Visual Health 🩸
Clientside mod adding visible damage to hurt mobs and players!
Damage works in tiers, not based on hits. The tiers are based on how much health the mob has. The idea is that at a glance a player can have a rough idea of how much health is left. A heavily damaged creeper will only need 1 more hit whereas a lightly hurt baby zombie is going to take a much greater beating.
Default Tier Summary
| Tier | Health % | Condition |
|---|---|---|
| 0 | 100% | Full health (no wounds) |
| 1 | 99% - 80% | Minor damage |
| 2 | 79% - 60% | Light damage |
| 3 | 59% - 40% | Moderate damage |
| 4 | 39% - 20% | Heavy damage |
| 5 | 19% - 0% | Critical damage |
Features
Per-Weapon Damage
Different weapons apply different damage textures depending on what was used to knock the entity's health down a tier. There are individual textures for sword, axe, trident, and spear damage. There is also a generic damage texture used for punches, fire, falls, etc.
Entity-Specific Damage
Many mobs have specific colored damage to aid immersion. For instance, spider damage is a light blue to match real life, creeper damage is a dark green to match the grassiness, etc.
Emissives
On Endermen, damage will glow like their eyes in the dark! (shaders supported)
(2.0.0+) Similarly, the Enderdragon will have glowing damage as it gets lower in health!
Resource Pack Support
This mod should be compatible with most resource packs. Tested extensively with Fresh Animations and its extensions. Also compatible with EMF model variants (like the creepers found in FA: Creepers). This improved drastically with the 2.0.0 update, so if something didn't work before, it might work now!
Mod Support
Should work with modded mobs, as long as they use standard Minecraft rendering methods. This was also significantly improved in 2.0.0+ :)
Configuration
- How much damage will be shown ranging from a multiplier of 10 to 100%. At 100% a low-health mob will be almost entirely covered in wounds.
- How many damage tiers to use (defaults to 5, ranges from 2 to 10). Density will be the same at a given health level and equivalent tier
- Configurable damage colors (red, black, white, only affects mobs without specific damage colors)
- Passive mob damage (defaults to true, whether to show damage on passive mobs or not, things like cows, pigs, polar bears, etc)
- Villager damage (defaults to false, only can be enabled if passive mob damage is true)
- Custom player and entity-specific damage color overrides! Input any hex color with the CUSTOM setting in the config screen (also has EMISSVE and DISABLED options)
- And more! (check out the "Extras" screen in the config menu!)
Mod Menu is required on Fabric to change settings in-game.
Contact
For any questions/issues/ideas, feel free to contact me on Discord or Matrix :)
All Versions
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- Fixes ETF emissive texture compat
## Version 2.0.4
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Fixes ETF emissive texture compat
## Version 2.0.4
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Fixes ETF emissive texture compat
## Version 2.0.4
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Fixes ETF emissive texture compat
## Version 2.0.4
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Fixes ETF emissive texture compat
## Version 2.0.4
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
- Adds support for 26.1 :D
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Fixes ETF emissive texture compat
## Version 2.0.4
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
- Adds support for 26.1 :D
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Fixes ETF emissive texture compat
## Version 2.0.4
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Fixes ETF emissive texture compat
## Version 2.0.4
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
- Adds support for 26.1 :D
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
- Adds support for 26.1 :D
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
- Adds support for 26.1 :D
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
- Adds support for 26.1 :D
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
- Adds support for 26.1 :D
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
- Adds support for 26.1 :D
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Default color override hex value in the Overrides config screen is now the hardcoded entity damage
- Fixed certain modded entities and custom EMF models not showing damage (26.2+)
- Fixed rare crash with certain block entities (1.20.1)
- (hopefully) Fixed incompatibility with ETF emissive skins (should properly show fallback now)
- Disabled damage rendering on capes and elytra
- Health values are now rounded when calculating damage tiers (fixes damage showing on players when hearts are full)
- 26.3** support :D
- Apologies for the lack of new feature updates! Larger updates are planned to come in the next few months!*
## Version 2.0.3
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Filtered out TACZ models/textures from taking damage (1.20.1)
- 26.2 support!
## Version 2.0.2
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Adds GL texture fallback for some unreadable AbstractTextures (Ice and Fire's dragons for instance)
- Supports animated mcmeta entity textures (fixes some mobs appearing very strange when hit, like some
- Let me know on Discord or Matrix if you have any issues!* Thanks for playing with my mod :)
## Version 2.0.1
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
### Version 2.0.0-Hotfix
- Fixes an AW/AT crash when no other rendering mods are present
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release
- Should fix most cases of log spam
- Added back the v1 RenderLayer mode as fallback for unreadable base textures (some textures get modified by
- Improved caching and texture stamping for significant performance gains on larger entities
- No longer applies damage to Epic Fight mod's healthbars
## Version 2.0.0
- Additions:**
- Completely reworked the damage rendering. Instead of drawing a new renderlayer over the mob with a dynamic damage
compatibility with many mods and resourcepacks!
- Added support for [Corpse](https://modrinth.com/mod/corpse) (will now show player damage texture on corpses)
- Added support for [Physics Mod](https://modrinth.com/mod/physicsmod) ragdolls
- New option to disable damage from specific entities in the Entity Overrides menu
- Damage tier count can now be changed from the default 5
- New Extras config screen with additional options
- Per-player skin sampling damage tint option added (Extras screen) for unique player colors
- New color picker UI in the Entity Overrides screen to select for CUSTOM/EMISSIVE tints!
- Option to render damage on only the player (Extras screen)
- Added **Enderdragon** emissive damage!
- Changes:**
- Generic/bruise damage now appears on the base texture instead of emissive renderlayer
- Renamed "Color Overrides" to "Entity Overrides" to be more specific
- Increased per-tier wound count
- Removed EMF/ETF optional dependencies
- Tweaked slime and magma cube damage colors
- Added random opacity for wounds (gives a bit more of a natural look)
- Redesigned generic damage to be more bruise-like with its color now a darker shade of the damage tint instead of
- Now only applies damage to fully opaque parts of the mob texture for consistent visuals
- Updated the Entity Overrides button to emphasize that player damage can also be modified
- Fixes:**
- Red override color appearing blue
- Baby mob damage pixel scale wrong (26.1+)
- Damage now shows properly on unsheared sheep
- Modded weapons causing generic damage
- Copper golem showing damage (1.21.10+)
- FYI: Emissive rendering still uses the v1 RenderLayer method! This is because emissive rendering requires a certain
with EMISSIVE overrides.*
### Version 1.1.0
- Fixed isEmissive overrides on 1.21.1 (no damage shown on Endermen)
- Fixed mod not working with shaders on 1.21.1
- Fixed cow/pig texture issues on 1.20.1/1.21.1
- Added custom entity damage overrides! Within the config menu, add entity ids and specify a custom hex color for the damage color to use!
### Version 1.0.1
- Fixed null crash with Skin Shuffle mod installed
- Added 1.21.1/1.20.1 versions
- Fixed debug log spam
## Version 1.0.0
- Initial release