Extra Gore - 1.12.2 - 6.2
Curse Maven Snippet
What's new
The mod has been rebuilt for the second time because the previous versions had major lag issues. The old, laggy versions will be archived.
Since I’ve mostly tried to bring back the old features and improve them, it’s hard to say exactly what’s new. So I’ll just make a list of what this version includes.
First, there are four blood styles:
- Light: Your standard blood. It spreads, sticks to walls and ceilings, and merges into larger puddles or stains.
- Heavy: For bones, stone, metal, or whatever material you want to imitate. These particles bounce around, settle on the ground, and sink in water. They cannot merge or stick to walls and ceilings.
- Magic: Around 70% of the particles fly, swirl, and blink, while the rest behave like Light blood. Try it for yourself)
- Slimy: Similar to Light, but with more squashing and bouncing before it settles or sticks to something. Viscosity affects how bouncy and sticky it feels.
Then here is the way blood appears and behaves in the world:
- Lighting: Blood can follow the world’s lighting or stay fullbright for a glowing look. It won’t light up nearby blocks.
- Block interactions: Blood reacts to fences, doors, pistons, supported modded block shapes, and plenty more. Blocks without collision are skipped.
- Water and lava: Blood follows water currents and can spread across the surface without covering the vertical sides. Lava makes it burn and boil. You can also choose other blocks that should act as hot surfaces.
- Changing surfaces: Opening a door or moving a piston can make the blood drop and fade. Removing its supporting block will make it fall.
- Dripping: On walls, blood can stretch, slide, and drip. On ceilings, it can slowly form hanging drops before falling. At block edges, it can hang over the side and drip down. You can turn each type of dripping on or off separately.
- Fading: Particles fade smoothly as they change state or disappear.
- Client only: Works in single player and multiplayer. You only need Extra Gore and Bookling Gear on your client.
- Shaders: Added support for custom water and foliage movement.
So... that’s the base idea. But the part I’m most excited about is the customization!
The mod now requires Bookling Gear. Its menu lets you create blood profiles and choose which entities use them. You can change colors, textures, styles, brightness, viscosity, drip chance, merging, particle count, size, and lifetime.
There are also settings for spray strength and spread, damage and health reactions, entity filters, and surface behavior. For performance, you can limit the number of particles and reduce detail at a distance. I really suggest having a look through the gear button to see what you can change.
I’ve tried to make this easy to use for both modders and regular players. A lot of time went into the default settings, so you can leave them as they are and just play. Vanilla mobs already have suitable profiles. Modded living entities use default blood unless you give them something more specific.
Thanks for taking the time to read all of this)
A big thanks to @GrandeMalum for sponsoring this version <3
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

