Haemorrhage

Haemorrhage

Mod

Makes player get Bleeding status effect after taking damage and adds bandages

Client and server AdventureGame Mechanics

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  • moved config file to imbleeding folder
  • removed 2 config options: armorBleedingProtection and toughnessBleedingProtection
  • added new attribute: Bleeding Protection (works the same as armorBleedingProtection and toughnessBleedingProtection combined together, but is visible on armors)
  • it is now possible to specify bleeding protection for each armor part individually (new file will appear in your config after entering and leaving world, cannot be accessed via mod menu)
  • added new item tag: weapons_pierce_bleeding_protection (items from this tag ignore some bleeding protection)
  • added 2 config options:
    • sharpWeaponBleedProtPiercing - 0.15 means that 15% of bleeding protection will be ignored when using weapon from weapons_pierce_bleeding_protection tag
    • anyWeaponBleedLengthIncrease - 0.10 means that calculated bleeding will be increased by 10% when using any damageable tool (same behaviour was before, but hardcoded, and the value was 0.17)
  • (probably) fixed "Accessing legacy random source from multiple threads" crash while having particles set to decreased in video settings
  • player always gets slowness for 30s when Broken expires or is removed
  • honey bandage removing poison is no longer hardcoded
  • herbal balm removes poison
  • removed 4 item tags (items_remove_bleeding, items_remove_health_loss etc.)
  • effect removal is now done via Unremovable Effects (data/unremovableeffects/items_remove_status_effects/)
  • added option to disable blood particles server sided

Extended Bleeding and Health Loss mechanics to affect more entities (when enabled with datapacks)

  • spiders applying health loss are no longer hard-coded (you can choose which mobs apply health loss with datapacks)
  • it is now possible to make non-player entities get bleeding or health loss after taking damage
  • it is now possible to make an entity apply both bleeding and health loss at the same time
  • added 5 tags:
    • damage_apply_health_loss (similar to damage_apply_bleed)
    • bleed_resistant_to - mobs from this tag are immune to bleeding and bleedout
    • health_loss_resistant_to - mobs from this tag are immune to health loss
    • can_bleed - mobs from this tag can get bleeding after taking damage
    • mobs_causing_health_loss - mobs from this tag apply health loss
  • fixed sticky bandage having the same use time as other bandages
  • added client sided config option to disable blood particles
  • removed usage of minecraft's randoms, possibly fixing "Accessing LegacyRandomSource from multiple threads"

Project members

Xires87

Owner

sheslong

Artist

Details

Licensed MIT
Published a year ago
Updated 23 days ago