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Visual Health

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Visual Health (NeoForge 26.2-2.0.5)

2.0.5-neoforge
7 окт. 2026 г.136Minecraft: 26.2neoforge
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## Version 2.0.5 (1.21.11+) - Fixes ETF emissive texture compat ## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 26.2-2.0.5)

2.0.5-fabric
7 окт. 2026 г.1,3 тыс.Minecraft: 26.2fabric
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Что нового
## Version 2.0.5 (1.21.11+) - Fixes ETF emissive texture compat ## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 26.3-2.0.5)

2.0.5-neoforge
7 окт. 2026 г.194Minecraft: 26.3neoforge
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Что нового
## Version 2.0.5 (1.21.11+) - Fixes ETF emissive texture compat ## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 26.3-2.0.5)

2.0.5-fabric
7 окт. 2026 г.2,9 тыс.Minecraft: 26.3fabric
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Что нового
## Version 2.0.5 (1.21.11+) - Fixes ETF emissive texture compat ## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 26.1-2.0.5)

2.0.5-neoforge
7 окт. 2026 г.111Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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Что нового
## Version 2.0.5 (1.21.11+) - Fixes ETF emissive texture compat ## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! - Adds support for 26.1 :D ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 26.1-2.0.5)

2.0.5-fabric
7 окт. 2026 г.391Minecraft: 26.1, 26.1.1, 26.1.2fabric
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Что нового
## Version 2.0.5 (1.21.11+) - Fixes ETF emissive texture compat ## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! - Adds support for 26.1 :D ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 1.21.11-2.0.5)

2.0.5-neoforge
7 окт. 2026 г.69Minecraft: 1.21.11neoforge
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Что нового
## Version 2.0.5 (1.21.11+) - Fixes ETF emissive texture compat ## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 1.21.11-2.0.5)

2.0.5-fabric
7 окт. 2026 г.1,2 тыс.Minecraft: 1.21.11fabric
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## Version 2.0.5 (1.21.11+) - Fixes ETF emissive texture compat ## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Forge 1.20.1-2.0.4)

2.0.4-forge
21 сент. 2026 г.4,4 тыс.Minecraft: 1.20.1forge
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## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! - Adds support for 26.1 :D ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 1.20.1-2.0.4)

2.0.4-fabric
21 сент. 2026 г.777Minecraft: 1.20.1fabric
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Что нового
## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! - Adds support for 26.1 :D ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 26.1-2.0.4)

2.0.4-neoforge
21 сент. 2026 г.87Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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Что нового
## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! - Adds support for 26.1 :D ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 26.1-2.0.4)

2.0.4-fabric
21 сент. 2026 г.262Minecraft: 26.1, 26.1.1, 26.1.2fabric
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Что нового
## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! - Adds support for 26.1 :D ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 1.21.1-2.0.4)

2.0.4-neoforge
21 сент. 2026 г.6,3 тыс.Minecraft: 1.21.1neoforge
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Что нового
## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! - Adds support for 26.1 :D ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 26.3-2.0.4)

2.0.4-neoforge
21 сент. 2026 г.57Minecraft: 26.3neoforge
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Что нового
## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 1.21.11-2.0.4)

2.0.4-neoforge
21 сент. 2026 г.38Minecraft: 1.21.11neoforge
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## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 1.21.11-2.0.4)

2.0.4-fabric
21 сент. 2026 г.764Minecraft: 1.21.11fabric
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Что нового
## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 1.21.1-2.0.4)

2.0.4-fabric
21 сент. 2026 г.1,1 тыс.Minecraft: 1.21.1fabric
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Что нового
## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! - Adds support for 26.1 :D ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 26.3-2.0.4)

2.0.4-fabric
21 сент. 2026 г.975Minecraft: 26.3fabric
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Что нового
## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 26.2-2.0.4)

2.0.4-neoforge
21 сент. 2026 г.63Minecraft: 26.2neoforge
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Что нового
## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 26.2-2.0.4)

2.0.4-fabric
21 сент. 2026 г.751Minecraft: 26.2fabric
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Что нового
## Version 2.0.4 - Default color override hex value in the Overrides config screen is now the hardcoded entity damage color instead of the default FF0000 - Fixed certain modded entities and custom EMF models not showing damage (26.2+) - Fixed rare crash with certain block entities (1.20.1) - (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now) - Disabled damage rendering on capes and elytra - Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full) - **26.3** support :D *Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!* ## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Forge 1.20.1-2.0.3)

2.0.3-forge
4 июл. 2026 г.7,5 тыс.Minecraft: 1.20.1forge
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Что нового
## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 1.20.1-2.0.3)

2.0.3-fabric
4 июл. 2026 г.1,9 тыс.Minecraft: 1.20.1fabric
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## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 26.2-2.0.3)

2.0.3-neoforge
4 июл. 2026 г.264Minecraft: 26.2neoforge
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Что нового
## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 26.2-2.0.3)

2.0.3-fabric
4 июл. 2026 г.4,6 тыс.Minecraft: 26.2fabric
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Что нового
## Version 2.0.3 - Filtered out TACZ models/textures from taking damage (1.20.1) - 26.2 support! ## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Forge 1.20.1-2.0.2)

2.0.2-forge
10 июн. 2026 г.3,7 тыс.Minecraft: 1.20.1forge
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Что нового
## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 1.20.1-2.0.2)

2.0.2-fabric
10 июн. 2026 г.690Minecraft: 1.20.1fabric
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Что нового
## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 1.21.1-2.0.2)

2.0.2-neoforge
10 июн. 2026 г.9,6 тыс.Minecraft: 1.21.1neoforge
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Что нового
## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 1.21.1-2.0.2)

2.0.2-fabric
10 июн. 2026 г.12,1 тыс.Minecraft: 1.21.1fabric
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Что нового
## Version 2.0.2 - Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance) - Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some from Bosses'Rise and Born in Chaos) *Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :) ## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 1.21.10-2.0.1)

2.0.1-neoforge
4 июн. 2026 г.43Minecraft: 1.21.10neoforge
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Что нового
## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 1.21.10-2.0.1)

2.0.1-fabric
4 июн. 2026 г.280Minecraft: 1.21.10fabric
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Что нового
## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Forge 1.20.1-2.0.1)

2.0.1-forge
4 июн. 2026 г.603Minecraft: 1.20.1forge
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Что нового
## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 1.20.1-2.0.1)

2.0.1-fabric
4 июн. 2026 г.143Minecraft: 1.20.1fabric
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Что нового
## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 1.21.11-2.0.1)

2.0.1-neoforge
4 июн. 2026 г.192Minecraft: 1.21.11neoforge
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Что нового
## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 1.21.11-2.0.1)

2.0.1-fabric
4 июн. 2026 г.4,7 тыс.Minecraft: 1.21.11fabric
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Что нового
## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 1.21.1-2.0.1)

2.0.1-neoforge
4 июн. 2026 г.333Minecraft: 1.21.1neoforge
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Что нового
## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 1.21.1-2.0.1)

2.0.1-fabric
4 июн. 2026 г.108Minecraft: 1.21.1fabric
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Что нового
## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 26.1-2.0.1)

2.0.1-neoforge
4 июн. 2026 г.342Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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Что нового
## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! - Adds support for 26.1 :D ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 26.1-2.0.1)

2.0.1-fabric
4 июн. 2026 г.2,9 тыс.Minecraft: 26.1, 26.1.1, 26.1.2fabric
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Что нового
## Version 2.0.1 - Should fix most cases of log spam - Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by things like Essential Mod) - Improved caching and texture stamping for significant performance gains on larger entities - No longer applies damage to Epic Fight mod's healthbars ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! - Adds support for 26.1 :D ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Forge 1.20.1-2.0.0-Hotfix)

2.0.0-Hotfix-forge
27 мая 2026 г.665Minecraft: 1.20.1forge
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Что нового
### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 1.20.1-2.0.0-Hotfix)

2.0.0-Hotfix-fabric
27 мая 2026 г.169Minecraft: 1.20.1fabric
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Что нового
### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 1.21.1-2.0.0-Hotfix)

2.0.0-Hotfix-neoforge
27 мая 2026 г.866Minecraft: 1.21.1neoforge
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Что нового
### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 1.21.1-2.0.0-Hotfix)

2.0.0-Hotfix-fabric
27 мая 2026 г.134Minecraft: 1.21.1fabric
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Что нового
### Version 2.0.0-Hotfix - Fixes an AW/AT crash when no other rendering mods are present ## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 1.21.10-2.0.0)

2.0.0-neoforge
26 мая 2026 г.25Minecraft: 1.21.10neoforge
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Что нового
## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 1.21.10-2.0.0)

2.0.0-fabric
26 мая 2026 г.40Minecraft: 1.21.10fabric
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Что нового
## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Forge 1.20.1-2.0.0)

2.0.0-forge
26 мая 2026 г.97Minecraft: 1.20.1forge
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Что нового
## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 1.20.1-2.0.0)

2.0.0-fabric
26 мая 2026 г.73Minecraft: 1.20.1fabric
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Что нового
## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 1.21.1-2.0.0)

2.0.0-neoforge
26 мая 2026 г.110Minecraft: 1.21.1neoforge
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Что нового
## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 1.21.1-2.0.0)

2.0.0-fabric
26 мая 2026 г.33Minecraft: 1.21.1fabric
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Что нового
## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 1.21.11-2.0.0)

2.0.0-neoforge
26 мая 2026 г.30Minecraft: 1.21.11neoforge
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Что нового
## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 1.21.11-2.0.0)

2.0.0-fabric
26 мая 2026 г.16,5 тыс.Minecraft: 1.21.11fabric
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Что нового
## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (NeoForge 26.1-2.0.0)

2.0.0-neoforge
26 мая 2026 г.41Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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Что нового
## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! - Adds support for 26.1 :D ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
release

Visual Health (Fabric 26.1-2.0.0)

2.0.0-fabric
26 мая 2026 г.494Minecraft: 26.1, 26.1.1, 26.1.2fabric
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Что нового
## Version 2.0.0 **Additions:** - Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage texture, the mod now grabs the mob's original texture and composites the damage onto it. This massively improves compatibility with many mods and resourcepacks! - Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses) - Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls - New option to disable damage from specific entities in the Entity Overrides menu - Damage tier count can now be changed from the default 5 - New Extras config screen with additional options - Per-player skin sampling damage tint option added (Extras screen) for unique player colors - New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints! - Option to render damage on only the player (Extras screen) - Added **Enderdragon** emissive damage! **Changes:** - Generic/bruise damage now appears on the base texture instead of emissive renderlayer - Renamed "Color Overrides" to "Entity Overrides" to be more specific - Increased per-tier wound count - Removed EMF/ETF optional dependencies - Tweaked slime and magma cube damage colors - Added random opacity for wounds (gives a bit more of a natural look) - Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of that brown (new textures and less opacity too!) - Now only applies damage to fully opaque parts of the mob texture for consistent visuals - Updated the Entity Overrides button to emphasize that player damage can also be modified **Fixes:** - Red override color appearing blue - Baby mob damage pixel scale wrong (26.1+) - Damage now shows properly on unsheared sheep - Modded weapons causing generic damage - Copper golem showing damage (1.21.10+) *FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain renderlayer type and rendering the whole texture like that would look very wrong. This affects endermen and any mobs with EMISSIVE overrides.* ### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! - Adds support for 26.1 :D ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ## Version 1.0.0 - Initial release
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Visual Health (NeoForge 26.1-1.1.0)

1.1.0-neoforge
4 апр. 2026 г.159Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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Что нового
### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! - Adds support for 26.1 :D ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ### Version 1.0.0 - Default intial CHANGELOG file for Demistorm template, update before publishing!
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Visual Health (Fabric 26.1-1.1.0)

1.1.0-fabric
4 апр. 2026 г.2,8 тыс.Minecraft: 26.1, 26.1.1, 26.1.2fabric
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Что нового
### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! - Adds support for 26.1 :D ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ### Version 1.0.0 - Default intial CHANGELOG file for Demistorm template, update before publishing!
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Visual Health (Forge 1.20.1-1.1.0)

1.1.0-forge
4 апр. 2026 г.3,4 тыс.Minecraft: 1.20.1forge
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Что нового
### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ### Version 1.0.0 - Default intial CHANGELOG file for Demistorm template, update before publishing!
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Visual Health (Fabric 1.20.1-1.1.0)

1.1.0-fabric
4 апр. 2026 г.825Minecraft: 1.20.1fabric
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Что нового
### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ### Version 1.0.0 - Default intial CHANGELOG file for Demistorm template, update before publishing!
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Visual Health (NeoForge 1.21.1-1.1.0)

1.1.0-neoforge
4 апр. 2026 г.2,1 тыс.Minecraft: 1.21.1neoforge
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Что нового
### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ### Version 1.0.0 - Default intial CHANGELOG file for Demistorm template, update before publishing!
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Visual Health (Fabric 1.21.1-1.1.0)

1.1.0-fabric
4 апр. 2026 г.687Minecraft: 1.21.1fabric
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Что нового
### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ### Version 1.0.0 - Default intial CHANGELOG file for Demistorm template, update before publishing!
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Visual Health (NeoForge 1.21.11-1.1.0)

1.1.0-neoforge
4 апр. 2026 г.90Minecraft: 1.21.11neoforge
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Что нового
### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ### Version 1.0.0 - Default intial CHANGELOG file for Demistorm template, update before publishing!
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Visual Health (Fabric 1.21.11-1.1.0)

1.1.0-fabric
4 апр. 2026 г.7,6 тыс.Minecraft: 1.21.11fabric
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Что нового
### Version 1.1.0 - Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen) - Fixed mod not working with shaders on 1.21.1 - Fixed cow/pig texture issues on 1.20.1/1.21.1 - Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use! ### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ### Version 1.0.0 - Default intial CHANGELOG file for Demistorm template, update before publishing!
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Visual Health (Forge 1.20.1-1.0.1)

1.0.1-forge
13 мар. 2026 г.412Minecraft: 1.20.1forge
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Что нового
### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ### Version 1.0.0 - Default intial CHANGELOG file for Demistorm template, update before publishing!
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Visual Health (Fabric 1.20.1-1.0.1)

1.0.1-fabric
13 мар. 2026 г.171Minecraft: 1.20.1fabric
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Что нового
### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ### Version 1.0.0 - Default intial CHANGELOG file for Demistorm template, update before publishing!
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Visual Health (NeoForge 1.21.1-1.0.1)

1.0.1-neoforge
13 мар. 2026 г.281Minecraft: 1.21.1neoforge
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Что нового
### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ### Version 1.0.0 - Default intial CHANGELOG file for Demistorm template, update before publishing!
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Visual Health (Fabric 1.21.1-1.0.1)

1.0.1-fabric
13 мар. 2026 г.119Minecraft: 1.21.1fabric
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Что нового
### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ### Version 1.0.0 - Default intial CHANGELOG file for Demistorm template, update before publishing!
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Visual Health (NeoForge 1.21.11-1.0.1)

1.0.1-neoforge
13 мар. 2026 г.53Minecraft: 1.21.11neoforge
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Что нового
### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ### Version 1.0.0 - Default intial CHANGELOG file for Demistorm template, update before publishing!
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Visual Health (Fabric 1.21.11-1.0.1)

1.0.1-fabric
13 мар. 2026 г.401Minecraft: 1.21.11fabric
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Что нового
### Version 1.0.1 - Fixed null crash with Skin Shuffle mod installed - Added 1.21.1/1.20.1 versions - Fixed debug log spam ### Version 1.0.0 - Default intial CHANGELOG file for Demistorm template, update before publishing!
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Visual Health (NeoForge 1.21.11-1.0.0)

1.21.11-1.0.0
27 февр. 2026 г.37Minecraft: 1.21.11neoforge
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Что нового
- Initial release!
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Visual Health (Fabric 1.21.11-1.0.0)

1.21.11-1.0.0
27 февр. 2026 г.175Minecraft: 1.21.11fabric
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Что нового
- Initial release!