Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
BloodyParticles
Make every hit feel meaningful. Mobs splash thematic blood and impact particles when damaged — different effects per mob, scaling with attack charge and critical hits.
Features
- 74 vanilla mobs covered out of the box, each with their own thematic effect (zombie redstone-blood, bee honey, blaze flame, axolotl pink-dye, ...).
- 100% client-side — works on any vanilla server, no server install needed.
- Configurable in-game: native config GUI with sliders for intensity, view radius, critical multiplier. English / Spanish.
- Hit-aware: particle count scales with attack charge and critical hits.
- Custom particles: registers its own (e.g. falling feathers for chickens and parrots) with proper sprite-based physics.
This mod is a rework of a datapack that did the same thing but wasn't very user-friendly when it came to scaling the project, nor was it particularly efficient. You can view the datapack here:
This release expands BloodyParticles from a mob-blood mod into a full visual feedback layer for combat, movement, enchantments, and projectiles. Every effect below can be toggled or fine-tuned from the in-game config GUI (Mods → BloodyParticles → Config) — including thresholds, intensities, and texture variants.
Damage Source Variants
Mobs now react to how they're hit, not just that they were hit:
- Fire (flame + small_flame), Lava (flame + lava drops), Drowning (bubble pops), Suffocation (stone block crack)
- Poison → custom green skull smoke (rising, fading)
- Wither → custom black skull smoke
- Freezing → custom snowflakes (rotating, drifting)
Defaults apply to every mob automatically. Addon resourcepacks can override per mob.
Animated Custom Particles
Custom particles now support multi-frame animation via standard mcmeta. Drop name_0.png, name_1.png, ... and list them in the particles JSON — feather, skulls, snowflake, and ender pearl particles all animate automatically when given multiple frames.
Low-HP Visuals
- Red vignette overlay with two texture variants (V1 subtle / V2 bloody) and configurable HP threshold (1–99%).
- Blood particles that pulse sparsely below the threshold and become continuous below half-threshold, with adjustable intensity.
Player Movement Effects
- Sprint trail — campfire smoke behind you, with configurable warmup time. Works while riding a mount (horse galloping). Auto-skipped on ice and snow.
- Falling trail — white smoke streaming behind during freefall.
- Landing burst — smoke + dust + stone shards on impact (3+ block falls).
- Water entry splash — biome-tinted water chunks + snow foam + dolphin sound on jumping into water.
Each can be toggled independently.
Shield Block
Wood + crit particles project forward in your look direction when blocking an attack — fully reliable even when the shield absorbs 100% of damage.
Enchanted Arrows (Bow)
- Flame: fire + smoke trail; bigger flame + lava + large_smoke burst on mob impact.
- Power:
enchanted_hit+ witch trail (count scales with level);sweep_attack+dragon_breathburst on impact. - Detection works for any combination of both enchants on the same arrow.
Fire Aspect (Sword)
Melee hits with a Fire-Aspect-enchanted weapon trigger the same flame burst as Flame arrows.
Boot Enchantments
- Feather Falling — 2–5 feathers on landing.
- Frost Walker — snowflakes + occasional
end_rodsparks at your feet over water. - Soul Speed — soul + dust_plume on soul sand / soul soil. Configurable intensity.
- Depth Strider — bubble, fishing, dolphin, and small white air particles around your legs underwater. Configurable intensity.
Ender Pearl
- Custom wave_enderpearl anchored at each pearl tick — grows + fades, creating a "tunnel" along the pearl's path.
- Custom dot_enderpearl scattering with dispersion.
- Portal + occasional
dragon_breathas the magical undertone. - Teleport burst of all of the above when the pearl impacts and teleports you.
On-Fire Continuous Loop
Any burning mob (or player) emits continuous flame + smoke. Smoke-dominant for a believable charred look. Fire-immune mobs (blaze, magma cube, ghast, wither) are skipped automatically. Configurable intensity.
Everything is configurable
The mod ships with a native NeoForge config screen — every feature in this list has its own toggle, and many expose sliders for thresholds, frequencies, and intensity.
- Don't like an effect? Disable it.
- Want it more dramatic? Crank the slider.
- Hot-reloadable from the GUI: changes apply instantly without restarting.
v3.2 -What's new
- Knockback / Punch Wave;
Shockwave with swords and a bow, featuring the knockback and punch enchantments.
- Full multiplayer functionality
Multiplayer support for other players' visual effects (still 100% client-side, compatible with any vanilla server)


