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Blood Bits: Flow

Pixel blood that sprays, pools, dries and runs down walls; wounds, dirt and bloodied gear that wash off; configurable blood colours per creature.
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Blood Bits: Flow 2.30.3 — Forge 1.20.1

File namebloodbits-flow-forge-1.20.1-2.30.3.jar
Uploader
MrZalupenkoMrZalupenko
Uploaded
Oct 23, 2026
Downloads
93
Size
2.7 MB
Mod Loaders
Forge
File ID
9297823
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:blood-bits-flow-1714044:9297823")

Learn more about Curse Maven

What's new

Blood Bits: Flow 2.30.3 (Forge 1.20.1 and NeoForge 1.21.1)

This release follows 2.10.0 and contains every change made since then.

New

Blood that flies and lands for real

  • Blood lands only where a drop reaches. The server follows every drop of a blow's spray as it flies. The striker, people standing near, other mobs, worn armour, held items and items on the ground get blood only when a drop actually hits them, and the drop stops there.
  • Two cones of blood. A close blow (a sword, a fist, a bite, a gun's butt or bayonet) throws one cone back toward the striker and one out of the far side. A shot throws a short, narrow cone back toward the shooter and more blood out of the far side.
  • Exit wounds. A struck body bleeds where the blow went in and where it came out.
  • Pixel drops. Flying drops are drawn pixel by pixel, each pixel the size of a world pixel, and a drop shows exactly as many pixels as the stain it leaves. Drops grow with the damage: a 1-damage hit throws drops of about five pixels, and each further point of damage adds one or two. A drop leaves the wound tiny, then spreads into a splatter once it has flown half a block. Each pixel has its own transparency, which stays in the stain.
  • Each drop leaves a small puddle where it lands on a body or an item. Dropped items also take blood from drops landing on the ground beside them.
  • Bloody weapons. A melee weapon fills with blood from the blows it strikes and from the drops that reach it. A ranged weapon only gets blood from drops. Punching with an empty hand bloodies your fist and your sleeve.
  • Bleeding. A wounded creature at low health bleeds small sprays from its last wound, as from a 1-damage blow, and they stain the ground, bodies and items they land on.
  • Vehicles and things. Boats, minecarts, item frames, paintings and other non-living entities take blood where drops hit them.
  • Ceiling streams. Blood that runs off a ceiling in streams leaves a real puddle where it lands.

Blood that dries and stays

  • Blood no longer disappears. Stains on the ground darken as they dry and stay as part of the block they lie on. Dried blood is saved with the world and is the same for every player, so someone arriving later sees the blood of a fight they missed. A block that is broken or changes shape takes its dried blood with it.
  • Blood on bodies dries. On creatures, players, armour, held and dropped items and item icons it darkens step by step to dried blood over about a minute. Fresh blood on dried blood is fresh again.
  • Blood runs down creatures, players, armour and items: a thin trickle runs a few pixels down from a wound and stops at the edge of that side, at other blood, or where the surface turns flat.
  • Thickness. Blood is less see-through where more of it lies, on bodies, items and the ground alike. Its colour stays its own, and bloods of different colours mix by how much of each is there.
  • Drying off. Don't want blood to stay? Switch off Blood dries, and blood fades away smoothly at the end of its time instead.

Water and rain

  • Washing you can see. Water and rain wash blood away pixel by pixel within a few seconds, both fresh and dried blood. This works on blocks, bodies, worn and held gear, dropped items, vehicles and moving parts.
  • Red water. Blood washed off in water, dried blood dissolving and drops falling into water cloud the water red. The cloud spreads, flows down streams, mixes colours where water meets and darkens where there is a lot of blood. It fades away after a while and is kept when you leave and come back. This is shown without a shader pack, since shader packs draw water their own way.
  • Rain wets what it falls on. Bodies, armour and items get wet from the top down, only on the side under the open sky, and dry from the top down. Dropped items get wet and dry too. Wetness only darkens; it no longer tints.
  • Wet blocks. Every block face the rain falls on darkens and dries slowly once the rain stops. Faces under a roof stay dry. Chests, bells, banners and other block entities get wet face by face, and so do Create's moving parts.

Dirt

  • Dirt from the ground looks like the block you walked on, blocks from other mods included, tinted as the block is (grass by its biome).
  • Ground dirt builds up from the soles to a line that rises quickly at first and then more slowly. On players it reaches the knees at most. Boots and leggings follow the same line.
  • Rain rinses dirt off the legs much more slowly than off the rest of the body, so walking through mud in the rain leaves muddy legs.
  • Frost from powder snow forms only on the part of the body that is in the snow, and only while you are in it.

Create, ships and other mods

  • Moving parts. Blood on moving block parts (Create water wheels, gears, machines) dries and stays on the part, turns with it and is kept with the world. Water washes it off where the parts are now, so a water wheel loses the blood its paddles carry through the water.
  • Ships. Forge with Valkyrien Skies 2 and NeoForge with Sable (Create Aeronautics): blood lands on a ship's blocks, runs there, moves and turns with the ship, dries and is kept with it. Dried blood goes with blocks when they are made into a ship, and back when a Sable structure is released. A ship's blocks keep rain and snow off you and get wet in the rain.
  • TaCZ (Forge): blood and dirt on guns and their attachments, in the hands and in the inventory. LR Tactical weapons and other items drawn on TaCZ's models take blood as well.
  • JCraft: Eyes of Ender (Forge): blows of a stand draw blood from the mobs and players they hit. The stand itself never bleeds.
  • Ragdollified: blood stays on a body after it turns into a ragdoll.
  • Real Camera: your own body shows its blood and dirt in Real Camera's view, with the head hidden as Real Camera hides it.

Settings

  • The settings menu has two parts: World Settings (Server), which are the same for everyone in the world, and My Settings (This Computer), which are only for you.
  • Every mechanic can be switched off or tuned. For example: drying and fading times, how long and how far puddles spread, exit wounds, bloody weapons, wound and drop size, bleeding, washing by water, rain, cauldrons, splash potions and Create fans, each kind of dirt, wet blocks, red water, blood on item icons and landing flecks.
  • Each setting opens a panel with its full name and a plain description of what it does and what happens when it is off.
  • New page: Drying and Washing.

Changed

  • The blood cloud thrown up at the wound on every hit is gone, together with its two options.
  • Striking the same place again just as hard keeps that stain's size; a harder blow widens it to its own size. Now and then a drop is flung a pixel or so past the edge, so a long fight slowly spreads the stain.
  • When too many stains lie about, the oldest dries at once instead of vanishing.
  • The Forge edition now runs on Forge 47.4.0 and newer.

Improved

  • High-resolution resource packs, HD skins and large modded textures no longer make blood and dirt cost more.
  • Blood and dirt on items are baked into a copy of the item's texture and drawn the way the game draws the item. This covers the hand, the hotbar, the ground and item frames, as well as tinted items such as coloured banners, patterned shields and dyed leather. Items keep the fast path of Embeddium and Sodium.
  • Much less work for crowds of bloody creatures, for big moving Create parts, for blood in water and for lots of dried blood. Bloodied machines and big models are prepared in the background, so a world no longer stops to read them as it loads, and the first hit on a big model no longer freezes the game.
  • Shader packs (Oculus and Iris): bloody items no longer draw each stained texel separately.
  • NeoForge: blood and dirt on items now show in the hotbar and the inventory without a shader pack too.

Fixed

  • Left and right arms and legs that the game draws from the same texture pixels (vanilla armour and many mobs) no longer share their blood, dirt and rain.
  • Blood, dirt and wetness now cover all of high-resolution and oddly shaped textures.
  • A wet tool could keep a block from breaking.
  • Once a body carried four kinds of dirt, a new ground left no trace. The new dirt now lies on top.
  • A body could stop using its blood texture for the rest of the session.
  • Blood on placed blocks no longer crashes the game when another mod's block model or block entity renderer fails.
  • A bleeding player no longer breaks Real Camera's camera binding.
  • While wet, your own drips no longer fall in front of your eyes in first person.

Compatibility

  • Install 2.30.3 on the server and on every client. The network protocol has changed (Forge forge-1.20.1-17, NeoForge 19).
  • Worlds saved by earlier versions load. Dried blood is saved with the world: if a world is opened again in an older version, the chunks it saves lose their dried blood. Back up your worlds before updating.
  • Unchanged: the mod ID bloodbits_flow, the namespace bloodmarks and the API dev.bloodbits.flow.api.BloodBitsApi.
  • Forge only: Valkyrien Skies 2, TaCZ, LR Tactical and JCraft. NeoForge only: Sable.

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