Description
Settings: Press
CTRL+Gin-game to open the configuration menu.
Please note that my two-week Minecraft phase has been over for a few weeks now, so I probably won't be updating this mod much for the foreseeable future.
Because of that, in the latest release I added a system that automatically detects modded weapons. You should now have compatibility with most modded weapons without me having to manually add support for each one. Universal Modded mobs support is still difficult.
new in 1.4.3
- alpha mod compability:
By default, attacking any our mobs, like a zombie or test dummy, with any modded weapon will allow the system to automatically recognize it. You can also manually customize settings such as damage types. This worked well in my few testing mods. Mob compatibility is much harder and currently limited and inconsistent. While mobs with the same models as our custom mob models may function, they sometimes had some issues or missing textures. For this reason, custom mob compatibility is not recommended at this stage but if you want to try you wont lose anything ^^. Mobs with completely unique models will likely not work at all, dont even try :)
- few tweaks on default settings
- fixed a bug where the corpse had mirror reversed wounds
- baby zombies are now ignored by this mod bc of broken adult anatomy on death and also removed corpse-eating behavior
- villagers, when transformed to zombie villagers, now wont create a dead villager body
- Axes now create vertical cleaving wounds instead of round holes
- fixed crawling
| Feature | Description |
|---|---|
| Damage System | Localized damage system like teardown. |
| Anatomy | Destroyed surfaces expose procedurally textured flesh; deeper cuts reveal bone, skull shell around the brain, spine + ribs in the torso, a central bone in each limb. |
| First Aid | Craftable Flesh Salve (paper + slime ball + sugar) regrows shallow wounds faster and deeper than just waiting, paper bandages wounds and stops their bleeding. Wounds can also be deadly, then you have to die. |
| Dynamic Effects | Explosions, crushing, arrows, swords, and tools have different effects on a mob. |
| Severing | A connectivity check runs after every wound. If the connecting voxels are gone (e.g. the upper arm is cut through), the disconnected piece falls to the ground as a physical entity, bleeds, and despawns after a while (which you can change in settings). |
| Intact Corpses | On a normal death, the whole body stays on the ground as one entity, keeping every wound it had, and is still destructible. |
| Disabilities | No hand, no weapon: a player whose hand/arm is gone immediately drops whatever is put into that hand (known bug, first-person view still shows your arm bc it's another render). |
Currently supported:
- Zombies, Husks, Drowned
- Skeletons
- Pillager, Villager, Villager Zombies
- more soon
Compability
- TACZ Guns
- Fresh Animations
- Ressource Pack Skins (like tissou's zombie pack)
Its unbalanced and (currently) not meant for regular survival gameplay. You can try it in survival if you want, but don't expect a balanced experience
If you have trouble with low fps when killing lots of mobs reduce the despawn time in the settings or set a max amount of bodys
Btw, it should also work in multiplayer, so you can have some epic gladiator PVP
Changelog
1.3.4
- new beta ragdoll system, currently disabled by default bc of beta
- new options: no lethal damage for undead mobs (Undead can survive decapitation and critical torso damage), options for armor related things (you can disable armor system), a new value for direct injury damage based on destroyed flesh voxels (to disable set to 0) this will do more damage to a mob based on how much pixels an attack destroyed, Added an option to enable or disable PixelGore for players
- new eating animation (may be a little bit better im still no 3D or animation pro ^^)
- Reorganized the settings menu into categories




