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Adds new particle effects and blood splatter when entities are hit, enhancing the visual impact of combat.

Description

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✨ Brand New User Interface (UI)

Your experience just leveled up. The mod now features an intuitive User Interface, making configuration faster, clearer, and more enjoyable than ever.

/brutalimpactsui

UI


🖱️ New Preset Styles

Inside the new UI, you’ll find three one-click presets to instantly match your preferred particle style:

  • Clean – A vanilla-like style.
  • Normal – Balanced visuals for everyday gameplay.
  • Brutal – Maximum intensity for a dramatic and violent experience.

Switch between them anytime and find the vibe that fits your playstyle.


⚙️ Advanced Customization Options

Take full control over how your particles behave with new adjustable parameters:

  • Minimum Scale
    Sets the lower bound for particle size.
  • Maximum Scale
    Defines the upper bound for particle size.
  • Global Scale Multiplier
    This acts as a sensitivity factor, scaling particle size dynamically based on the intensity of the hit.
  • Particle Multiplier
    Determines how many particle spawners are triggered per damage event.

Fine-tune your visuals, push the limits, and make every hit feel exactly the way you want.


🔥 Now it reacts to damage!!🔥

As you can see, the more damage is caused, the greater the number and scale of the particle effects will be.

damageGIF


Brutal Impacts

Brutal Impacts is a Hytale server mod that adds extra impact particles when entities take damage. It does not replace vanilla particles; it appends additional world particles to the damage event.

Currently, all mobs have extra particles; they aren't the best, but I'll try to improve them in future updates.

This mod supports both the base game's particle systems and custom ones created by users.

Configuration (Hit Particles JSON)

On startup, the mod creates/uses a data directory named BrutalImpacts/ next to the mod JAR and loads hit particle rules from *.json files inside it.

You can override the base directory with the JVM system property:

-Dbrutalimpacts.dir=<path> → data dir becomes <path>/BrutalImpacts/

Files

  • DefaultHitParticles_ReadOnly.json
    • Bundled defaults (read-only example).
    • Overwritten when the mod updates.
  • USER_HitParticles.json
    • Your personal overrides.
    • Created once and never overwritten on updates.
  • Weapons_ReadOnly.json
    • Bundled defaults for source/weapon multipliers (read-only example).
    • Overwritten when the mod updates.
  • USER_Weapons.json
    • Your personal weapon/source overrides.
    • Created once and never overwritten on updates.
  • Any other *.json file (e.g. MoreAnimals.json)
    • Additional hit-particle rules, weapon/source tuning, or both (useful for modpacks / servers).

Priority (override order)

When multiple JSON files define rules for the same model id, priority is:

  1. USER_HitParticles.json (highest)
  2. Other *.json (sorted by filename)
  3. DefaultHitParticles_ReadOnly.json (lowest)

Tip: if you need one modder file to win over another, prefix the filename (e.g. 00_MoreAnimals.json).

Weapon/source tuning follows the same priority, using the sources and weapons sections.

Hot reload

After editing any JSON file, reload rules in-game:

  • /brutalimpacts --reload

Debug mode

You can toggle verbose debug output in-game with:

  • /brutalimpacts --debug

Default Particles

The default particles (the blood splatter) can be replaced using:

  • /brutalimpacts --particle <ParticleSystemId>

JSON format

The bundled README shipped into the data directory includes the full JSON schema + examples:

  • BrutalImpacts/README.md (generated at runtime)
  • src/main/resources/brutalimpacts/README.md (source copy in this repo)

Developer API (optional)

Other mods/plugins can register rules at runtime via:

  • dev.hytalemodding.api.BrutalImpactsApi.hitParticles()

Resources