicated GUI & Rendering Logic**: Consolidated 24-color preset tables between configuration screens and streamlined surface box-comparison calculations in [`PaintSurface`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/render/PaintSurface.java). - **Multi-Version Verification & Quality Assurance**: - Fully verified and tested across all 8 supported Minecraft versions: `26.3`, `26.2`, `26.1`, `1.21.11`, `1.21.10`, `1.21.8`, `1.21.4`, and `1.21.1` on both Fabric and NeoForge loaders.
release

RedFX 3.2.0 (Fabric)

3.2.0-mc1.21.11-fabric
25 окт. 2026 г.91Minecraft: 1.21.11fabric
Скачать
Что нового
# Release Notes - Version 3.2.0 A major visual and polish update introducing **organic procedural splatter shapes with satellite droplets**, **seamless blood pool melding**, **world-space mottled liquid shading**, and important **bug fixes and rendering optimizations** across all supported Minecraft versions. ### Highlights - **Procedural Organic Splatters & Satellite Droplets**: - **Dynamic Blob Generation**: Replaced fixed 16×16 static bitmasks with procedural organic silhouettes perturbed by low-frequency angular harmonics and per-texel jitter. Every blood impact now forms a uniquely shaped puddle rather than repeating the same stamp patterns. - **Satellite Droplets & Tendrils**: Impacts now cast realistic satellite droplets and thin connecting tendrils outward, capturing the high-velocity kinetic spray of combat and naturally bridging adjacent splatter impacts. - **Organic Pool Melding**: Overlapping blood splatters in [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java) now smoothly blend colors (averaging RGB while preserving the dominant alpha) rather than creating harsh cuts or hard overwrites, forming cohesive pools of blood on the ground. - **Continuous Mottled Shading**: Liquid color texturing is now computed using global world-space coordinates, ensuring seamless, unified lighting and liquid variation across adjacent blocks and merging splatters. - **Bug Fixes & Correctness**: - **Particle Alpha Reflection Fix on 26.x**: Fixed a silent `WrongMethodTypeException` in `ParticleAlphaHelper` on Minecraft 26.x where `setAlpha` was moved to `SingleQuadParticle`, properly adapting method handle types and prioritizing `setAlpha` / `method_3084` name lookups. - **Removed Duplicate Underwater Smoke**: Fixed an issue where underwater blood clouds were registered twice with `ParticleEngine`, causing them to tick twice per game tick and expire at $2\times$ speed. - **Broken Block Pending Decal Cleanup**: Decal clearing now purges queued delayed stages from [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java), preventing floating blood decals from appearing in mid-air if a block was destroyed while gradual splatter or wall-drip blossoms were still in progress. - **Accurate Weapon Scaling Attribution**: Damage source attribution now checks the actual `LivingEntity` attacker from `DamageSource` rather than falsely applying the local player's held weapon multiplier to environmental damage or mobs fighting nearby. - **Low-Health Drip Alpha Consistency**: Ensured low-health dripping particles properly apply configured `bloodOpacity` and `particleLifetimeSeconds` identically to impact particles. - **Performance & Code Simplifications**: - **NeoForge Dynamic Model Cache Optimization**: Normalized `Canvas` timestamps in `SurfaceCanvas` so NeoForge's quad cache keys solely on texel content and surface geometry, preventing cache thrashing from timestamp and erosion ticks. - **Deduplicated GUI & Rendering Logic**: Consolidated 24-color preset tables between configuration screens and streamlined surface box-comparison calculations in [`PaintSurface`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/render/PaintSurface.java). - **Multi-Version Verification & Quality Assurance**: - Fully verified and tested across all 8 supported Minecraft versions: `26.3`, `26.2`, `26.1`, `1.21.11`, `1.21.10`, `1.21.8`, `1.21.4`, and `1.21.1` on both Fabric and NeoForge loaders.
release

RedFX 3.2.0 (NeoForge)

3.2.0-mc1.21.11-neoforge
25 окт. 2026 г.14Minecraft: 1.21.11neoforge
Скачать
Что нового
# Release Notes - Version 3.2.0 A major visual and polish update introducing **organic procedural splatter shapes with satellite droplets**, **seamless blood pool melding**, **world-space mottled liquid shading**, and important **bug fixes and rendering optimizations** across all supported Minecraft versions. ### Highlights - **Procedural Organic Splatters & Satellite Droplets**: - **Dynamic Blob Generation**: Replaced fixed 16×16 static bitmasks with procedural organic silhouettes perturbed by low-frequency angular harmonics and per-texel jitter. Every blood impact now forms a uniquely shaped puddle rather than repeating the same stamp patterns. - **Satellite Droplets & Tendrils**: Impacts now cast realistic satellite droplets and thin connecting tendrils outward, capturing the high-velocity kinetic spray of combat and naturally bridging adjacent splatter impacts. - **Organic Pool Melding**: Overlapping blood splatters in [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java) now smoothly blend colors (averaging RGB while preserving the dominant alpha) rather than creating harsh cuts or hard overwrites, forming cohesive pools of blood on the ground. - **Continuous Mottled Shading**: Liquid color texturing is now computed using global world-space coordinates, ensuring seamless, unified lighting and liquid variation across adjacent blocks and merging splatters. - **Bug Fixes & Correctness**: - **Particle Alpha Reflection Fix on 26.x**: Fixed a silent `WrongMethodTypeException` in `ParticleAlphaHelper` on Minecraft 26.x where `setAlpha` was moved to `SingleQuadParticle`, properly adapting method handle types and prioritizing `setAlpha` / `method_3084` name lookups. - **Removed Duplicate Underwater Smoke**: Fixed an issue where underwater blood clouds were registered twice with `ParticleEngine`, causing them to tick twice per game tick and expire at $2\times$ speed. - **Broken Block Pending Decal Cleanup**: Decal clearing now purges queued delayed stages from [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java), preventing floating blood decals from appearing in mid-air if a block was destroyed while gradual splatter or wall-drip blossoms were still in progress. - **Accurate Weapon Scaling Attribution**: Damage source attribution now checks the actual `LivingEntity` attacker from `DamageSource` rather than falsely applying the local player's held weapon multiplier to environmental damage or mobs fighting nearby. - **Low-Health Drip Alpha Consistency**: Ensured low-health dripping particles properly apply configured `bloodOpacity` and `particleLifetimeSeconds` identically to impact particles. - **Performance & Code Simplifications**: - **NeoForge Dynamic Model Cache Optimization**: Normalized `Canvas` timestamps in `SurfaceCanvas` so NeoForge's quad cache keys solely on texel content and surface geometry, preventing cache thrashing from timestamp and erosion ticks. - **Deduplicated GUI & Rendering Logic**: Consolidated 24-color preset tables between configuration screens and streamlined surface box-comparison calculations in [`PaintSurface`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/render/PaintSurface.java). - **Multi-Version Verification & Quality Assurance**: - Fully verified and tested across all 8 supported Minecraft versions: `26.3`, `26.2`, `26.1`, `1.21.11`, `1.21.10`, `1.21.8`, `1.21.4`, and `1.21.1` on both Fabric and NeoForge loaders.
release

RedFX 3.2.0 (Fabric)

3.2.0-mc1.21.10-fabric
25 окт. 2026 г.16Minecraft: 1.21.9, 1.21.10fabric
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Что нового
# Release Notes - Version 3.2.0 A major visual and polish update introducing **organic procedural splatter shapes with satellite droplets**, **seamless blood pool melding**, **world-space mottled liquid shading**, and important **bug fixes and rendering optimizations** across all supported Minecraft versions. ### Highlights - **Procedural Organic Splatters & Satellite Droplets**: - **Dynamic Blob Generation**: Replaced fixed 16×16 static bitmasks with procedural organic silhouettes perturbed by low-frequency angular harmonics and per-texel jitter. Every blood impact now forms a uniquely shaped puddle rather than repeating the same stamp patterns. - **Satellite Droplets & Tendrils**: Impacts now cast realistic satellite droplets and thin connecting tendrils outward, capturing the high-velocity kinetic spray of combat and naturally bridging adjacent splatter impacts. - **Organic Pool Melding**: Overlapping blood splatters in [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java) now smoothly blend colors (averaging RGB while preserving the dominant alpha) rather than creating harsh cuts or hard overwrites, forming cohesive pools of blood on the ground. - **Continuous Mottled Shading**: Liquid color texturing is now computed using global world-space coordinates, ensuring seamless, unified lighting and liquid variation across adjacent blocks and merging splatters. - **Bug Fixes & Correctness**: - **Particle Alpha Reflection Fix on 26.x**: Fixed a silent `WrongMethodTypeException` in `ParticleAlphaHelper` on Minecraft 26.x where `setAlpha` was moved to `SingleQuadParticle`, properly adapting method handle types and prioritizing `setAlpha` / `method_3084` name lookups. - **Removed Duplicate Underwater Smoke**: Fixed an issue where underwater blood clouds were registered twice with `ParticleEngine`, causing them to tick twice per game tick and expire at $2\times$ speed. - **Broken Block Pending Decal Cleanup**: Decal clearing now purges queued delayed stages from [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java), preventing floating blood decals from appearing in mid-air if a block was destroyed while gradual splatter or wall-drip blossoms were still in progress. - **Accurate Weapon Scaling Attribution**: Damage source attribution now checks the actual `LivingEntity` attacker from `DamageSource` rather than falsely applying the local player's held weapon multiplier to environmental damage or mobs fighting nearby. - **Low-Health Drip Alpha Consistency**: Ensured low-health dripping particles properly apply configured `bloodOpacity` and `particleLifetimeSeconds` identically to impact particles. - **Performance & Code Simplifications**: - **NeoForge Dynamic Model Cache Optimization**: Normalized `Canvas` timestamps in `SurfaceCanvas` so NeoForge's quad cache keys solely on texel content and surface geometry, preventing cache thrashing from timestamp and erosion ticks. - **Deduplicated GUI & Rendering Logic**: Consolidated 24-color preset tables between configuration screens and streamlined surface box-comparison calculations in [`PaintSurface`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/render/PaintSurface.java). - **Multi-Version Verification & Quality Assurance**: - Fully verified and tested across all 8 supported Minecraft versions: `26.3`, `26.2`, `26.1`, `1.21.11`, `1.21.10`, `1.21.8`, `1.21.4`, and `1.21.1` on both Fabric and NeoForge loaders.
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RedFX 3.2.0 (NeoForge)

3.2.0-mc1.21.10-neoforge
25 окт. 2026 г.3Minecraft: 1.21.9, 1.21.10neoforge
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Что нового
# Release Notes - Version 3.2.0 A major visual and polish update introducing **organic procedural splatter shapes with satellite droplets**, **seamless blood pool melding**, **world-space mottled liquid shading**, and important **bug fixes and rendering optimizations** across all supported Minecraft versions. ### Highlights - **Procedural Organic Splatters & Satellite Droplets**: - **Dynamic Blob Generation**: Replaced fixed 16×16 static bitmasks with procedural organic silhouettes perturbed by low-frequency angular harmonics and per-texel jitter. Every blood impact now forms a uniquely shaped puddle rather than repeating the same stamp patterns. - **Satellite Droplets & Tendrils**: Impacts now cast realistic satellite droplets and thin connecting tendrils outward, capturing the high-velocity kinetic spray of combat and naturally bridging adjacent splatter impacts. - **Organic Pool Melding**: Overlapping blood splatters in [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java) now smoothly blend colors (averaging RGB while preserving the dominant alpha) rather than creating harsh cuts or hard overwrites, forming cohesive pools of blood on the ground. - **Continuous Mottled Shading**: Liquid color texturing is now computed using global world-space coordinates, ensuring seamless, unified lighting and liquid variation across adjacent blocks and merging splatters. - **Bug Fixes & Correctness**: - **Particle Alpha Reflection Fix on 26.x**: Fixed a silent `WrongMethodTypeException` in `ParticleAlphaHelper` on Minecraft 26.x where `setAlpha` was moved to `SingleQuadParticle`, properly adapting method handle types and prioritizing `setAlpha` / `method_3084` name lookups. - **Removed Duplicate Underwater Smoke**: Fixed an issue where underwater blood clouds were registered twice with `ParticleEngine`, causing them to tick twice per game tick and expire at $2\times$ speed. - **Broken Block Pending Decal Cleanup**: Decal clearing now purges queued delayed stages from [`ClientCanvasStore`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/ClientCanvasStore.java), preventing floating blood decals from appearing in mid-air if a block was destroyed while gradual splatter or wall-drip blossoms were still in progress. - **Accurate Weapon Scaling Attribution**: Damage source attribution now checks the actual `LivingEntity` attacker from `DamageSource` rather than falsely applying the local player's held weapon multiplier to environmental damage or mobs fighting nearby. - **Low-Health Drip Alpha Consistency**: Ensured low-health dripping particles properly apply configured `bloodOpacity` and `particleLifetimeSeconds` identically to impact particles. - **Performance & Code Simplifications**: - **NeoForge Dynamic Model Cache Optimization**: Normalized `Canvas` timestamps in `SurfaceCanvas` so NeoForge's quad cache keys solely on texel content and surface geometry, preventing cache thrashing from timestamp and erosion ticks. - **Deduplicated GUI & Rendering Logic**: Consolidated 24-color preset tables between configuration screens and streamlined surface box-comparison calculations in [`PaintSurface`](file:///home/ptphong/Projects/Minecraft/RedFX/common/src/main/java/com/drinfonty/redfx/client/render/PaintSurface.java). - **Multi-Version Verification & Quality Assurance**: - Fully verified and tested across all 8 supported Minecraft versions: `26.3`, `26.2`, `26.1`, `1.21.11`, `1.21.10`, `1.21.8`, `1.21.4`, and `1.21.1` on both Fabric and NeoForge loaders.