
#Visual effects — all purely cosmetic, none affect gameplay
[visuals]
	#Falling blood-drip particles below fresh heavy wounds
	dripParticles = true
	#Red screen-edge vignette scaling with your wound severity
	vignette = true
	#Short blood splatters on the screen when taking heavy hits
	screenSplats = true
	#Blood briefly flushes across your view after a close, bloody melee kill
	bloodScreen = true
	#Hold attack with a still-bloody weapon and aim at a wall to smear/"write" blood on it
	#(purely visual). Note: in survival, attacking also breaks the block.
	bloodWriting = true
	#Blood pools forming on the ground under heavily bleeding entities
	groundPools = true
	#Blood splatter decals on nearby blocks for heavy hits
	wallSplats = true
	#Weapons look bloody for a while after melee hits (experimental)
	bloodyWeapons = true
	#Render blood on the skin's outer overlay layer (hat/jacket/sleeves/pants)
	bloodOnSkinOverlay = true
	#Heavily bleeding entities leave fading blood trails on the ground while moving
	bloodTrails = true
	#Maximum opacity of the vignette at full wound load
	#Range: 0.0 ~ 1.0
	vignetteMaxAlpha = 0.44999998807907104
	#Scales how intense wounds look (amount/size of generated blood). 1.0 = normal
	#Range: 0.1 ~ 2.0
	bloodIntensity = 1.0
	#How MUCH blood the world gets: scales splatter count, pool size, death bursts and
	#weapon puddles. 0 = none, 1.0 = realistic, up to 3.0 = very gory. Set in the setup screen too.
	#Range: 0.0 ~ 3.0
	bloodAmount = 1.0
	#How long blood/decals stay before fading (pools, splatter, trails, drips, scars).
	#1.0 = normal, lower = clears faster (0.1 = very fast, e.g. regeneration-themed
	#packs), higher = lingers. Set in the setup screen too.
	#Range: 0.1 ~ 4.0
	bloodLifetime = 4.0
	#Render body wounds on Epic Fight's animated combat models (only used when
	#Epic Fight is installed). Turn off if wounds look distorted in battle mode —
	#world blood (pools, splatter, drips) is unaffected.
	epicFightWounds = true
	#A small red mist puff when a wound closes from healing (potions/regeneration),
	#as if the blood evaporates. Off by default.
	healSmoke = false
	#Blood-drip particle amount. 1.0 = the classic single drop, higher = bigger/chunkier clusters
	#Range: 0.5 ~ 3.0
	dripParticleScale = 1.0
	#Max distance (blocks) at which wounds and decals are drawn. Lower = better performance with many wounded mobs
	#Range: 8 ~ 64
	woundRenderDistance = 24
	#Bullet-hole decals on blocks shot with TACZ guns (only when TACZ is installed)
	bulletHoles = true
	#Maximum number of blood pools rendered at once
	#Range: 0 ~ 512
	maxGroundPools = 64
	#Maximum number of wall splatter decals rendered at once
	#Range: 0 ~ 1024
	maxWallSplats = 128

[setup]
	#True once the first-launch preset screen was completed (reopen anytime with /bloodsetup)
	setupDone = true
	#FOR MODPACK CREATORS: ship a preset share code here (e.g. "BBO1:255:45:100:100:24")
	#to pre-configure the blood look for your players. On first launch — while
	#setupDone is still false — it is applied automatically and the setup screen is
	#skipped. Players can still change everything later via /bloodsetup. Leave empty
	#to show the normal first-launch chooser. Create codes via /bloodsetup -> Create your own.
	defaultPreset = ""

