Compatibility: works on NeoForge, Forge and Fabric, for Minecraft 1.20.1 and 1.21.1. 100% client-side — install it on your client and join any vanilla server.
In-game config: the NeoForge version has a native config screen and needs nothing extra. For the Forge 1.20.1 and Fabric versions, configuring in-game needs the Cloth Config API (Fabric also uses Mod Menu for the button) — this is optional: the mod works fine without it and falls back to editing the
.tomlconfig file.
If you're looking to have the same particle effects with mobs in some popular mods like Born in Chaos, check out my own add-on, which is compatible with many mods. BloodyParticles Add-ons
Make every hit feel meaningful. Mobs splash thematic blood and impact particles when damaged — different effects per mob, scaling with attack charge and critical hits.
This mod is a rework of a datapack that did the same thing but wasn't very user-friendly when it came to scaling the project, nor was it particularly efficient. You can view the datapack here:
This release expands BloodyParticles from a mob-blood mod into a full visual feedback layer for combat, movement, enchantments, and projectiles. Every effect below can be toggled or fine-tuned from the in-game config GUI (Mods → BloodyParticles → Config) — including thresholds, intensities, and texture variants.
Mobs now react to how they're hit, not just that they were hit:
Defaults apply to every mob automatically. Addon resourcepacks can override per mob.
Custom particles now support multi-frame animation via standard mcmeta. Drop name_0.png, name_1.png, … and list them in the particles JSON — feather, skulls, snowflake, and ender pearl particles all animate automatically when given multiple frames.
Each can be toggled independently.
Wood + crit particles project forward in your look direction when blocking an attack — fully reliable even when the shield absorbs 100% of damage, and it works for any item that blocks the vanilla way, including modded shields.
enchanted_hit + witch trail (count scales with level); sweep_attack + dragon_breath burst on impact.Melee hits with a Fire-Aspect-enchanted weapon trigger the same flame burst as Flame arrows.
Shockwave with swords and a bow, featuring the knockback and punch enchantments.
end_rod sparks at your feet over water.dragon_breath as the magical undertone.Any burning mob (or player) emits flames and smoke. Fire-immune mobs (blaze, magma cube, ghast, wither) are skipped automatically. Configurable intensity.
The mod ships with an in-game config screen (native on NeoForge; via Cloth Config on Forge and Fabric) — every feature in this list has its own toggle, and many expose sliders for thresholds, frequencies, and intensity.
BloodyParticles used to be NeoForge-only. It now runs on NeoForge, Forge and Fabric, for Minecraft 1.20.1 and 1.21.1 — the same feature set on every combination. The whole mod was reworked onto a single shared codebase (Architectury + Stonecutter), so effects behave identically across loaders and new Minecraft versions are much cheaper to support going forward.
.toml.The result is rock-solid in both singleplayer and multiplayer, and it now works automatically with modded shields — any item that blocks the vanilla way triggers the effect, with no per-item setup.
The full client-side multiplayer layer (other players' movement, enchantment, projectile and combat effects) is verified across all four loader/version combinations — still 100% client-side, still compatible with any vanilla server.