Blood Bits: Flow 2.9.1 — Forge 1.20.1
Curse Maven Snippet
What's new
Minecraft 1.20.1 · Forge 47.4.10+ · Java 17 · Client and Server
Blood Bits: Flow 2.9.1
This release includes the unreleased 2.9.0 changes plus the fixes below.
Compatibility and upgrading
- The server and every client must run 2.9.1. The network protocol has changed:
forge-1.20.1-6on Forge and9on NeoForge. - Blood is now stored more compactly on items, bodies and blocks. 2.9.1 reads worlds saved by older versions. If a world saved by 2.9.1 is opened in 2.8.3 or older, blood stored in the new format is lost. Back up worlds before upgrading if you may want to downgrade.
- The mod ID
bloodbits_flow, namespacebloodmarks, and public APIdev.bloodbits.flow.api.BloodBitsApiare unchanged.
Fixes since the 2.9.0 test build
- Item editor: finds and paints textures outside
textures/, including the images underassets/mekanism/render/used by Mekanism's Atomic Disassembler, Flamethrower, Jetpack, Scuba Tank, Scuba Mask and Free Runners. Rules on these textures already applied in game; the editor could not show them. - Clean skin areas: the model is now drawn at the intended size and aligned with the brush. Previously, it was 16 times smaller and off centre.
New features
Clean skin areas
- Opens on first joining a world and from a button in the pause menu.
- Shows your skin on a 3D model and unfolded flat. Marked texels are excluded from blood, dirt, soot and snow.
- The mask uses skin texels and applies to both vanilla and Epic Fight player models.
- Saved in
config/bloodbits_flow/skin_masks/<UUID>.txt; the server synchronizes it with other players.
3D item editor
Open mod settings → Items → Open editor.
- Rotate the item by dragging empty space and zoom with the wheel.
- View the full texture of each part beside the 3D item.
- Paint Block, Allow or Auto pixels on either view with a 1–3 pixel brush; painted pixels are highlighted on the model.
- Captures textures from the item's rendering, including custom renderers such as shields, tridents, chests and many modded 3D items, as well as textures outside
textures/. - "Item in hand" opens the exact held stack, including a shield's banner pattern.
- "Clear item" and "Block item" apply to all captured textures of the item.
- The Items tab shows the item's image and detected textures.
Snow, wetness and rules
- "Delete whole texture" in the Rules tab removes all pixel rules for one texture.
- Snowfall settles on exposed, upward-facing surfaces of players, mobs, armour and held items. Snow sheds outside snowfall and melts into wetness in warmth or fire.
- Held items receive soot while burning and wetness from rain or deep water, then dry.
- Snow and frost also melt on inventory items.
Rendering and gameplay fixes
Epic Fight
- Fixes corrupted textures, disappearing geometry and broken outlines on targeted or glowing mobs.
- Hit placement follows the player's aim, including Epic Fight camera aiming and delayed animation hits. The server retains the last aim point for each of the last four mobs.
- NeoForge: corrects held-item normals so blood does not sink into the flat side of a sword with Epic Fight 21.17.
Bodies and views
- Fixes the vanilla player model briefly appearing clean while crouching, standing up or washing blood off in rain.
- Fixes body textures stopping updates after rejoining, respawning or reloading an entity.
- Keeps separate blood textures for the entity's own model, Epic Fight's model and Epic Fight's first-person arms so they do not overwrite each other.
Held items
- Gradual rain, drying, snow and fire updates no longer trigger repeated first-person item movement or restart block breaking.
Coverage and limits
- Raises the blood limit on items and placed blocks from 1,024 to 16,384 pixels, matching bodies. One hit still adds at most 1,024 pixels.
- Soot and soaking can cover the whole model.
- Ground mud stays on the lower body, covering about a third of the model; frost and snow also cover about a third.
- Dirt other than soot covers at most 38% of an item or armour piece.
Performance and validation
- Forge no longer parses an item's blood and dirt data on every draw.
- Held and inventory items reuse history per slot instead of per synchronized stack copy.
- Gradual water, dirt and washing changes redraw at most twice per second per body or item. New wounds bypass that interval.
- Removes diagnostic log lines from the test builds.
- No new FPS measurements were made for 2.9.1. Earlier 2.8.3 benchmark results do not measure this release.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

