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RedFX (blood particle)

Spice up combat with blood effects!
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RedFX 3.2.0 (NeoForge)

File nameredfx-3.2.0-mc26.2.x-neoforge.jar
Uploader
DrinfontyDrinfonty
Uploaded
Oct 25, 2026
Downloads
22
Size
178.9 KB
Mod Loaders
NeoForge
File ID
9324405
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:redfx-blood-particle-1641217:9324405"

Learn more about Curse Maven

What's new

Release Notes - Version 3.2.0

A major visual and polish update introducing organic procedural splatter shapes with satellite droplets, seamless blood pool melding, world-space mottled liquid shading, and important bug fixes and rendering optimizations across all supported Minecraft versions.

Highlights

  • Procedural Organic Splatters & Satellite Droplets:

    • Dynamic Blob Generation: Replaced fixed 16×16 static bitmasks with procedural organic silhouettes perturbed by low-frequency angular harmonics and per-texel jitter. Every blood impact now forms a uniquely shaped puddle rather than repeating the same stamp patterns.
    • Satellite Droplets & Tendrils: Impacts now cast realistic satellite droplets and thin connecting tendrils outward, capturing the high-velocity kinetic spray of combat and naturally bridging adjacent splatter impacts.
    • Organic Pool Melding: Overlapping blood splatters in ClientCanvasStore now smoothly blend colors (averaging RGB while preserving the dominant alpha) rather than creating harsh cuts or hard overwrites, forming cohesive pools of blood on the ground.
    • Continuous Mottled Shading: Liquid color texturing is now computed using global world-space coordinates, ensuring seamless, unified lighting and liquid variation across adjacent blocks and merging splatters.
  • Bug Fixes & Correctness:

    • Particle Alpha Reflection Fix on 26.x: Fixed a silent WrongMethodTypeException in ParticleAlphaHelper on Minecraft 26.x where setAlpha was moved to SingleQuadParticle, properly adapting method handle types and prioritizing setAlpha / method_3084 name lookups.
    • Removed Duplicate Underwater Smoke: Fixed an issue where underwater blood clouds were registered twice with ParticleEngine, causing them to tick twice per game tick and expire at \(2\times\) speed.
    • Broken Block Pending Decal Cleanup: Decal clearing now purges queued delayed stages from ClientCanvasStore, preventing floating blood decals from appearing in mid-air if a block was destroyed while gradual splatter or wall-drip blossoms were still in progress.
    • Accurate Weapon Scaling Attribution: Damage source attribution now checks the actual LivingEntity attacker from DamageSource rather than falsely applying the local player's held weapon multiplier to environmental damage or mobs fighting nearby.
    • Low-Health Drip Alpha Consistency: Ensured low-health dripping particles properly apply configured bloodOpacity and particleLifetimeSeconds identically to impact particles.
  • Performance & Code Simplifications:

    • NeoForge Dynamic Model Cache Optimization: Normalized Canvas timestamps in SurfaceCanvas so NeoForge's quad cache keys solely on texel content and surface geometry, preventing cache thrashing from timestamp and erosion ticks.
    • Deduplicated GUI & Rendering Logic: Consolidated 24-color preset tables between configuration screens and streamlined surface box-comparison calculations in PaintSurface.
  • Multi-Version Verification & Quality Assurance:

    • Fully verified and tested across all 8 supported Minecraft versions: 26.3, 26.2, 26.1, 1.21.11, 1.21.10, 1.21.8, 1.21.4, and 1.21.1 on both Fabric and NeoForge loaders.

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