Better Blood Overlay

Better Blood Overlay 2.1 — Complete Rewrite, Procedural Wounds, Environmental Gore, Multiplayer Sync
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betterbloodoverlay-forge-1.20.1-2.2.0.jar

File namebetterbloodoverlay-forge-1.20.1-2.2.0.jar
Uploaded
Jul 10, 2026
Downloads
20.6K
Size
181.9 KB
Mod Loaders
Forge
File ID
8405671
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:better-blood-overlay-1332112:8405671")

Learn more about Curse Maven

What's new

2.2.0 — The Realism Update

The biggest update yet: blood now behaves like blood. Splatter follows real spatter physics, pools spill over edges and run down blocks, water reddens and dilutes, scars keep the shape of the wound that made them, and every living entity can bleed. Everything is still purely visual, generated entirely at runtime (no texture files), and fully toggleable.

🩸 Blood Physics & World Gore

  • Physically based splatter: cast-off patterns now depend on the wounded body region and hit strength. Head and torso hits create long, narrow streaks, while arms and legs leave shorter, heavier marks. Headshots can spray blood onto the ceiling, with a thin back-spatter mist behind the target.

  • Directional death bursts: lethal hits now spray blood along the direction of the blow (exit side) and mostly downward into a pool instead of producing unrealistic 360° fountains.

  • New ceiling drip simulation:

    • Every hanging drop is unique, using 5 shape archetypes plus randomized bulb size, filament length and thickness, lean, twin beads and 6 filament textures.

    • Drops form and fall independently instead of in lock-step.

    • New pinch-off physics simulate swelling bulbs, thinning filaments and satellite droplets before falling.

    • Falling drops obey gravity and air resistance, reaching terminal velocity and flattening naturally while falling.

  • Edge overflow: pools reaching a block edge now create thin rivulets that slowly run down the block face instead of folding unrealistically over the corner.

  • Finite blood: pools spread organically, dry into dark stains and eventually disappear completely. Wall splatter, ceiling splatter, trails and bullet holes now all have configurable lifetimes.

  • Uniform blood colour: blood no longer changes brightness depending on the surface or viewing angle.

  • Bloody footprints: walking through fresh blood leaves foot-shaped prints that match your movement direction, alternate between left and right feet and gradually wear away.

  • Weapon blood: melee weapons now drip blood after combat. Carrying a bloody weapon while standing still slowly creates a small puddle beneath you, while blood also smears onto your striking hand before naturally wearing off.

  • Blood writing: sneak while holding the attack button with a bloody weapon to smear dripping blood onto walls. Purely visual and perfect for horror maps or creative builds.

🌊 Water

  • Blood entering water now reddens the surface locally and gradually dilutes over time. It disperses quickly in open water but lingers longer in enclosed pools.

  • Swimming through bloodied water tints your screen red before gradually washing away as you leave the water.

  • Bleeding underwater now creates soft, diffusing blood clouds while keeping mobs clearly visible.

  • Washing is now calculated per body part. A head wound no longer disappears just because only your legs are underwater. Rain still cleans the entire body.

  • Blood droplets falling into water create small dispersing plumes.

🩹 Wounds, Scars & Healing

  • Wound rendering rewritten: wounds no longer flicker or disappear while entities move, and overlapping wounds no longer erase one another.

  • Scars preserve every wound: bullet wounds leave bullet scars, slashes leave slash scars. Scars remain for several minutes before fading away and are properly cleaned up server-side so they never return after re-syncing.

  • Healing visibly closes wounds: regeneration and healing potions now shrink wounds until only the fading scar remains. An optional red mist effect (healSmoke, disabled by default) simulates evaporating blood while wounds close.

  • Fixed blue blood: regenerating wounds no longer turn purple.

  • Baby mob support: wounds and blood now correctly scale to baby entity models.

  • Explosions now create burns and shrapnel wounds, while fall damage injures both legs.

  • Improved modded weapon support: every held weapon can now create cuts. Bruises only occur when both hands are empty, and source-less modded damage now wounds random body sides instead of always hitting the front.

🌍 Universal Blood Support

  • Every living entity can bleed: pools, drips, splatter and directional death bursts now work for all vanilla and modded living entities, not just officially supported ones.

  • Detailed body wound overlays continue to render only on supported humanoid models.

  • Naturally bloodless entities (Skeletons, Golems, Slimes, Blazes, etc.) are excluded through the fully configurable mobBloodBlacklist server setting.

🖥️ First-Person Feedback

  • Ceiling drips landing on you now splatter blood high across your screen.

  • Close-range melee kills briefly splash blood across your view.

  • Removed the unrealistic effect where nearby bleeding mobs covered your screen with blood.

⚙️ Settings & Setup

  • Blood Amount (0–300%) scales nearly every blood effect, including splatter density, pool size, death bursts and weapon drips.

  • Blood Lifetime (10–400%) controls how long blood, decals and scars remain in the world. Low values are perfect for fast-healing or superhero-style modpacks.

  • Bruises Toggle (Server): completely disable bruises.

  • Epic Fight Wounds Toggle (Client): hide body wounds on Epic Fight's animated combat model if desired while leaving world blood untouched.

  • The setup screen now remembers your custom configuration. Reopening it restores your current settings, and Create your own... starts from them instead of resetting everything.

  • Preset share codes now include the new sliders while remaining fully backward compatible with older codes.

⚔️ Mod Compatibility

  • TACZ: gunshot entry wounds now appear at the exact bullet impact location, with block bullet holes whose size scales with caliber.

  • Epic Fight: wounds now render correctly on the animated combat mesh and respect the new client-side toggle.

  • Modern Damage Control: BetterBloodOverlay now detects MDC's custom body-part damage system even though it bypasses vanilla hurt events, while safely ignoring unrelated cancelled damage events.

  • Corpse: corpses continue to inherit and preserve all wounds present at the moment of death.

🔧 Fixes

  • Added wound/decal render distance settings, decal caps and improved distance culling.

  • Runtime wound textures are now properly released for every despawned entity, preventing memory leaks even with universal blood support.

  • Blood pools disappear when their supporting block is broken.

  • Wall and ceiling blood now washes away underwater instead of floating in mid-air.

📝 Notes

  • Known compatibility issue: one reported interaction involving Sophisticated Backpacks, Fsang Heroes and specific held items can cause invisible player skins. BetterBloodOverlay does not write to the depth buffer and cannot hide player models by itself. Please report reproducible setups.

  • Shaderpacks: heavily colour-grading shaders may tint runtime-generated blood textures. Vanilla rendering remains unaffected.

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