Description
This mod adds locational damage and actual dismemberment to mobs.
Settings: Press
CTRL+SHIFT+ALT+Gin-game to open the configuration menu.
If you have ideas or wishes just ask in the comments.
What It Does
When you attack a mob, you aren't just lowering a health bar. Where you actually hit the weapon determines what gets chopped off:
Taking Heads
Taking Heads: If you decapitate a zombie, it keeps walking but goes completely blind and can't target you anymore. Living mobs (like Villagers) obviously die instantly.
-New; you can disable that headless mobs are blind, now they can attack you like normal
Chopping Legs
Chopping Legs: Cut off one leg, and the mob starts slow down heavily. Cut off both legs on a humanoid mob, and it will start crawling on the ground.
Disarming Mobs
Disarming Mobs: Taking out a mob's arms reduces its melee damage and makes it drop whatever it's holding (good luck using a bow as a skeleton with no arms).
-New; Added options to disable or customize armor and held-item drops from mobs.
Pixel Gore & Physics
Pixel Gore & Physics: Severed limbs actually fly off, tumble with physics, and despawn after a bit. You get some blocky blood particles (or bone fragments for skeletons), and armor pieces drop off dynamically when that body part is lost.
Bleeding & First Aid
Bleeding & First Aid: Living mobs (animals, Villagers) will take bleeding damage over time after losing a limb. You can stop their bleeding by right-clicking them with paper to patch them up.
Regen Potion
(Regen Potion: Added a new potion (currently Creative-only) that completely regrows a mob's missing limbs.)
Gameplay Balance
This definitely changes the usual gameplay balance. Combat becomes much easier once you realize you can just cripple a mob instead of killing it.
Realistic Serving
There also is a new option for a new dismemberment calculation mode. When enabled, dismemberment is affected by material type, weapon type, and attack charge/cooldown progress. So there is now a difference if youre using a wooden sword or diamond axe. Still working on it, but if you want to try enable it in settings.
-New; the armor of the mob now affects the calculation too
Compatibility
Works with ETF and EMF and Fresh Animations
Project Notes
This is just a side/hobby project. Some of the hitboxes can still be a bit janky and don't always register perfectly, but overall it is pretty entertaining to mess with. I honestly don’t know if I’ll keep updating or expanding this
Changelog
v0.4.6f
- added armor to realistic serving mode, so now a mobs armor will be in the calculation
- added a new crawling animation
- added options to enable or disable dismemberment mechanics for specific mobs.
v0.4.0
- Added options to disable or customize armor and held-item drops from mobs.
- Added a new dismemberment calculation mode. When enabled, dismemberment is affected by material type, weapon type, and attack charge/cooldown progress. And all values can be changed.
- Fixed an issue with Fresh Animations where severed limbs and dead bodies could continue moving/playing an animation.
v0.3.9
- added an option if mobs without heads like zombies still attack or not
- added an ingame GUI for the toml settings (CRTL + Shift + ALT + G), or choose your own binding in settings
v0.3.7
- Fresh Animations compability
- The specific texture variant is inherited from the live entity. (so custom Ressource Packs work)



