cruor-neoforge-1.21.1-0.1.2-BETA.jar
Curse Maven Snippet
What's new
Added
- Added an entity blacklist to the client config. Blacklisted entities won't bleed. Supports entity IDs (
minecraft:cow) and tags (#minecraft:skeletons). - Added support for blood types that only leave wound marks. Setting
"flows": falsein a blood type file disables dripping, spurting, and pooling. Iron golems use this by default. - Player ragdolls now show wounds and blood, just like mob ragdolls.
- Footprints can now appear on soft blocks such as dirt, grass, wool, and snow. Prints on these surfaces start lighter.
Fixed
- Fixed blood flickering on mobs, armor, and held items.
- Fixed blood appearing in the wrong places on mobs using Entity Model Features (EMF) models.
- Fixed gaps in bloodstains along block edges.
- Fixed Endermen's wounds appearing in the wrong places on their models.
- Fixed the black screen appearing behind the escape menu.
- Fixed blood remaining on players after respawning.
- Fixed blood disappearing from armored ragdolls.
- Fixed fall damage wounds appearing in random spots on the upper body. They now appear on the feet.
- Fixed blood being removed from blocks when hit with a sword or an empty hand, even if the block wasn't broken. Blood now only disappears if the block is still broken half a second after being hit.
- Fixed spectators dripping blood.
- Rain now washes blood away like water, but more slowly.
- Dead ragdolls in water or rain now drip runoff in their own blood color, matching living mobs. Entities that only leave wound marks, such as iron golems, are also washed clean.
- Squids now bleed blue blood.
- Fixed ragdolls bleeding red when their original mob type couldn't be identified. They now use the correct blood color for their entity type.
- Fixed a crash that could occur after around 30 minutes of play due to the blood-on-blocks check.
This mod has no additional files

