All versions
2.1.0
Release
Better Blood Overlay 2.1.04 months ago 49
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Forge
Supported environments
Client and server
Changes
Changelog
2.1.0 ā The Gore & Customization Update
š§ Wounds on Mobs
- The full wound system now works on mobs: Zombies, Husks, Drowned, Zombie Villagers, Piglins, Piglin Brutes, Zombified Piglins, Villagers, Wandering Traders, Witches, Vindicators, Pillagers, Evokers and Illusioners
- Zombie-type mobs bleed darker, rotten blood
- Skeletons are intentionally excluded ā bones don't bleed
š Environmental Gore (all toggleable)
- Ground pools: blood pools grow under heavily bleeding players, mobs and corpses, dry to brown and fade away ā rain washes them off faster
- Wall splatter: heavy hits splatter blood onto nearby blocks (every player sees the same pattern, no extra network traffic)
- Drip particles: fresh heavy wounds drip blood to the ground
- Bloody weapons (experimental): weapons drip blood after melee hits until washed off
š„ļø First-Person Feedback
- Red damage vignette that scales with how wounded you are (pulses when badly hurt)
- Blood splatters on your screen when taking heavy hits
āļø Setup Screen & Presets
- First-launch setup screen with visual previews and presets: Realistic, RPG, Cinematic, Soft, Minimal
- Create your own preset and share it as a short code (e.g.
BBO1:63:45) ā friends can import it, and servers can enforce one for all players via the server config (sharedPreset) - Reopen the setup anytime with
/bloodsetupor the Blood... button in Options - Admin commands:
/betterblood clearand/betterblood wound <limb> <category> <severity> - Full client + server config files
āļø Mod Compatibility
- Epic Fight: wounds now render on the animated battle-mode model and follow combat animations (fixes blood disappearing in battle stance)
- Corpse: corpses show the wounds you died with ā blood keeps drying on the body, and players arriving later still see it
š§ Fixes & Internals
- Players who join or come close later now see existing wounds on others (sync fix)
- Removed the legacy 1.0 overlay system
- Wound texture lifecycle cleanup (no leaks when mobs despawn or players respawn)
2.0.0 ā The Wound Update (complete rewrite)
- Replaced the health-based overlay with a true wound simulation: every hit creates an individual wound at the actual hit position (body part, side and height)
- Seed-generated textures at runtime ā no two wounds ever look the same
- Damage types: cuts/blood (weapons, arrows, explosions, falls), burns (fire & lava, scattered across the body, not washable), bruises (unarmed hits)
- Blood drips pixel by pixel and flows downward: head ā torso ā legs
- Blood dries to brown over time; water and rain wash it off, leaving a unique scar that fades as you heal
- Bruises age like real hematomas: purple ā green ā yellow
- Full multiplayer sync ā everyone sees everyone's wounds
- ā ļø Breaking change: the mod must now be installed on the server as well (singleplayer works out of the box)
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:TSCrvOPg:tpXwKepn"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:TSCrvOPg:tpXwKepn"
}

