2 downloads


Description:
This mod adds a Bleeding Potion that gives a 30‑second Bleeding status when consumed; while bleeding you leave a 1‑block‑wide trail of red carpet behind/under you as you move (only where air sits above a solid full block), and standing still causes a blood pool to grow outward in steps. It also spawns continuous "streams of blood" particles around the player every tick (six small falling red particles near the body that slowly sink into the ground); particles and placement stop immediately when the effect ends, but carpets already placed remain.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Bleeding Potion" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
This will create a new version of "Bleeding Potion" for Minecraft Java 1.20.1. The original mod will remain unchanged.
2
Dec 9, 2025, 11:31 AM
User request: Create a drinkable potion item called “Bleeding Potion”. When the player drinks it, apply a custom status effect called “Bleeding” for 30 seconds. While the Bleeding effect is active, continuously play a blood-like particle animation around the player: every 2–3 game ticks, spawn a ring/cluster of red particles (e.g. minecraft:dust with RGB (1.0, 0.0, 0.0) or equivalent red particle) around the player’s feet and slightly up their body, following them as they move. As long as the player is walking or running, every block they step on is immediately “stained”: for each block position the player’s feet pass over, if that position has air directly above a solid, full block, automatically place a red carpet on that block (only replace air, do not break existing blocks). Treat diagonal movement as well by checking the player’s current block position each tick and placing red carpet there if possible, creating a continuous 1-block-wide blood trail behind the player. If the player is standing still (their horizontal movement speed is effectively zero), start expanding a stain zone centered on the player: every 1.5 seconds (every 30 ticks), increase a radius counter by 1 and fill all blocks within that horizontal radius (circle or square) around the player’s feet with red carpet, again only placing the carpet if the target position has air above a solid block and skipping non-solid/liquid blocks. This means the longer the player stands still, the larger the “blood pool” around them becomes, growing stepwise every 1.5 seconds. Keep running both systems simultaneously: if the player moves again, resume the 1-block trail as normal while still letting the stationary radius logic pause naturally because they are no longer stationary (reset the stationary timer and radius when the player resumes moving). When the Bleeding effect ends or is cleared, stop all particle spawning and carpet placement immediately, but do not automatically remove any placed red carpets; they remain in the world as permanent evidence of where the player has bled. Edit v2: remake the particle animations to these specifications: - at 6 randomly chosen points within 0.3 blocks of the players body, spawn a single red particle that slowly goes down into the ground. repeat this every tick so it looks like streams of blood
1
Dec 9, 2025, 11:21 AM
User request: Create a drinkable potion item called “Bleeding Potion”. When the player drinks it, apply a custom status effect called “Bleeding” for 30 seconds. While the Bleeding effect is active, continuously play a blood-like particle animation around the player: every 2–3 game ticks, spawn a ring/cluster of red particles (e.g. minecraft:dust with RGB (1.0, 0.0, 0.0) or equivalent red particle) around the player’s feet and slightly up their body, following them as they move. As long as the player is walking or running, every block they step on is immediately “stained”: for each block position the player’s feet pass over, if that position has air directly above a solid, full block, automatically place a red carpet on that block (only replace air, do not break existing blocks). Treat diagonal movement as well by checking the player’s current block position each tick and placing red carpet there if possible, creating a continuous 1-block-wide blood trail behind the player. If the player is standing still (their horizontal movement speed is effectively zero), start expanding a stain zone centered on the player: every 1.5 seconds (every 30 ticks), increase a radius counter by 1 and fill all blocks within that horizontal radius (circle or square) around the player’s feet with red carpet, again only placing the carpet if the target position has air above a solid block and skipping non-solid/liquid blocks. This means the longer the player stands still, the larger the “blood pool” around them becomes, growing stepwise every 1.5 seconds. Keep running both systems simultaneously: if the player moves again, resume the 1-block trail as normal while still letting the stationary radius logic pause naturally because they are no longer stationary (reset the stationary timer and radius when the player resumes moving). When the Bleeding effect ends or is cleared, stop all particle spawning and carpet placement immediately, but do not automatically remove any placed red carpets; they remain in the world as permanent evidence of where the player has bled.
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This mod is licensed under the CreativeMode Mods License.