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CravenCraft's Bloody Bits

CravenCraft's Bloody Bits

by CravenCraft • Downloads: 0 • Followers: 0
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V2.0.0 Major Update!

I've successfully ported Bloody Bits to Neoforge 1.21.1! With it comes a host of new changes:

  • The mod has been completely refactored! Blood sprays and spatters are now particles instead of entities, which means a massive improvement on performance.
  • Blood spatters are now a LOT more accurate with where they are placed on blocks. Special thanks to Iron431 and his mod Iron's Simple Blood. I was able to implement some of his code to get my particles to properly render on the blocks.
  • Entity bleed colors are now modified via datapacks, and a tag system, which means a much more organized way of adding custom modded entity bleed colors. As well, using the entity tag system has another hidden benefit of being more performant.
  • The configs now use Neoforge's built-in menu! No more needing to open up the config files in the folders.
  • Some features such as blood sliding down walls have not been implemented yet. Getting the math to work for them is a bit tricky and will likely take some more time. However, blood still drips from the ceiling!

The mod should be way less prone to crashing errors now as particles are less troublesome to work with compared to entities (the old blood sprays), but there still may be some kinks to work out in the new version. If you encounter any issues, feel free to open up a bug report.

Blood Sprays & Spatters

v2_blood_spray.gif

When an entity is attacked, it will produce a certain amount blood spray particles at a certain velocity depending on attack damage. These particles will spatter onto almost all surfaces regardless of shape.

Blood Mist

When an entity is hit by a certain damage type (By default, this is arrows with mod support for TACZ and Scorched Guns), they will produce a blood mist. The size of the mist is configurable, and if the killing blow is dealt with a blood mist damage type then the mist produced will be double the size. I was looking into some more realistic war movies, and how BlockFront implements their blood, and wanted to emulate something similar. blood_mist.gif blood_mist_combat.gif Most of the (1.20.1 - Forge) mods used in the above gifs:

Blood Drip

v2_blood_drip.gif The blood spatters will also drip at random intervals if on a ceiling.

Data Driven Blood Color Types

data_driven_blood.png

Datapacks can dictate what color entities bleed (or if they bleed at all) based on a hex code value. This website can help with determining a custom blood color.

custom_blood_spatters.gif

In Game Configs

Using Neoforge's in-game config menu system, you're now able to edit config values without having to open up the actual file in the config directory.

in_game_config.gif

In the Client Config you can set things like the Blood Spatter Lifetime and the Blood Spatter Sound Volume.

In the Common Config you can blacklist certain damage sources from causing bleed damage to any entities. I've already included most sources that wouldn't make sense to cause bleeding such as onFire and starve, but if I missed any, then players can easily add the source to the list if they desire.

Editing Blood Color Types

To edit the blood color types, simply add a custom datapack to override the mod's existing one (I will provide a copy of the existing datapack for players to download). The datapack consists of two folders: blood_colors and tags.

datapack_structure.png

The blood_colors folder contains a list of JSON files. The names of these files don't matter. Each file simply contains a JSON object that has two properties: entity_tag and color. The entity_tag will references the desired JSON file in the tags/entity_type directory. The color property will reference the desired hex code color value that you want the entities to bleed.

blood_colors_structure.png

The tags folder contains a subfolder entity_type. This is a built-in Minecraft structure that allows us to add certain tags to entities for reference. Here, we simply create the JSON file that will act as the tag's name, and populate it with a list of entities that we want this tag to apply to.

bleeds_green_tag.png

Above is an example of the JSON file bleeds_green.json, which you will notice is the one that is referenced in the blood_colors/green.json file's entity_tag property. In this file, there are only two properties, but a lot of content since this is where the list of entities will be set.

  • The replace property simply tells the game that this datapack will, or will not, be replacing any preexisting data with this data. Since this is an entirely new tag that I am adding to these entities, I set this value to false, but if a datapack were made to override this one, then it would be set to true.
  • The values property will contain a list of all the entities that this tag should apply to. As well, JSON objects can be added to this list. These are denoted by the opening and closing curly braces {}. In here there the property required property determines if this object ID is required for the tag to load successfully. I'm using these objects as optional references to mod entities, so I set those properties as false. The id property references another file location that will contain the modded entities that I want this tag to apply to.

modded_bleeds_green_tag.png

Above is an example of a mod's entity that a tag should apply to.

Supported Mods By Default

Default Datapack Downloads

NOTE:

With future updates I will add more mod compats to the base datapack of Bloody Bits. If you have a specific mod that you would like added, just let me know, and I'll see if I can get it added in! If I can't, then it's fully possible to add them in yourself via a custom datapack.

All Versions

+ Add Version
## V2.1.0 Particle Update
  • Added a blood impact mist particles for projectile impacts, which will move towards the damage source (with some random variance).
  • Changed blood spray particles to be less over the top by default.
  • Made blood spatters slightly smaller.
  • Blood spray will go in the opposite direction of the damage (with some random variance).
  • Added a Common Config option for damage type debug messages.
  • Added Client Config options for blood spray friction and blood mist scale.
  • Added a Common Config option for blood spray amount and damage caps.
  • Blood sprays are now 3D similar to V1.3.4.
  • Blood mist particles will be double the size on a killing blow.
  • Silver Fish is now registered to bleed green by default.
  • Bugfix for issue: [#53](https://github.com/CravenCraft/BloodyBits/issues/53)
## V2.1.0 Particle Update
  • Added a blood impact mist particles for projectile impacts, which will move towards the damage source (with some random variance).
  • Changed blood spray particles to be less over the top by default.
  • Made blood spatters slightly smaller.
  • Blood spray will go in the opposite direction of the damage (with some random variance).
  • Added a Common Config option for damage type debug messages.
  • Added Client Config options for blood spray friction and blood mist scale.
  • Added a Common Config option for blood spray amount and damage caps.
  • Blood sprays are now 3D similar to V1.3.4.
  • Blood mist particles will be double the size on a killing blow.
  • Silver Fish is now registered to bleed green by default.
  • Bugfix for issue: [#53](https://github.com/CravenCraft/BloodyBits/issues/53)
## V2.0.2 Datapack Structure Hotfix
  • Fixed an issue with the built-in datapack structure. Changes entity_type to entity_types to be compliant with
the 1.20.1 datapack structure.

## V2.0.1 Server Issue Hotfix
  • Fixed a config issue causing blood sprays not to spawn on servers.

## V2.0.0 Complete Overhaul
Bloody Bits has been completely overhauled! Blood spatters are now particles! This means a massive boost in performance
along with fixing a heap of issues that players were having with some mods such as map mods detecting them as entities.
Here's a quick list of the changes:
  • Blood sprays, drips, and spatters are all now particles.
  • Blood spatters are now MUCH more accurate, and will adhere to their respective blocks without overlapping into air space.
  • 3D blood sprays have now been replaced with 2D textures as I feel like it looks a bit more gory.
  • Spatters don't slide down the sides of the wall as of yet. Still need to figure out the math for this.
  • Blood still drips from the ceiling at random intervals like before.
  • Blood color types are now completely data driven via datapacks. I'll include an example pack with the release of this
version. This also means much better performance with a larger amount of custom blood color entities in large modpacks.

## V2.0.0 Complete Overhaul
Bloody Bits has been completely overhauled! Blood spatters are now particles! This means a massive boost in performance
along with fixing a heap of issues that players were having with some mods such as map mods detecting them as entities.
Here's a quick list of the changes:
  • Blood sprays, drips, and spatters are all now particles.
  • Blood spatters are now MUCH more accurate, and will adhere to their respective blocks without overlapping into air space.
  • 3D blood sprays have now been replaced with 2D textures as I feel like it looks a bit more gory.
  • Spatters don't slide down the sides of the wall as of yet. Still need to figure out the math for this.
  • Blood still drips from the ceiling at random intervals like before.
  • Blood color types are now completely data driven via datapacks. I'll include an example pack with the release of this
version. This also means much better performance with a larger amount of custom blood color entities in large modpacks.
## V2.0.0 Complete Overhaul
Bloody Bits has been completely overhauled! Blood spatters are now particles! This means a massive boost in performance
along with fixing a heap of issues that players were having with some mods such as map mods detecting them as entities.
Here's a quick list of the changes:
  • Blood sprays, drips, and spatters are all now particles.
  • Blood spatters are now MUCH more accurate, and will adhere to their respective blocks without overlapping into air space.
  • 3D blood sprays have now been replaced with 2D textures as I feel like it looks a bit more gory.
  • Spatters don't slide down the sides of the wall as of yet. Still need to figure out the math for this.
  • Blood still drips from the ceiling at random intervals like before.
  • Blood color types are now completely data driven via datapacks. I'll include an example pack with the release of this
version. This also means much better performance with a larger amount of custom blood color entities in large modpacks.

## V1.3.4 More Bugfixes
for spotting this issue and opening a PR with the fix.
## V1.3.2 More Bug Fixes
  • Fixed a bug causing explosive events to spray blood from gun sources such as the player.
Special thanks to [slava110](https://github.com/slava110) for this fix.
  • Made the **show_mob_damage** client config always set to false until it is fully ready to be implemented. Should
prevent any accidental server crashes if someone configures it.
  • Fixed a bug that was causing server crashes (Forgot I didn't move the client events to their own client-side only class).
  • Updated README to reflect recent minor version bump.

## V1.3.1
  • Hotfix for a potential game crashing bug with certain entities.

## V1.3.0
  • NOTE: _HIGHLY_ RECOMMENDED TO DELETE PREVIOUS CONFIG FILES PRIOR TO UPDATING.**
  • Remade all blood spatter textures to be a bit more detailed with different opacities.
  • Exploding mobs such as creepers now produce huge blood sprays on explosion.
  • Fixed bug that allows blood spatters to catch on fire.
  • Fixed bug that causes a blood fountain whenever the player dies, but does not respawn.
  • Added an option to blacklist the player (all players) from being an entity that can bleed.
  • Stopped blood from triggering buttons and interacting with other entities.
  • Removing blood sprays/chunks on entity death until I find a better & less crash-prone solution.
  • Major rework to blood entities. They no longer extend the AbstractArrow class, which fixes the catching fire, button pressing,
and some crashing bugs. As well, allowed me to remove some mixin classes that were prone to errors when using Sinytra Connector.
  • Added config option to modify the blood spray radius.
  • Fixed minor bug that caused blood to not spray in certain directions.
  • Added an optional bleed effect (default is false. Enable in config.) when an entity is below 50% health that bleeds more as they get lower in health.
  • Experimenting with a system for showing entity damage. If it viable, it will be fully implemented in the future.
## V1.3.1
  • Hotfix for a potential game crashing bug with certain entities.
## V1.3.0
  • NOTE: _HIGHLY_ RECOMMENDED TO DELETE PREVIOUS CONFIG FILES PRIOR TO UPDATING.**
  • Remade all blood spatter textures to be a bit more detailed with different opacities.
  • Exploding mobs such as creepers now produce huge blood sprays on explosion.
  • Fixed bug that allows blood spatters to catch on fire.
  • Fixed bug that causes a blood fountain whenever the player dies, but does not respawn.
  • Added an option to blacklist the player (all players) from being an entity that can bleed.
  • Stopped blood from triggering buttons and interacting with other entities.
  • Removing blood sprays/chunks on entity death until I find a better & less crash-prone solution.
  • Major rework to blood entities. They no longer extend the AbstractArrow class, which fixes the catching fire, button pressing,
and some crashing bugs. As well, allowed me to remove some mixin classes that were prone to errors when using Sinytra Connector.
  • Added config option to modify the blood spray radius.
  • Fixed minor bug that caused blood to not spray in certain directions.
  • Added an optional bleed effect (default is false. Enable in config.) when an entity is below 50% health that bleeds more as they get lower in health.
  • Experimenting with a system for showing entity damage. If it viable, it will be fully implemented in the future.
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