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ВЕРСИИ (68)
release
Visual Health (NeoForge 26.2-2.0.5)
2.0.5-neoforge7 окт. 2026 г.136Minecraft: 26.2neoforge
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 26.2-2.0.5)
2.0.5-fabric7 окт. 2026 г.1,3 тыс.Minecraft: 26.2fabric
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-neoforge7 окт. 2026 г.194Minecraft: 26.3neoforge
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-fabric7 окт. 2026 г.2,9 тыс.Minecraft: 26.3fabric
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-neoforge7 окт. 2026 г.111Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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-fabric7 окт. 2026 г.391Minecraft: 26.1, 26.1.1, 26.1.2fabric
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-neoforge7 окт. 2026 г.69Minecraft: 1.21.11neoforge
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-fabric7 окт. 2026 г.1,2 тыс.Minecraft: 1.21.11fabric
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 (Forge 1.20.1-2.0.4)
2.0.4-forge21 сент. 2026 г.4,4 тыс.Minecraft: 1.20.1forge
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 1.20.1-2.0.4)
2.0.4-fabric21 сент. 2026 г.777Minecraft: 1.20.1fabric
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-neoforge21 сент. 2026 г.87Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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-fabric21 сент. 2026 г.262Minecraft: 26.1, 26.1.1, 26.1.2fabric
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-neoforge21 сент. 2026 г.6,3 тыс.Minecraft: 1.21.1neoforge
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-neoforge21 сент. 2026 г.57Minecraft: 26.3neoforge
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-neoforge21 сент. 2026 г.38Minecraft: 1.21.11neoforge
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 1.21.11-2.0.4)
2.0.4-fabric21 сент. 2026 г.764Minecraft: 1.21.11fabric
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-fabric21 сент. 2026 г.1,1 тыс.Minecraft: 1.21.1fabric
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-fabric21 сент. 2026 г.975Minecraft: 26.3fabric
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-neoforge21 сент. 2026 г.63Minecraft: 26.2neoforge
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-fabric21 сент. 2026 г.751Minecraft: 26.2fabric
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-forge4 июл. 2026 г.7,5 тыс.Minecraft: 1.20.1forge
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-fabric4 июл. 2026 г.1,9 тыс.Minecraft: 1.20.1fabric
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 (NeoForge 26.2-2.0.3)
2.0.3-neoforge4 июл. 2026 г.264Minecraft: 26.2neoforge
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-fabric4 июл. 2026 г.4,6 тыс.Minecraft: 26.2fabric
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-forge10 июн. 2026 г.3,7 тыс.Minecraft: 1.20.1forge
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-fabric10 июн. 2026 г.690Minecraft: 1.20.1fabric
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-neoforge10 июн. 2026 г.9,6 тыс.Minecraft: 1.21.1neoforge
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-fabric10 июн. 2026 г.12,1 тыс.Minecraft: 1.21.1fabric
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-neoforge4 июн. 2026 г.43Minecraft: 1.21.10neoforge
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-fabric4 июн. 2026 г.280Minecraft: 1.21.10fabric
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-forge4 июн. 2026 г.603Minecraft: 1.20.1forge
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-fabric4 июн. 2026 г.143Minecraft: 1.20.1fabric
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-neoforge4 июн. 2026 г.192Minecraft: 1.21.11neoforge
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-fabric4 июн. 2026 г.4,7 тыс.Minecraft: 1.21.11fabric
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-neoforge4 июн. 2026 г.333Minecraft: 1.21.1neoforge
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-fabric4 июн. 2026 г.108Minecraft: 1.21.1fabric
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-neoforge4 июн. 2026 г.342Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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-fabric4 июн. 2026 г.2,9 тыс.Minecraft: 26.1, 26.1.1, 26.1.2fabric
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-forge27 мая 2026 г.665Minecraft: 1.20.1forge
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-fabric27 мая 2026 г.169Minecraft: 1.20.1fabric
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-neoforge27 мая 2026 г.866Minecraft: 1.21.1neoforge
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-fabric27 мая 2026 г.134Minecraft: 1.21.1fabric
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-neoforge26 мая 2026 г.25Minecraft: 1.21.10neoforge
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-fabric26 мая 2026 г.40Minecraft: 1.21.10fabric
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-forge26 мая 2026 г.97Minecraft: 1.20.1forge
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-fabric26 мая 2026 г.73Minecraft: 1.20.1fabric
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-neoforge26 мая 2026 г.110Minecraft: 1.21.1neoforge
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-fabric26 мая 2026 г.33Minecraft: 1.21.1fabric
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-neoforge26 мая 2026 г.30Minecraft: 1.21.11neoforge
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-fabric26 мая 2026 г.16,5 тыс.Minecraft: 1.21.11fabric
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-neoforge26 мая 2026 г.41Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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-fabric26 мая 2026 г.494Minecraft: 26.1, 26.1.1, 26.1.2fabric
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 (NeoForge 26.1-1.1.0)
1.1.0-neoforge4 апр. 2026 г.159Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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!
release
Visual Health (Fabric 26.1-1.1.0)
1.1.0-fabric4 апр. 2026 г.2,8 тыс.Minecraft: 26.1, 26.1.1, 26.1.2fabric
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!
release
Visual Health (Forge 1.20.1-1.1.0)
1.1.0-forge4 апр. 2026 г.3,4 тыс.Minecraft: 1.20.1forge
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!
release
Visual Health (Fabric 1.20.1-1.1.0)
1.1.0-fabric4 апр. 2026 г.825Minecraft: 1.20.1fabric
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!
release
Visual Health (NeoForge 1.21.1-1.1.0)
1.1.0-neoforge4 апр. 2026 г.2,1 тыс.Minecraft: 1.21.1neoforge
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!
release
Visual Health (Fabric 1.21.1-1.1.0)
1.1.0-fabric4 апр. 2026 г.687Minecraft: 1.21.1fabric
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!
release
Visual Health (NeoForge 1.21.11-1.1.0)
1.1.0-neoforge4 апр. 2026 г.90Minecraft: 1.21.11neoforge
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!
release
Visual Health (Fabric 1.21.11-1.1.0)
1.1.0-fabric4 апр. 2026 г.7,6 тыс.Minecraft: 1.21.11fabric
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!
release
Visual Health (Forge 1.20.1-1.0.1)
1.0.1-forge13 мар. 2026 г.412Minecraft: 1.20.1forge
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!
release
Visual Health (Fabric 1.20.1-1.0.1)
1.0.1-fabric13 мар. 2026 г.171Minecraft: 1.20.1fabric
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!
release
Visual Health (NeoForge 1.21.1-1.0.1)
1.0.1-neoforge13 мар. 2026 г.281Minecraft: 1.21.1neoforge
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!
release
Visual Health (Fabric 1.21.1-1.0.1)
1.0.1-fabric13 мар. 2026 г.119Minecraft: 1.21.1fabric
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!
release
Visual Health (NeoForge 1.21.11-1.0.1)
1.0.1-neoforge13 мар. 2026 г.53Minecraft: 1.21.11neoforge
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!
release
Visual Health (Fabric 1.21.11-1.0.1)
1.0.1-fabric13 мар. 2026 г.401Minecraft: 1.21.11fabric
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!
release
Visual Health (NeoForge 1.21.11-1.0.0)
1.21.11-1.0.027 февр. 2026 г.37Minecraft: 1.21.11neoforge
Что нового
- Initial release!
release
Visual Health (Fabric 1.21.11-1.0.0)
1.21.11-1.0.027 февр. 2026 г.175Minecraft: 1.21.11fabric
Что нового
- Initial release!