Simple Blood
ModAdds simple blood particles.
Type
Mod
Modrinth Downloads
6,224
Modrinth ID
lAKYDTAr
Last Updated
Jul 26, 2026
Description

Adds simple blood particles.
When entities take damage, they bleed proportionally to the amount dealt. Weak hits create small, short splashes, while heavy hits result in dramatic blood bursts. Entities at low health slowly drip blood, and killing blows trigger larger death bursts.
Features
Hit Burst + Death Burst + Bloodstains
Blood in different colors
Iron Golem Debris Particles
Underwater Blood Fog
Everything's configurable
...and many more features!Configuration
All effects are fully customizable through Mod Menu and Cloth Config API.
For Mod Developers
import com.bloodmod.BloodModAPI; // Registering by the raw id string works on every loader & MC version: BloodModAPI.registerEntityBlood("yourmod:custom_mob", new BloodModAPI.BloodSettings() .setColor(0xFF0000) // blood colour 0xRRGGBB (or setColor(r, g, b)) .setCanBleed(true) .setCanDripAtLowHealth(true) // continuous drip while wounded .setTransformToStains(true)); // ground stains + underwater fog // You can also register by EntityType: BloodModAPI.registerEntityBlood(YourEntities.CUSTOM_MOB, new BloodModAPI.BloodSettings() .setColor(0x8B0000));Simple Blood exposes a client-side API to fully control blood behaviour for your mod's entities. Call it from your client initializer. Everything you register overrides the config and defaults; every option is optional, so you only set what you want to change.
All BloodSettings options
Colour
- setColor(int rgb) / setColor(int r, int g, int b) — static blood colour.
- setColorProvider(Function<LivingEntity, Integer>) — dynamic colour resolved per entity instance (e.g. follow an entity's tint or state). Return null to fall back.
Core behaviour
- setCanBleed(boolean) — whether it bleeds at all.
- setCanDripAtLowHealth(boolean) — set false for constructs/undead.
- setTransformToStains(boolean) — ground stains + water fog clouds.
Water & environment
- setCreatesFogUnderwater(boolean) — force the underwater-fog behaviour on its own.
- setParticlesDespawnInWater(boolean) — particles vanish on water contact (snow-golem style).
- setBleedWhenAsphyxiating(boolean) — opt back in to bleeding from drowning / suffocation / drying-out (Simple Blood suppresses those by default).
Amount, size & sound
- setParticleSizeMultiplier(float) — droplet size (1.0 = default).
- setBurstIntensityMultiplier(float) — particles per hit/death.
- setDripIntensityMultiplier(float) — low-health drip amount.
- setBloodSound(SoundEvent) — custom blood sound.
- setSoundEnabled(boolean) — per-entity sound toggle.
Advanced
- setBleedPredicate(BiPredicate<LivingEntity, DamageSource>) — full control over which hits bleed; return true to bleed. Overrides the default asphyxiation filtering.
Examples
// Dynamic colour that follows the entity: BloodModAPI.registerEntityBlood("yourmod:rainbow_slime", new BloodModAPI.BloodSettings() .setColorProvider(e -> ((RainbowSlime) e).getTintRGB())); // A sap-bleeding treant: brown, no drip, no stains: BloodModAPI.registerEntityBlood("yourmod:treant", new BloodModAPI.BloodSettings() .setColor(0x5B3A1A) .setCanDripAtLowHealth(false) .setTransformToStains(false)); // A water elemental that DOES bleed when it dries out: BloodModAPI.registerEntityBlood("yourmod:water_elemental", new BloodModAPI.BloodSettings() .setBleedWhenAsphyxiating(true)); // A big boss that bleeds heavily, but never from fall damage: BloodModAPI.registerEntityBlood("yourmod:colossus", new BloodModAPI.BloodSettings() .setParticleSizeMultiplier(1.5f) .setBurstIntensityMultiplier(2.0f) .setBleedPredicate((entity, source) -> !source.is(DamageTypes.FALL)));Global controls
// Stop these damage types from ever producing blood, for ANY entity: BloodModAPI.addNonBleedingDamageType(DamageTypes.IN_FIRE); BloodModAPI.addNonBleedingDamageType(DamageTypes.LAVA); BloodModAPI.getRegisteredEntities(); // Set<String> of registered ids BloodModAPI.unregisterEntityBlood("yourmod:x"); // remove oneThe built-in drowning / suffocation / dry-out suppression always applies unless an entity opts out via setBleedWhenAsphyxiating(true) or its own bleedPredicate.
Compatibility
Mod Loaders
Game Versions
Screenshots
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