hematic-neoforge-1.21.1-0.14.0.jar
Curse Maven Snippet
What's new
0.14.0
- New spatter model. Blood from a hit no longer forms fixed figures (arc, crown, cone, ribbons). Every drop is computed on its own: random size, from fine mist to heavy drops, with small drops flying faster and heavy ones slower.
- Drops come from several sources: along the blow, off the blade along the swing, a ragged burst out of the wound, a little back toward the attacker, and heavy drops running down out of the wound. They leave over a couple of ticks instead of all at once.
- The weapon changes the mix of sources and how hard the blood is thrown, and the mix itself varies a lot from hit to hit, so no two hits look the same. Bullets still carry blood along the line of the shot.
- A puff of fine blood appears at the moment of a hit. It is visual only: it leaves no stains and does not count against the drop limit.
- Flying drops are drawn as a drop with a tail along its motion instead of a flat square. Fast drops look like streaks, slow ones like beads.
- New "Gameplay mode" setting on the Blood tab: Realistic (default) and Arcade. It changes how blood behaves, not how it looks. Arcade throws more blood, faster and wider spray, fewer drips and a big red mist on every hit. The amount and spread of blood are set by the world or server.
- In the "Blood style" setting the realistic option is now labelled "Realistic (Alpha)". Choosing it shows a warning that it is an old test style; Pixel art is the main style.
- Blood appears the moment a hit lands. Drops are drawn from the first frame after the hit and the main spray leaves without delay, which is most noticeable with TaCZ.
- A dying mob no longer bleeds from mid-air: the wound sinks with the falling body.
- Compatibility with Async and other mods that tick mobs on several threads. Anything that reaches Hematic from another thread (damage, mob ticks, block changes, explosions, bullet hits) now runs on the main server thread within the same game tick. Thread errors and log spam caused by this should be gone.
- Less work per mob per tick: saved blood is checked once a second, weapon washing is checked only for mobs holding a bloody weapon, and item blood is read without copying item data.
- Performance limits are unchanged: 24 drops per hit, 96 in total.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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