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Mineforgian

Crimson Curse: Infection

A virus dormant in the Crimson Forests of the Nether escaped to the Overworld. Now with access to water, it began evolving into horrors one could only imagine....

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15 мая 2026 г.
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All-Rights-Reserved

Опубликован 6 апреля 2025 г.

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REQUIRED MODS

LORE & DESCRIPTION

A virus dormant in the Crimson Forests of the Nether escaped to the Overworld long ago, back when the now-ruined portals littering the world were still lit. In this new, much cooler environment, the virus, initially only being a threat to fungi, developed a powerful symbiotic relationship with the vanilla Zombie Virus, enabling it to form it's own branch of "multi-cellular" life, as well as now be a threat to plants and animals, forcing its victims to grotesquely mutate while their bodies attempt to develop an immunity to the virus-combination. If the zombie virus can infect it, then so can the Crimson Curse.

Five days after first starting a world, a Bloodlink will spawn and begin transforming the landscape around itself into one suitable for its needs: nutrients, protection, and reproduction. While as long as you don't approach its claimed area, it initially won't have much of an effect on your survival experience, one Bloodlink will soon become two, then three, then ten, and next thing you know, something that were once only airborne particles are evolving and breaking down the walls of your base.

Unless you fight back and destroy the Bloodlink(s) while they are one or few, this infection can easily snowball into a force near-unstoppable with only Vanilla gear, but killing these new mobs can give you access to crafting materials to make much stronger equipment. In order to survive, you must have a good grip on Vanilla game mechanics (including block hardness), and be mentally prepared for the onslaught that will soon ensue. Monitor your armor durability, build your base in clever locations and out of strong materials, know that these enemies are immune to fire damage (from the nether being their origin) but weak to the Smite Enchantment (due to the reliance on the Zombie Virus), and be careful where you venture. Good luck.

READ THESE

You should see a red and gray book when you first load up a world. If you don't then you installed something incorrectly....

  • Some highly recommended quality-of-life mods to play with include Better Combat (since weapons in this project are generally balanced around this mod), Continuity (it gives certain items emissive/glowing textures for V1.4.2+), and Entity Culling

  • When opening a world with this data pack/mod, you may encounter a warning message. Just click "I know what I'm doing!" since nothing is actually at risk, but the game thinks there is. This issue will be fixed soon.

  • The 1.21.5 to 1.21.8 version of this project is not yet compatible with most mods that add custom blocks. The game will work fine, but the infection is unable to break or infect certain blocks.

  • To remove/minimize the required time spent doing more "grindy" tasks, using gravestone and veinminer mods/data packs is recommended.

CONTENT

This section is contains a short summary for everything that this mod/datapack has to offer.

MAIN CONTENT

IMPORTANT: For anybody playing V1.4.3+, some new features/changes from those versions have not yet been added here. Please refer to the V1.4.3.1 Changelog for the missing information.

SYSTEMS

  • Phase: Dictates the power and events of the infection. There are a total of 7 Phases (-1 to 5). Some events include spawning Bloodlinks, Nodes, Raids, Titan Eggs, or evolving Bloodlinks. Further down, the individual impacts of each Phase are more thouroughly discussed.

  • Points: Control what phase the infection is in. Gained whenever the infection reaches its Mass Threshold.

  • Mass: A temporary scoring system that increases from infecting blocks and mobs. Once the amount of mass reaches a certain threshold, it resets back to 0, a certain event dictated by the current Phase occurs, and one Point is added. Mass can become a negative number by using Crimson Siphoners & Blighters (explained below), which causes Bloodlinks to take 1hp of damage every 20 seconds until they die.

  • Raids: Can randomly occur when the Mass Threshold is reached from Phases 2-5. Raids will seek out a random player in the world, and spawn a Raidlink and Raidlink Pods nearby. If the Raid isn't stopped by killing the Raidlink, a new infected area can form. The number of enemies spawned per raid increases with each phase.

  • Reinforcement System: Whenever a Stage 3 Bloodlink enters Attack Mode, it will cause ALL Bloodlinks in a 75-block radius around the mob it aggroed on to also enter Attack Mode. Stage 3 Bloodlinks also have a chance to enter Attack Mode whenever a Crimson Mob is attacked (10%) or Node is destroyed (33%) within a 75-block radius.

STATUS/POTION EFFECTS

  • Bloodlink Power: give a unique boost to Crimson Mobs' attributes and/or abilities, depending on the mob. Doesn't affect Axis Mobs, Raidlinks, and Titans.

  • Fragility: Whenever an entity with this effect take damage, they will take additional damage equal to the level of this effect (Note that this effect can only apply additional damage every 0.25 seconds).

  • Wound-Stasis: Whenever damaged, entities with this effect will have their maximum health set to their current health, rendering them unable to heal.

  • Snaring: Completely immobilizes mobs, making them unable to move or attack, and pulls flying enemies to the ground. Players with this effect will only be unable to walk, and their jump height will be drastically decreased.

CRIMSONIFIED & DECAYED MOBS

Crimsonified Mobs Decayed Mobs

Crimsonified Mobs spawn randomly, or when a regular mob walks into an infected area or nearby another Crimson Mob. Decayed Mobs are stronger variants of Crimsonified Mobs, spawning randomly from Phases 3-5, and have a chance to drop an Eye of Decay (V1.4.2+).

  • Human: Strong melee combatant. Bloodlink Power increases Attack Damage and Movement Speed. Drops Infected Flesh.

  • Skeleton: Crimsonified shoot poisonous projectiles, Decayed shoot withering projectiles. Bloodlink Power makes projectiles explode and leave an effect cloud if they miss. Drops Infected Flesh and Arrows.

  • Husk: Fast melee combatant capable of climbing up blocks. Bloodlink Power causes nearby victims to receive Slowness. Drops Infected Flesh.

  • Villager: Applies Wound-Stasis with each attack. Bloodlink Power increases Attack Damage and Movement speed, and gives nearby victims Poison. Drops Infected Flesh.

  • Drowned: An incredibly fast swimmer with similar stats to the Infected Human. Trident variants swim slower, but throw Crimson Tridents that when they hit an enemy, will drag their victim to the ocean floor. Bloodlink Power makes non-Trident variants pull victims downwards when attacking, and Trident variants throw three Tridents. Drops Infected Flesh.

  • Bogged: While above-ground, is stationary, and will send its Roots to dig after you, which will apply Fragility and Poison. After some time, they will submerge and dig after you, attempting to melee you. Bloodlink Power makes them spawn an additional Root upon emerging. Drops Infected Flesh.

  • Wither Skeleton: Has a concealed tendril in one arm that emerges when they get aggroed, and they will use to pull in their target, then use their other arm to deal heavy melee damage. Bloodlink Power makes Pull Attack do more damage and apply Slowness and Mining Fatigue. Drops Infected Flesh, and rarely a Wither Skeleton Skull.

AXIS MOBS

Axis Mobs

Key mobs to helping develop the Infection.

  • Bloodlink: The root enemy of the infection; after 5 days (or 100 minutes of play time if you sleep through the nights), spawns in a random location, and infects the area around it, turning it into a Crimson Infection biome, and later a Crimson Decay biome. They have 3 Stages that dictate their strength. Stage 1 Bloodlinks cannot infect through blocks with a hardness of 5 or greater, and Stage 2 Bloodlinks with a hardness of 10 or greater, but Stage 3 Bloodlinks have no such limitation. When threatened, they will enter Attack Mode, spawn Bloodlink Pods and Bloodlink Sentries around themselves, and periodically give nearby Crimson Invaders Bloodlink Power. Bloodlinks can only enter Attack mode if there is at least 150 Mass, which they will consume. If the last Bloodlink in a world is killed, there will be a cooldown before the next one can spawn (however Raids can override this). This cooldown will be 4 days, then 3, then 2, then 1 day every time after. Drops (Bloodlink Nerves and Bloodlink Membranes; Stage 1), (Undeveloped Bloodlink Brains and Bloodlink Membranes; Stage 2), (Developed Bloodlink Brain; Stage 3).

  • Distributor: A stationary, yet dangerously intelligent enemy with an enormous range of abilities. Spawns in Phases 3+, when 3 Decayed mobs are nearby one-another, and another Distributor is not already nearby. These mobs will passively set livestock-bait traps, summon Bloodlink Sentries, and give mobs Bloodlink Power. Whenever the Mass Threshold is reached, Distributors are able to grab information on players' whereabouts/actions, and have a chance to dictate the infection into performing the worst-possible event for that player (for instance, if the player is visiting a village or is at their base, a Raid will be more likely to spawn). Furthermore, Distributors also allow the infection to cause multiple events simultaneously (Depending on what the Distributor(s) chose for the infection to do, there is also a chance for Nodes or a Titan Egg to spawn, if the Phase permits). After the event occurs and the Mass drops back to 0, each Distributor will grant 100 Mass to the Infection, capping at 50% of what the Infection would currently need to reach the Mass Threshold again. When attacked, Distributors will attempt to defend themselves by teleporting a nearby Crimson Invader to themselves, and grant said mob Bloodlink Power. It is ideal to kill them in the least amount of hits possible. Drops Infected Flesh, and an Eye of Decay (V1.4.2).

BLOODLINK-PROTECTORS

Bloodlink Protectors

  • Cursor (V1.4.2+): Weak Melee combatant that passively spawns in infected areas, capable of leaping great distances at their targets. Bloodlink Power gives themsevles and nearby Crimson Mobs Wind-Charged. Drops Bloodlink Membranes.

  • Bloodlink Mercenary (V1.4.1 and lower): Weak Melee combatant that passively spawns in infected areas. Bloodlink Power gives themsevles and nearby Crimson Mobs Wind-Charged. Drops Bloodlink Membranes.

  • Bloodlink Pod: Spawned when a Bloodlink entered Attack Mode. Emerges from the ground, and teleports a random Crimson Invader to its location and gives them Bloodlink Power (V1.4.2), then retreats.

  • Bloodlink Sentry: Spawned when a Bloodlink entered Attack Mode. Emerges from the ground, and shoots projectiles at enemies that give a series of debuffs. Bloodlink Power increases melee Attack Damage, and triples ranged attack Fire Rate. Drops Armored Scales, Claw Fragments, Metallic Bones, and Toxic Essence.

  • Bloodlink Piercer (V1.4.3+): Spawned when a Bloodlink entered Attack Mode. Emerges from the ground, then resubmerges to chase after enemies. upon reaching an enemy, it will emerge from the ground, and either stab it, or will grab the enemy with its tendrils, then use its head to drill into its enemy. Players can crouch to escape it's Drill attack. Bloodlink Power increases Drill Attack Chance and Damage. Drops Armored Scales, Claw Fragments, Metallic Bones, and Toxic Essence.

RAIDERS

Spawned when a Raid happens.

  • Raidlink: Raidlinks do not immediately do anything, but if left alone for 3 minutes, they will transform into a Bloodlink. Their progress to transforming into a Bloodlink can be determined by how close their tendrils are to closing up (V1.4.2). They must be killed to defeat a Raid, which removes 500 Mass from the Infection. Drops Bloodlink Nerves and Bloodlink Membranes.

  • Raidlink Pod: Falls from the sky, and spawns a random Primal Biome Mob.

  • Evolved Raidlink Pod: Falls from the sky, and spawns a random Evolved Biome Mob.

PRIMAL BIOME MOBS

Primal Biome Mobs

Mobs forged in the Crimson Decay biome, built out of trillions of Crimson Virus particles, trying to mimic how cells function in multicellular life.

  • Crimson Worm: Slow, but heavy-hitting melee combatant. Bloodlink Power increases Attack Damage and Movement Speed. Drops Berserk Essence and Claw Fragments.

  • Raptor: Melee combatant that applies Poison and Weakness with each attack. Bloodlink Power increases Movement Speed and the effect levels of Weakness and Poison. Drops Toxic Essence and Metallic Bones.

  • Rusher: Fast melee combatant capable of occasionally dashing, dealing increased attack damage. Bloodlink Power increases Dash Attack Movement Speed and Attack Damage. Drops Berserk Essence and Metallic Bones.

  • Pyrobomber: Slow Melee Combatant that when it gets to half-health, breaks into a sprint and explodes on a nearby enemy. Bloodlink Power renders them invulnerable while exploding (making them able to explode every tick if allowed to). Drops Explosive Essence and Armored Scales.

  • Sky Bomber: Flying enemy that drops powerful bombs on enemies, which can destroy blocks with a hardness less than 5. Sometimes swoops in for a melee attack. Bloodlink Power drastically increases their Bomb Fire Rate. Drops Explosive Essence and Armored Scales.

  • Knight: A heavily armored mob that has trouble moving under the sheer weight of its spike-covered shell. Grants nearby Crimson Invaders a damage reduction, and when an enemy is nearby, will curl into its shell. When curled up, Knights have an 80% damage reduction, and will reflect damage back at surrounding enemies. Try to damage this mob before they curl up. Bloodlink Power increases Movement Speed and Attack Damage, and gives nearby Crimson Mobs replenishing Absorption. Drops Berzerk Essence and Armored Scales.

  • Devourer: A large flying mob that swoops down and grabs an enemy in its mouth, then flies upwards while eating/digesting its victim alive. Crouch to escape, but be aware that if you time it wrong, you can get picked back up again. Bloodlink Power makes them dash forward upon taking damage. Drops Toxic Essence and Claw Fragments.

EVOLVED BIOME MOBS

Evolved Biome Mobs

Significantly stronger forms of the Primal Biome Mobs, constructed in the Crimson Decay biome with the assistance of Stage 2 & 3 Bloodlinks, (or in V1.4.3+, can Primal Biome Mobs can evolve into these) designed to seek and destroy. These mobs are capable of breaking blocks through spawning a Drill, or (V1.4.2+) breaking some around themselves.

  • Emperor: Evolution of Crimson Worm. When at high health, shoots Withering and piercing projectiles. With decreasing health, its Attack Damage and Movement Speed periodically increase. Bloodlink Power increases Movement Speed. Drops Berserk Essence, Claw Fragments, and an Emperor Eye.

  • Harbinger: Evolution of Raptor. Summons Toxic Clouds that chase after enemies, and give them a series of debuffs, including a stackable Fragility effect. Bloodlink Power increases Movement Speed, doubles its Cloud Fire Rate, and spawns a Raptor along with a Cloud. Drops Toxic Essence, Metallic Bones, and a Harbinger Storm Chamber.

  • Mangler: Evolution of Rusher. Occasionally performs Dash Attacks that rapidly damage nearby enemies, ignoring I-Frames. Bloodlink Power triples Dash Attack recharge speed, and makes the Mangler not give off a warning sound before dashing. Drops Berserk Essence, Metallic Bones, and a Mangler Spear Head.

  • Napalmer: Evolution of Pyrobomber. Shoots out a barrage of projectiles that explode when landing near an enemy, and otherwise set the area ablaze. At half-health, they break into a sprint, and fire projectiles twice as quickly. Bloodlink Power makes projectiles that don't explode spawn a Napalmer Demon, which chases after victims, leaving a trail of Fire. Drops Explosive Essence, Armored Scales, and a Napalmer Cannon Head.

  • Pummeler: Evolution of Sky Bomber. A Flying mob that rapidly fires explosive charges at distant enemies, but has low hitpoints in comparison to other Evolved Biome Mobs. Bloodlink Power increases Fire Rate and makes projectiles unable to be destroyed before exploding. Drops Explosive Essence, Armored Scales, and a Pummeler Tendril.

  • Juggernaut: Evolution of Knight. Instead of only curling up when an enemy is nearby, Juggernauts will also curl up whenever they receive damage, and stay curled up for 1.5x as long. When curled up, with the unique plates on their back, Juggernauts will deflect ALL Impact Projectiles back at the shooter, transforming them into the same projectile Decayed Skeletons shoot. Bloodlink Power increases Movement Speed and Attack Damage, and gives nearby Crimson Mobs replenishing Absorption. Drops Berserk Essence, Armored Scales, and a Juggernaut Plate.

  • Kraken: Evolution of Devourer. When attacked, will spit a barrage of acid balls in the direction its moving. Note that these acid balls leave a lingering cloud that is able to heal the Kraken, along with other Crimson Invaders. Bloodlink Power increases effect level of Acid Balls, and gives the Kraken a chance to release Acid Balls if any nearby Crimson Mob takes damage. Drops Toxic Essence, Claw Fragments, and a Kraken Maw.

TITANS

Titans

Mobs spawned from Titan Eggs. These mobs are capable of breaking blocks through spawning a Titan Drill, or breaking some around themselves (V1.4.2+). Primal and Evolved Biome Mobs will passively spawn nearby these mobs, even if they are outside of an infected area.

  • Osiris: Initially can only be damaged from its brain extruding from its head. Once the brain is “popped,” it will gain Movement Speed and Attack Damage, and will periodically spawn Biome Mobs around it and give said mobs Bloodlink Power. Once at half-health, this ability will double in frequency, and the Osiris will once again gain Movement Speed and Attack Damage. Drops a Developed Bloodlink Brain and an Osiris Claw.

ABYSMAL BIOME MOBS (V1.4.3+)

The third and final tier of Biome Mobs. These mobs inherit all base abilities of Titans. When at half and 1/4 Health, they will spawn some of their Evolved and Primal variants. While Health is at or below half, any incoming damage (except instakills) will be completely negated, but transferred onto the nearest Primal or Evolved variant of itself in a 64-block radius.

  • Monarch: Evolution of Emperor: At high health, will rapidly shoot I-frame ignoring variants of Emperor's projectile. As health decreases, its projectile attack will be swapped with a wind gust attack, capable of launching mobs and dealing I-frame ignoring damage in a large radius. When at 1/4 health or lower, will gain a shadow-dash attack, where it will launch itself at its target, dealing high damage and destroying surrounding blocks, and spawning a Monarch Silhouette in its original spot. Monarch Silhouettes only have 1hp, and their special attacks take twice as long to charge as the base Monarch's. Drops Emperor Eyes, Claw Fragments, and Berserk Essence.

DRILLS

When not moving for a few seconds, certain mobs can periodically spawn a type of Drill. Drills will break blocks to reach their targeted enemy. Upon reaching them or a block it cannot break, or if it exists for a certain amount of time, they will explode, either dealing damage, giving a series of debuffs, or teleporting a random mob capable of spawning said Drill to its location.

  • Drill. Spawned from Evolved Biome Mobs. Breaks blocks in a medium radius. (Prior to V1.4.2, only breaks blocks with a hardness less than 5).

  • Titan Drill. Spawned from Titans and Abysmal Biome Mobs. Breaks blocks in a large radius. (Prior to V1.4.2, only breaks blocks with a hardness less than 10).

STRUCTURES

  • Bloodlink Shield: Stage 2 and 3 Bloodlinks form fully-encompassing shields of Blackstone or Obsidian, respectively. When exiting Attack Mode, Bloodlinks will repair any damage done to their shields. When a Bloodlink is killed while in attack Mode, their shield will rapidly decompose.

  • Node: the most common structure seen in an infected area. They passively provide the infection with Mass (1 Mass/Node every 3 seconds). Nodes also provide Biome Mobs that spawn nearby with a permanent boost, either being a Health buff, Movement Speed buff, Attack Damage buff, or the Infested potion effect. Break the Node Core (looks like a Redstone Block) to kill the Node, and receive a Node Core, which is vital to many crafting recipes.

  • Titan Egg: Titan Eggs are a floating Obisian Egg in the sky, and a slowly-forming spiral of Blackstone. Once the spiral reaches the egg, the egg will hatch and spawn a Titan. Eggs can be killed by mining the Core (looks like a Redstone Block), which will destroy the surrounding Obsidian Casing. It is highly recommended to destroy Titan Eggs before they hatch.

PHASES

IMPORTANT NOTE: For V1.4.3+, the %s of each Mass Threshold event have not been calculated yet, and the Mass Threshold value is now at 1000 for EVERY Phase. In addition, Mass Thresholds in Phases 2-5 now have a high chance to evolve a random Primal Biome Mob.

  • Phase 0: This is the Phase the world starts in before the Infection reveals its presence. Crimsonified and Decayed mobs are unable to spawn during this Phase, and reaching the Mass Threshold does nothing. (-∞--1 Points, Mass Threshold: 1000 Mass)

  • Phase I: As soon as the 1st Bloodlink spawns, the world will immediately enter Phase I. Once a second Bloodlink spawns via Bloodlink-Reproduction, vanilla mobs will have a chance to spawn as their Crimsonified variant. Reaching the Mass Threshold allows for Bloodlink-Reproduction. (0-9 Points, Mass Threshold: 1000 Mass)

  • Phase II: The Infection will become noticeably more aggressive during this Phase, and vanilla mobs have a slightly higher chance to spawn Crimsonified. Reaching the Mass Threshold now allows for Bloodlink-Reproduction (12.5%), Bloodlinks evolving to Stage 2 (12.5%), Raids (12.5%), and Node-Spawning (62.5%). Raids will spawn 7 Raidlink Pods. (Before V1.4.3: 10-39 Points, Mass Threshold: 3000 Mass). (After V1.4.3: 10-99 Points).

  • Phase III: The Infection will now focus more on investing its power for later, rather than outright attacks. This Phase now permits vanilla mobs to spawn as both their Crimsonified and Decayed variants, and multiple Decayed Mobs clustered together can sacrifice themselves to form a Distributor. In addition, Raids will now spawn 7 Raidlink Pods and 1 Evolved Raidlink Pod. Reaching the Mass Threshold now allows for Bloodlink-Reproduction (8.33%), Bloodlinks evolving to Stage 2 (8.33%), Raids (8.33%), and Node-Spawning (75%). (Before V1.4.3: 40-149 Points, Mass Threshold: 6000 Mass). (After V1.4.3: 100-749 Points).

  • Phase IV: Vanilla mobs' chances to spawn as a Crimsonified or Decayed variant once again increase, and Raids now spawn with 9 Raidlink Pods and 1 Evolved Raidlink Pod. Reaching the Mass Threshold now allows for Bloodlink-Reproduction (7.14%), Bloodlinks evolving to Stage 2 (7.14%), Raids (14.28%), Node-Spawning (64.29%), and Bloodlinks evolving to Stage 3 (7.14%). Note that Stage 3 Bloodlinks give you access to Purified Gear, but will also make entering/interacting with an infected area significantly more dangerous due to their Reinforcement system. (Before V1.4.3: 150-299 Points, Mass Threshold: 8000 Mass). (After V1.4.3: 750-1499 Points).

  • Phase V: The Infection has reached its maximum power, plunging the world into an eternal thunderstorm (unless the Phase is lowered), blocking out the sky with the immense number of virus particles in the upper atmosphere. Vanilla mobs' chances to spawn as a Crimsonified or Decayed variant increase again, and Raids now spawn 9 Raidlink Pods and 3 Evolved Raidlink Pods. Reaching the Mass Threshold now allows for Bloodlink-Reproduction (6.67%), Bloodlinks evolving to Stage 2 (6.67%), Raids (13.33%), Node-Spawning (60%), Bloodlinks evolving to Stage 3 (6.67%), and a Titan Egg forming (6.67%). (Before V1.4.3: 300+ Points, Mass Threshold: 7000 Mass). (After V1.4.3: 1500+ Points).

  • Phase -1: Can only be entered and exited through the Unstable Core (explained below). Causes the Infection to mutate in a way where it will self-destruct, causing all Axis Mobs to be smited via lightning bolt, and Biome Mobs to self-cleanse the land that they arose from.

ITEM DROPS

Item-Drops

  • Infected Flesh
  • Berserk Essence
  • Explosive Essence
  • Toxic Essence
  • Claw Fragment
  • Armored Scale
  • Metallic Bone
  • Eye of Decay (V1.4.2)
  • Mangler Spear Head
  • Napalmer Cannon Head
  • Harbinger Storm Chamber
  • Emperor Eye
  • Pummeler Tendril
  • Kraken Maw
  • Juggernaut Plate
  • Node Core
  • Bloodlink Membrane
  • Bloodlink Nerves
  • Undeveloped Bloodlink Brain
  • Developed Bloodlink Brain
  • Osiris Claw

CRAFTABLE ITEMS

Craftable Items

  • Crimson Survival Guide: Provides all of the Project’s crafting recipes. Given to each player the 1st time they load a world, and whenever they die. If you need to recraft this item, you can do it with 3 Paper and an Infected Flesh.

  • Crimson Essence

  • Crimson Claw

  • Armor Plate

  • Metallic Handle

  • Infection Gauge: Right-Click to receive data on the infection's current Phase, Points, and Mass.

  • Purification Bomb: An early-game method for purifying infected land.

  • Claw Dagger: Each successive hit increases Attack Speed.

  • Metallic Bow: A primal-tier bow that fires arrows that shatter into shrapnel upon striking something, dealing additional damage to nearby mobs.

  • Claw Axe: A primal-tier weapon & tool that gains Attack Damage, the lower its user's Health is in reference to their max health.

  • Scale Armor Set: Each armor piece provides a boost to a specific attribute.

  • Mangling Enchantment: Every few melee attacks release a Slash Attack that rapidly damages enemies, ignoring I-Frames.

  • Steel Skin Enchantment: Gives wearer invincibility to all damage until they get hurt.

  • Toxic Thorns Enchantment: Upon getting hurt, wearers give all nearby mobs Withering.

  • Heavy Hitting Enchantment: Critical Hits performed near the ground create a series of explosions that damage and launch nearby mobs into the air.

  • Singularity Enchantment: Arrows are able to pierce through enemies, and will drag pierced enemies with them for the next 0.5 seconds.

  • Snaring Enchantment: Bows with this enchantment will fire arrows that when striking a mob, will apply the Snaring effect.

  • Deflecting Enchantment: Shields with this enchantment will passively deflect Impact Projectiles back at their shooters for a short duration after the user is attacked.

  • Mangler Spear: A long-range melee weapon capable of dealing heavy damage to all mobs in a large area, but has very low durability. It is now meant to be used as an escape card in tricky situations instead of a primary weapon.

  • Bloodlink Marker: Right Click to release a particle trail pointing to the nearest Bloodlink; Hold Right Click to give the nearest Bloodlink the Glowing effect, disable its ability to infect and enter Attack Mode for 1 day.

  • Crimson Repeller: A block that when fueled with Crimson Essence, will prevent an area from getting infected. Place a single Crimson Essence at a time inside of the Blast Furnce to fuel.

  • Flare Cannon: A placeable item that passively attacks nearby Drills and Titan Drills in a large radius.

  • Crimson Siphoner: Removes 5000 Mass and 3 Points from the infection.

  • Crimson Blighter: Removes 50000 Mass and 30 Points from the infection.

  • Raw Crimsonium

  • Crimsonium Ingot

  • Corrupted Core

  • Purified Core

  • Beacon Purifier: When placed on an active Beacon, will purify land around it, transforming infected biomes into the Purified Plains Biome, which passively damages Crimson Mobs in the biome.

  • Purified Sword: User gains stacking Strength when being near another mob, and when right-clicked, will give nearby mobs debuffs, but lose the Strength effect.

  • Purified Bow: When user is on the ground, landing arrows spawn Wind Charges. When user is in the air, Arrows drag the user with them, and deal heavy area damage upon contact. If used correctly, this weapon can rival the Elytra in terms of mobility.

  • Purified Axe: can perform a Dash Attack applying Snaring to nearby mobs, and giving the user temporary Strength and Haste.

  • Purified Scythe: Can lifesteal at melee and at range.

  • Purified Shield: While holding the shield, some received damage gets absorbed as kinetic energy. Block the attacks to gain kinetic energy faster. Once the shield is fully powered, lower it to fire an energy ball that will damage and pull away nearby enemies. This ability is instantly fully charged and activated if the shield gets disabled.

  • Purified Pickaxe: Can place Purified Cobblestone, which will destroy nearby Drills without activating them.

  • Purified Shovel: creates a temporary impenetrable dome around the user.

  • Purified Armor Set: Each armor piece provides boosts to specific attributes. When a full set is worn, the wearer will now receive passively-replenishing Absorption I, so in order to actually lose any of their base health, the wearer must receive more than 4hp of damage (after damage reduction) in one second.

  • Purified Crossbow: Arrows shot from this Crossbow have infinite piercing and will reverse direction if airborne long enough, allowing them to hit the same target(s) multiple times. Fireworks will deal scaling Area Damage to the number of enemies hit by the explosion.

  • Purified Mace: Smash attacks deal scaling area damage. In V1.4.3+, after falling a certain number of blocks, right click to revert your location to where you were last time the mace had a visual change. Upon doing this, all your momentum will be stored in the mace, and upon landing a hit, this stored momentum will contribute to the overall area damage.

  • Purified katana: each attack releases a "slash" attack in front of it. Hold right-click to charge up the slash-attack; at max charge, when right-click is released, you gain a Dash ability that applying Snaring to all nearby mobs. Perform a melee attack to release all the charge.

  • Purified Rapier: Each hit applies a stacking Fragility effect onto a victim, and applies stacking Haste to the user. Before V1.4.2.1, killing an enemy removes the Haste stacks and applies Regeneration. After V1.4.2.1, After being out of combat for a few seconds, the blade will slowly convert its Charges into health, healing its user.

  • Purified Broadsword: Kill mobs to gain Soul-Stacks, and right-click to transfer these stacks into the weapon's blade, drastically increasing Attack Damage for the next swing.

  • Scaling Enchantment: A Titan-tier enchantment; melee attacks will deal the (base weapon damage)+0.33(victim's max health). Each mob individually has a 15-second cooldown before they can receive the %-based damage again.

  • Unstable Core: An item that can be used to permanently end the Infection through getting it into a weakened state (negative Mass), then performing a ritual with it and Beacon Purifier to plunge the Infection into Phase -1. This item can also be used to bring the infection back to Phase I.

CREATIVE MODE

In Versions 1.4.2.1+, there is a creative inventory section.

Before V1.4.2.1, you can use the commands below to get the items from this mod (Note that these commands still work in newer versions as well).

  • /function cc_loot:everything: gives everything mentioned below (excluding the Protection Block).

  • /function cc_loot:crimson_survival_guide: gives the Crimson Survival Guide

  • /function cc_loot:enchantments: gives a chest containing all the mod's custom enchantments.

  • /function cc_loot:intermediate_crafting: gives a chest containing all craftable items that are used for further crafting.

  • /function cc_loot:mob_loot_common: gives a chest with all common mob loot.

  • /function cc_loot:mob_loot_evolved: gives a chest with all evolved mob loot. (V1.4.1 and below)

  • /function cc_loot:mob_loot_special: gives a chest with all special mob loot. (V1.4.1 and below)

  • /function cc_loot:mob_loot_all: gives a chest with all mob loot. (V1.4.1 and below)

  • /function cc_loot:mob_loot: gives a chest with all mob loot. (V1.4.2)

  • /function cc_loot:primal_gear: gives a chest with all Primal gear.

  • /function cc_loot:special_gear: gives a chest with all special/miscellaneous gear (Infection Gauge, Mangler Spear, etc.).

  • /function cc_loot:purified_gear: gives a chest with all purified gear.

  • /function cc_loot:spawn_eggs: gives a chest containing the spawn eggs to the mod's mobs.

  • /function cc_loot:infection_gauge: gives the infection gauge item.

  • /function cc_loot:protection_block {Radius:x}: gives a command block that when placed, will prevent a certain radius from being infected. Change the x-value in the command to set the desired radius of blocks. IMPORTANT: If you don't want a constant spam of command block output, run this command: "/gamerule CommandBlockOutput false".

GAMEPLAY COMMANDS

There are a few commands players can use to alter the current state of the infection and check the infection's progress.

  • /function cc_cmd:begin_infection: If there is no Bloodlink already in the world, this command will force-spawn one, thus starting the infection.

  • /function cc_cmd:set_mass {Mass:x}: Sets the infection's Mass to the value x.

  • /function cc_cmd:set_points {Points:x}: Sets the infection's Points to the value x.

  • /function cc_cmd:set_phase {Phase:x}: Sets the infection's Phase to the value x. Only works with values -1 to 5.

  • /function cc_cmd:mass_threshold: Depending on the infection's Phase, this command will trigger a random Infection Event (evolving Bloodlinks, spawning Nodes, etc.), and add 1 Point. Can only be used once per second.

  • /function cc_cmd:get_infection_data: will tell the player who ran the command the infection's current Phase, Points, and Mass.

CONFIGURATION OPTIONS

Since this project is a datapack, proper configuration options cannot be implemented. However, these are some commands that you can run that will automatically update how the mod will behave for the world you're playing on, without needing to restart the game or world.

  • /function cc_config:max_infection_speed {Cap:x}: Sets the maximum amount of areas that the infection can infect in one tick to x. This value is 30 by default, and may cause lag if changed to a very big value if enough Bloodlinks are present. For reference, a single Bloodlink can infect 2-5 places at once, depending on their Stage. Set to 0 to stop the infection from spreading, or to a negative number for no upper limit.

  • /function cc_config:max_infection_radius {Radius:x}: Sets the maximum radius to which the infection can spread from the nearest Bloodlink to the player who ran the command to x. This value is infinite by default, and can be changed to infinite by setting the value to a negative number, or to 0 to stop the infection from spreading.

  • /function cc_config:max_drills {Cap:x}: Limits the maximum amount of Drills or Titan Drills to x. This Value is set to 15 by default. Set to 0 to prevent any Drills from spawning, or to a negative number to remove the cap.

  • /function cc_config:disable_raids: Disables Raids from occuring. If a Raid were to occur, another event will take place instead.

  • /function cc_config:enable_raids: Reenables Raids (enabled by default).

  • /function cc_config:disable_book_on_death: Makes players no longer receive the Crimson Survival Guide upon death.

  • /function cc_config:enable_book_on_death: Makes players receive the Crimson Survival Guide upon death (enabled by default).

PLANNED CONTENT (* = Guarenteed for Version 1.5 or earlier)
  • Performance Improvements*

  • Bring all features added in V1.4.2+ to 1.21.5 - 1.21.8*

  • Redesign the following mobs: Raptor*, Harbinger*, Raid Pod, Evolved Raid Pod, Osiris

  • Improve/add animations to the following mobs: Sky Bomber, Pyrobomber, Pummeler, Napalmer

  • Animated and Emmissive textures for some items*

  • compatibility improvements with other mods, in terms of block and entity interactions*

  • A new Crimsonified/Decayed Mob*

  • A new aquatic Biome Mob*

  • New class of mobs that form from Decayed Mobs merging*

  • A new aquatic Biome Mob*

  • a new Titan

  • Rework Osiris's abilities

  • Fix warning message when opening a world

  • A new "dimension"

  • Mob Variants with Unique Abilities

  • more Abysmal Biome Mobs

  • A Mob Almanac

  • A proper Final Boss

DISCORD SERVER

If you wish to keep up to date with the latest updates, changes and bug fixes, see some sneak-peeks into the next update, or just chat with the developer and other players, feel free to join the Discord Server!

If you experience any issues while playing, please report them in the #issue-tracker channel. If you have any suggestions on how this project could be improved, please mention them in the #suggestions channel.

OTHER INFORMATION

Q&A
  • May I make a video about this mod? Yes. Just make sure to provide credit.

  • Will the Forge loader be supported again? No. This project utilizes features from dependency mods that are not available on Forge. Unless those mods migrate to Forge, this project will not be available as a mod for Forge (technically, you could use the datapack with Forge, but this is heavily advised against).

  • Instead of using spawn eggs, is it possible to spawn mobs via command? Not all mobs, but most can be spawned using the following command (using Crimson Worm as an example): /summon marker ~ ~ ~ {Tags:[Crimson_Worm,Spawn_Egg]} (Note that to spawn Sky Bomber, you must type "Raid_Bomber").

  • Will you port to 1.20.1? I don't know yet... The issue is that many things used in this mod/data pack were introduced in the Tricky Trials update, and due to technical reasons, I may not be able to do it without depending on some sort of backporting mod.

  • The mobs aren't visually displaying correctly... Why? Because this mod is a data pack, it uses vanilla mobs with altered behaviors for many of its mobs. So, if there are any mods or data packs installed that give mobs like zombies or husks certain items, it may mess up this mod's models.

KNOWN INCOMPATIBILITIES AND HOW TO FIX THEM
  • Some resource packs similar to Fresh Animations: May cause any mobs from Crimson Curse to render as vanilla mobs. Can be fixed by downloading the Crimson Curse Resource Pack (if you click on the Datapack option, and scroll past the changelog, you'll find the Resource Pack), then enabling it to be prioritized over the other resource pack.

  • Some Resource Packs using Polytone: May cause some minor visual issues with block colors based on their biome. Should be fixed through the same method as above.

  • AsteorBar: Causes a crash when a Crimson Mob with transparent textures is spawned. This issue happens due to an incompatibility between AsteorBar and Entity Texture Features, and is not something I can personally fix. However, the crash can be prevented by simply editing the config of AsteorBar to disable the mob health bar feature.

  • Distant Horizons: If you have the "Enable Vanilla Fog" turned on under Advanced Settings-->Graphics, the infected biomes will have a VERY thick fog. Simply make sure not to enable this feature.

  • Serene Seasons: Causes major fps lag when the infection is in Phase V. There is not yet a known solution.

  • Mods like JEI or REI: Crimson Curse crafting recipes do not show up correctly in these types of mods. There is no known solution, so for now, use the Crimson Survival Guide for the crafting recipes.

YOUTUBE VIDEOS

100 Days Video by OkRobert:

ATTRIBUTIONS

Ченджлог

1.4.3.1+modБета1.21, 1.21.1 · 15 мая 2026 г.

Changelog for both 1.4.3 and 1.4.3.1

NEW

GENERAL

  • Advancement Tree: there is now an advancement tree for this mod, consisting of advancements for each mob, mob classes, and almost every item.

  • Crimson Mobs: When a Crimson Mob has the Infested status effect, when damaged, instead of having a chance to spawn silverfish, they will spawn Cursors (which will make Infested Nodes more dangerous).

SYSTEMS

  • Recovery: When out of combat, certain classes of mobs are able to consume 8 Mass to heal themselves 4hp every second. Depending on the mob’s class, they can individually use this ability a certain number of times, but when they get aggroed on a target, this counter will be reset. Across all existing mobs, the Recovery ability can only be used a maximum of 100 times, until the infection successfully gains a Point.

  • Swarm System: While aggroed, any non-Axis Crimson Mob will periodically call other nearby Crimson Mobs for assistance in combat.

BIOMES

  • The infected biome has received a noticeable cosmetic overhaul; the block pallete has been improved, and many blocks now become a darker shade, or a gain a red hue upon being part of the biome. Some notable examples include all leaves, wood, ice, snow, stone types, sand, etc.

CRIMSONIFIED & DECAYED MOBS

  • These mobs can now use the Swarm System to call mobs up to 8 blocks away.

  • Crimsonified and Decayed Mobs now have individual spawn eggs.

  • Decayed Bogged: Has received a new texture to be more differentiable from its Crimsonified variant.

BLOODLINK PROTECTORS

  • These mobs can now use the Swarm System to call mobs up to 8 blocks away.

  • Bloodlink Piercer: Digs underground and pops up beside its target. It can either perform a regular melee attack, or will grab its target, then uses its drill-shaped head to drill into its trapped victim, dealing I-frame-ignoring damage. Players can crouch to escape this attack.

  • Bloodlink Sentry: Has received a new model and animations.

PRIMAL BIOME MOBS

  • These mobs can now use the Swarm System to call mobs up to 16 blocks away, and can individually use the Recovery System up to 4 times unless re-aggroed.

EVOLVED BIOME MOBS

  • These mobs can now use the Swarm System to call mobs up to 32 blocks away, and can individually use the Recovery System up to 16 times unless re-aggroed.

TITANS

  • These mobs can now use the Swarm System to call mobs up to 64 blocks away, and can individually use the Recovery System up to 64 times unless re-aggroed.

ABYSMAL BIOME MOBS

  • The third and final tier of Biome Mobs. These mobs inherit all base abilities of Titans. When at half and 1/4 Health, they will spawn some of their Evolved and Primal variants. While Health is at or below half, any incoming damage (except instakills) will be completely negated, but transferred onto the nearest Primal or Evolved variant of itself in a 64-block radius. These mobs can use the Swarm System to call mobs up to 64 blocks away, and can individually use the Recovery System up to 64 times unless re-aggroed.

  • Monarch: Evolution of Emperor; At high health, will rapidly shoot I-frame ignoring variants of Emperor's projectile. As health decreases, its projectile attack will be swapped with a wind gust attack, capable of launching mobs and dealing I-frame ignoring damage in a large radius. When at 1/4 health or lower, will gain a shadow-dash attack, where it will launch itself at its target, dealing high damage and destroying surrounding blocks, and spawning a Monarch Silhouette in its original spot. Monarch Silhouettes only have 1hp, and their special attacks take twice as long to charge as the base Monarch's. Drops Emperor Eyes, Claw Fragments, and Berserk Essence.

STRUCTURES

  • Nodes: now use a Sea Lantern with a red hue as their core instead of a Redstone Block; when spawning on “snowy” or “sandy” blocks, their basalt tendrils will now generate as ice or tinted glass, respectively.

CRAFTABLE ITEMS

  • Purified Mace: Has received a new animated & reactive model; has been buffed/reworked; While falling, right-clicking will teleport you partially back to your original height, and will store all your gained momentum, allowing for the mace to stack up a ton of damage. In addition, the Area Damage now linearly scales with the number of blocks fallen, instead of being fixed values.

CHANGES

SYSTEMS

  • Points: The number of Points for Phases 2-5 have been changed due to the Mass Threshold rework (explained directly below). For exact numbers, look at the “PHASES” Section; When a world is 1st made, the infection will now have -1 Points, but when the 1st Bloodlink spawns, it will be set to 0 points. In addition, infected mobs can now spawn as soon as the infection has 0 or more points, instead of 1 or more points (this change was made simply for the sake of consistency).

  • Mass: All Phases now have a Mass Threshold of 1000, instead of this value changing with each Phase.

STATUS/POTION EFFECTS

  • Custom potion particle effects for all effects besides Snaring have been shrunken down and will spawn less frequently to be less visually intrusive.

AXIS MOBS

  • Bloodlink: can now defend themselves by launching back nearby mobs when they take damage; Bossbars will now only show to players up to 100 blocks away.

EVOLVED BIOME MOBS

  • Aggro-detection range 32--->64 blocks; These mobs will no longer passively spawn near Stage 2 or 3 Bloodlinks, but instead, When the Mass Threshold is reached, a Primal Biome Mob nearby a Stage 2 or 3 Bloodlink will have a chance to evolve; Drill-Charge detection range 65--->64 blocks, and now will only charge if an entity that has previously attacked another Crimson Mob is in said radius.

  • Pummeler: Can now aggro on mobs besides players.

TITANS

  • Aggro-detection range 32--->128 blocks; Drills will now only charge if an entity that has previously attacked another Crimson Mob is in a 100-block radius.

STRUCTURES

  • Node: Upon spawning, Nodes will now convert the biome around it into a Crimson Infection Biome (but not convert any blocks)

PHASES

  • To balance out the Mass Threshold rework and make the infection still progress at the same pace as before, Phases 2-5 have had the % chances of certain Mass Threshold events change, along with the Points needed to progress to the next phase increased.

  • Phase II: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (8.33%), Bloodlinks evolving to Stage 2 (8.33%), Raids (8.33%), Node-Spawning (50%), and evolving a Primal Biome Mob (25%). (10-99 Points).

  • Phase III: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (5.56%), Bloodlinks evolving to Stage 2 (5.56%), Raids (5.56%), Node-Spawning (33.33%), and evolving a Primal Biome Mob (50%). (100-749 Points).

  • Phase IV: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.5%), Bloodlinks evolving to Stage 2 (2.5%), Raids (5%), Node-Spawning (25%), evolving a Primal Biome Mob (62.55%), and Bloodlinks evolving to Stage 3 (2.5%). (750-1499 Points).

  • Phase V: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.38%), Bloodlinks evolving to Stage 2 (2.38%), Raids (4.76%), Node-Spawning (28.57%), evolving a Primal Biome Mob (57.14%), Bloodlinks evolving to Stage 3 (2.38%), and Titan Egg forming (2.38%). (1500+ Points).

CRAFTABLE ITEMS

  • Crimson Siphoner: To keep this item’s effectiveness after the Points change, Points Removed 3--->15 Points.

  • Crimson Blighter: To keep this item’s effectiveness after the Points change, Points Removed 30--->150 Points.

  • Purified Rapier: In order to make Purified Rapier feel less spammy and to make it require some sort of strategy to use, it’s “kill mob” ability has been removed, and instead, when not swung for 3 seconds, It will remove a Stack and give the user regeneration every second until there are 0 Stacks (this change was accidentally added in V1.4.2.1).

BUG FIXES

GENERAL & COMPATIBILITY

  • Spore Fungal Infection: Is now compatible with this mod without causing any tick-lag issues.

  • Spruce Leaves: will no longer appear white instead of their usual green color when certain mods are installed.

  • Arrows: will no longer convert into Bloodlink Sentries’ or Infected Skeleton’s custom projectiles if shot really close to one of these mobs.

GENERAL

  • The mod will no longer completely break if too many (~500-3000) of the same entity exist at the same time (This issue primarily happened from too many Nodes being loaded, since its easily possible for more than 1000 Nodes to exist simultaneously).

  • Mobs that have custom abilities when injured (IE, Knight reflecting damage, Kraken spitting Acid Balls) will now work properly even if a Player isn’t nearby.

SYSTEMS

  • Reinforcement System: can no longer randomly cause a ton of lag if the game is already taking up a lot of processing power; Nodes will once again have a 33% chance to activate the Reinforcement System when destroyed; Bloodlinks will no longer be activated by the Reinforcement System if there isn’t at least 150 Mass for a Bloodlink to consume.

CRIMSONIFIED & DECAYED MOBS

  • Vanilla mobs can no longer become Infected from taking damage in Phases -1 and 0.

  • The chances of a vanilla mob becoming its infected variant upon being attacked is now correctly 20%, or 50% if the mob is nearby a Crimson Mob or in an infected biome.

AXIS MOBS

  • Axis Mobs will once again die/take damage in Phase -1.

  • Bloodlinks: Initial Bloodlinks will now spawn again (this was broken in V1.4.3).

BLOODLINK PROTECTORS

  • Bloodlink Sentries: will no longer randomly go invisible or become invulnerable while above-ground.

TITANS & ABYSMAL MOBS

  • Titans and Abysmal Biome Mobs c once again spawn Evolved Biome Mobs nearby (12.5% chance) (this was broken in V1.4.3).

DRILLS

  • Drills and Titan Drills will no longer immediately pop if they come in contact with a non-vanilla block, even if they could’ve broken it (but will still die if they fail to break the block).

STRUCTURES

  • Bloodlink Shield: Will no longer override all blocks, but can do only do so to the same blocks that Nodes can.

  • Nodes: Biome Mobs spawned near Nodes via artificial means (like through Spawn Eggs) will now get the Node’s associated buff.

CRAFTABLE ITEMS

  • Crimson Survival Guide: Axis Marker is now correctly named instead of being called “Bloodlink Marker” in the book.

  • Crimson Repeller: Its item form now properly renders the Blast Furnace.

  • Flare Cannon: will no longer despawn or slowly die.

  • Beacon purifier: Will no longer randomly drop Stone upon being destroyed.

1.4.3.1Бета1.21, 1.21.1 · 15 мая 2026 г.

Changelog for both 1.4.3 and 1.4.3.1

NEW

GENERAL

  • Advancement Tree: there is now an advancement tree for this mod, consisting of advancements for each mob, mob classes, and almost every item.

  • Crimson Mobs: When a Crimson Mob has the Infested status effect, when damaged, instead of having a chance to spawn silverfish, they will spawn Cursors (which will make Infested Nodes more dangerous).

SYSTEMS

  • Recovery: When out of combat, certain classes of mobs are able to consume 8 Mass to heal themselves 4hp every second. Depending on the mob’s class, they can individually use this ability a certain number of times, but when they get aggroed on a target, this counter will be reset. Across all existing mobs, the Recovery ability can only be used a maximum of 100 times, until the infection successfully gains a Point.

  • Swarm System: While aggroed, any non-Axis Crimson Mob will periodically call other nearby Crimson Mobs for assistance in combat.

BIOMES

  • The infected biome has received a noticeable cosmetic overhaul; the block pallete has been improved, and many blocks now become a darker shade, or a gain a red hue upon being part of the biome. Some notable examples include all leaves, wood, ice, snow, stone types, sand, etc.

CRIMSONIFIED & DECAYED MOBS

  • These mobs can now use the Swarm System to call mobs up to 8 blocks away.

  • Crimsonified and Decayed Mobs now have individual spawn eggs.

  • Decayed Bogged: Has received a new texture to be more differentiable from its Crimsonified variant.

BLOODLINK PROTECTORS

  • These mobs can now use the Swarm System to call mobs up to 8 blocks away.

  • Bloodlink Piercer: Digs underground and pops up beside its target. It can either perform a regular melee attack, or will grab its target, then uses its drill-shaped head to drill into its trapped victim, dealing I-frame-ignoring damage. Players can crouch to escape this attack.

  • Bloodlink Sentry: Has received a new model and animations.

PRIMAL BIOME MOBS

  • These mobs can now use the Swarm System to call mobs up to 16 blocks away, and can individually use the Recovery System up to 4 times unless re-aggroed.

EVOLVED BIOME MOBS

  • These mobs can now use the Swarm System to call mobs up to 32 blocks away, and can individually use the Recovery System up to 16 times unless re-aggroed.

TITANS

  • These mobs can now use the Swarm System to call mobs up to 64 blocks away, and can individually use the Recovery System up to 64 times unless re-aggroed.

ABYSMAL BIOME MOBS

  • The third and final tier of Biome Mobs. These mobs inherit all base abilities of Titans. When at half and 1/4 Health, they will spawn some of their Evolved and Primal variants. While Health is at or below half, any incoming damage (except instakills) will be completely negated, but transferred onto the nearest Primal or Evolved variant of itself in a 64-block radius. These mobs can use the Swarm System to call mobs up to 64 blocks away, and can individually use the Recovery System up to 64 times unless re-aggroed.

  • Monarch: Evolution of Emperor; At high health, will rapidly shoot I-frame ignoring variants of Emperor's projectile. As health decreases, its projectile attack will be swapped with a wind gust attack, capable of launching mobs and dealing I-frame ignoring damage in a large radius. When at 1/4 health or lower, will gain a shadow-dash attack, where it will launch itself at its target, dealing high damage and destroying surrounding blocks, and spawning a Monarch Silhouette in its original spot. Monarch Silhouettes only have 1hp, and their special attacks take twice as long to charge as the base Monarch's. Drops Emperor Eyes, Claw Fragments, and Berserk Essence.

STRUCTURES

  • Nodes: now use a Sea Lantern with a red hue as their core instead of a Redstone Block; when spawning on “snowy” or “sandy” blocks, their basalt tendrils will now generate as ice or tinted glass, respectively.

CRAFTABLE ITEMS

  • Purified Mace: Has received a new animated & reactive model; has been buffed/reworked; While falling, right-clicking will teleport you partially back to your original height, and will store all your gained momentum, allowing for the mace to stack up a ton of damage. In addition, the Area Damage now linearly scales with the number of blocks fallen, instead of being fixed values.

CHANGES

SYSTEMS

  • Points: The number of Points for Phases 2-5 have been changed due to the Mass Threshold rework (explained directly below). For exact numbers, look at the “PHASES” Section; When a world is 1st made, the infection will now have -1 Points, but when the 1st Bloodlink spawns, it will be set to 0 points. In addition, infected mobs can now spawn as soon as the infection has 0 or more points, instead of 1 or more points (this change was made simply for the sake of consistency).

  • Mass: All Phases now have a Mass Threshold of 1000, instead of this value changing with each Phase.

STATUS/POTION EFFECTS

  • Custom potion particle effects for all effects besides Snaring have been shrunken down and will spawn less frequently to be less visually intrusive.

AXIS MOBS

  • Bloodlink: can now defend themselves by launching back nearby mobs when they take damage; Bossbars will now only show to players up to 100 blocks away.

EVOLVED BIOME MOBS

  • Aggro-detection range 32--->64 blocks; These mobs will no longer passively spawn near Stage 2 or 3 Bloodlinks, but instead, When the Mass Threshold is reached, a Primal Biome Mob nearby a Stage 2 or 3 Bloodlink will have a chance to evolve; Drill-Charge detection range 65--->64 blocks, and now will only charge if an entity that has previously attacked another Crimson Mob is in said radius.

  • Pummeler: Can now aggro on mobs besides players.

TITANS

  • Aggro-detection range 32--->128 blocks; Drills will now only charge if an entity that has previously attacked another Crimson Mob is in a 100-block radius.

STRUCTURES

  • Node: Upon spawning, Nodes will now convert the biome around it into a Crimson Infection Biome (but not convert any blocks)

PHASES

  • To balance out the Mass Threshold rework and make the infection still progress at the same pace as before, Phases 2-5 have had the % chances of certain Mass Threshold events change, along with the Points needed to progress to the next phase increased.

  • Phase II: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (8.33%), Bloodlinks evolving to Stage 2 (8.33%), Raids (8.33%), Node-Spawning (50%), and evolving a Primal Biome Mob (25%). (10-99 Points).

  • Phase III: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (5.56%), Bloodlinks evolving to Stage 2 (5.56%), Raids (5.56%), Node-Spawning (33.33%), and evolving a Primal Biome Mob (50%). (100-749 Points).

  • Phase IV: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.5%), Bloodlinks evolving to Stage 2 (2.5%), Raids (5%), Node-Spawning (25%), evolving a Primal Biome Mob (62.55%), and Bloodlinks evolving to Stage 3 (2.5%). (750-1499 Points).

  • Phase V: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.38%), Bloodlinks evolving to Stage 2 (2.38%), Raids (4.76%), Node-Spawning (28.57%), evolving a Primal Biome Mob (57.14%), Bloodlinks evolving to Stage 3 (2.38%), and Titan Egg forming (2.38%). (1500+ Points).

CRAFTABLE ITEMS

  • Crimson Siphoner: To keep this item’s effectiveness after the Points change, Points Removed 3--->15 Points.

  • Crimson Blighter: To keep this item’s effectiveness after the Points change, Points Removed 30--->150 Points.

  • Purified Rapier: In order to make Purified Rapier feel less spammy and to make it require some sort of strategy to use, it’s “kill mob” ability has been removed, and instead, when not swung for 3 seconds, It will remove a Stack and give the user regeneration every second until there are 0 Stacks (this change was accidentally added in V1.4.2.1).

BUG FIXES

GENERAL & COMPATIBILITY

  • Spore Fungal Infection: Is now compatible with this mod without causing any tick-lag issues.

  • Spruce Leaves: will no longer appear white instead of their usual green color when certain mods are installed.

  • Arrows: will no longer convert into Bloodlink Sentries’ or Infected Skeleton’s custom projectiles if shot really close to one of these mobs.

GENERAL

  • The mod will no longer completely break if too many (~500-3000) of the same entity exist at the same time (This issue primarily happened from too many Nodes being loaded, since its easily possible for more than 1000 Nodes to exist simultaneously).

  • Mobs that have custom abilities when injured (IE, Knight reflecting damage, Kraken spitting Acid Balls) will now work properly even if a Player isn’t nearby.

SYSTEMS

  • Reinforcement System: can no longer randomly cause a ton of lag if the game is already taking up a lot of processing power; Nodes will once again have a 33% chance to activate the Reinforcement System when destroyed; Bloodlinks will no longer be activated by the Reinforcement System if there isn’t at least 150 Mass for a Bloodlink to consume.

CRIMSONIFIED & DECAYED MOBS

  • Vanilla mobs can no longer become Infected from taking damage in Phases -1 and 0.

  • The chances of a vanilla mob becoming its infected variant upon being attacked is now correctly 20%, or 50% if the mob is nearby a Crimson Mob or in an infected biome.

AXIS MOBS

  • Axis Mobs will once again die/take damage in Phase -1.

  • Bloodlinks: Initial Bloodlinks will now spawn again (this was broken in V1.4.3).

BLOODLINK PROTECTORS

  • Bloodlink Sentries: will no longer randomly go invisible or become invulnerable while above-ground.

TITANS & ABYSMAL MOBS

  • Titans and Abysmal Biome Mobs c once again spawn Evolved Biome Mobs nearby (12.5% chance) (this was broken in V1.4.3).

DRILLS

  • Drills and Titan Drills will no longer immediately pop if they come in contact with a non-vanilla block, even if they could’ve broken it (but will still die if they fail to break the block).

STRUCTURES

  • Bloodlink Shield: Will no longer override all blocks, but can do only do so to the same blocks that Nodes can.

  • Nodes: Biome Mobs spawned near Nodes via artificial means (like through Spawn Eggs) will now get the Node’s associated buff.

CRAFTABLE ITEMS

  • Crimson Survival Guide: Axis Marker is now correctly named instead of being called “Bloodlink Marker” in the book.

  • Crimson Repeller: Its item form now properly renders the Blast Furnace.

  • Flare Cannon: will no longer despawn or slowly die.

  • Beacon purifier: Will no longer randomly drop Stone upon being destroyed.

1.4.3+modБета1.21, 1.21.1 · 3 мая 2026 г.

The Full Changelog for this update will be included in V1.4.3.1's Changelog, which should come out in 1-2 weeks (and will bring 1.21.5-8 up to date!). If you are curious about what was added/changed in this version, I suggest checking out the Discord Server!

Here are some brief snippits of what was added/changed:

  • New Melee variant of the Bloodlink Sentry called the Bloodlink Piercer; it digs underground and pops up beside you, grabs you, and uses its head to drill into you
  • New tier of Biome Mobs called the Abysmal Biome Mobs, which are another set of bosses
  • Monarch (evolution of Emperor) will rapidly fire I-frame ignoring projectiles when at high health, but as its health decreases, it will use a wind gust attack instead with a gigantic aoe. When Below Half health, it will spawn Crimson Worms and Emperors, and will transfer any incoming damage onto any Crimson Worm or Emperor within a 64 block radius. When very low on health, Monarch will gain a Shadow-Dash ability, where it can accurately launch itself towards an enemy dealing high damage and breaking blocks in its path, and will spawn a very fragile shadow clone of itself in its original spot, which will perform the same attacks as Monarch at half the frequency
  • Purified Mace has been buffed/reworked; While falling, right-clicking will teleport you partially back to your original height, and will store all your gained momentum, allowing for the mace to stack up a ton of damage. In addition, the Area Damage now linearly scales with the number of blocks fallen, instead of being fixed values.
  • The infected Biome has recieved an overhaul to appearance. It should now be more aestetically pleasing, and now blocks such as dirt, wood, snow, ice, spruce leaves, etc. now get tinted a certain color when inside an infected area.
  • Bloodlink Sentry now has new animations, and an altered appearance
  • Decayed Bogged has been retextured to be more differentiable from Crimsonified Bogged
  • Decayed and Crimsonified mobs now have their own unique spawn eggs instead of sharing a single one per mob type
  • there is now a Crimson Curse Advancement Tree
  • the Mass Threshold and Points system has been completely overhauled:
  1. The Mass Threshold in EVERY Phase is now 1000, rather than being between 1000 and 8000
  2. The Points needed for the infection to increase in Phase has also increased
    Phase 1: same (0-9 Points)
    Phase 2: 10-39 --> 10-99 Points
    Phase 3: 40-149 --> 100-749 Points
    Phase 4: 150-299 --> 750-1499 Points
    Phase 5: 300+ --> 1500+ Points
  3. The system for Evolved Biome Mob-spawning is now done through the Mass Theshold system, meaning that Evolved mobs will no longer require a Stage 2 or 3 Bloodlink to spawn, but now, Primal Biome Mobs can be slain before they have the chance to evolve (Note that S2 and S3 Bloodlinks can still spawn Evolved mobs, but their chances have been reduced from 14.28 --> 5%, and 25 --> 10%, respectively
  4. Crimson Siphoners and Crimson Blighters will now remove 5x as many points as they previously did, to make up for the Point system being so drastically reworked
  • This project is now fully compatible with Spore Fungal Infection
  • The Bloodlink Reinforcement system will no longer randomly cause world-ruining lag
  • Nodes now take up less processing power, and as it currently stands, over 3000 can simultaniously exist without breaking the mod (prior to this update, if more than 500 Nodes were simultaniously loaded, they would cause the whole mod to break)
1.4.3Бета1.21, 1.21.1 · 3 мая 2026 г.

The Full Changelog for this update will be included in V1.4.3.1's Changelog, which should come out in 1-2 weeks (and will bring 1.21.5-8 up to date!). If you are curious about what was added/changed in this version, I suggest checking out the Discord Server!

Here are some brief snippits of what was added/changed:

  • New Melee variant of the Bloodlink Sentry called the Bloodlink Piercer; it digs underground and pops up beside you, grabs you, and uses its head to drill into you
  • New tier of Biome Mobs called the Abysmal Biome Mobs, which are another set of bosses
  • Monarch (evolution of Emperor) will rapidly fire I-frame ignoring projectiles when at high health, but as its health decreases, it will use a wind gust attack instead with a gigantic aoe. When Below Half health, it will spawn Crimson Worms and Emperors, and will transfer any incoming damage onto any Crimson Worm or Emperor within a 64 block radius. When very low on health, Monarch will gain a Shadow-Dash ability, where it can accurately launch itself towards an enemy dealing high damage and breaking blocks in its path, and will spawn a very fragile shadow clone of itself in its original spot, which will perform the same attacks as Monarch at half the frequency
  • Purified Mace has been buffed/reworked; While falling, right-clicking will teleport you partially back to your original height, and will store all your gained momentum, allowing for the mace to stack up a ton of damage. In addition, the Area Damage now linearly scales with the number of blocks fallen, instead of being fixed values.
  • The infected Biome has recieved an overhaul to appearance. It should now be more aestetically pleasing, and now blocks such as dirt, wood, snow, ice, spruce leaves, etc. now get tinted a certain color when inside an infected area.
  • Bloodlink Sentry now has new animations, and an altered appearance
  • Decayed Bogged has been retextured to be more differentiable from Crimsonified Bogged
  • Decayed and Crimsonified mobs now have their own unique spawn eggs instead of sharing a single one per mob type
  • there is now a Crimson Curse Advancement Tree
  • the Mass Threshold and Points system has been completely overhauled:
  1. The Mass Threshold in EVERY Phase is now 1000, rather than being between 1000 and 8000
  2. The Points needed for the infection to increase in Phase has also increased
    Phase 1: same (0-9 Points)
    Phase 2: 10-39 --> 10-99 Points
    Phase 3: 40-149 --> 100-749 Points
    Phase 4: 150-299 --> 750-1499 Points
    Phase 5: 300+ --> 1500+ Points
  3. The system for Evolved Biome Mob-spawning is now done through the Mass Theshold system, meaning that Evolved mobs will no longer require a Stage 2 or 3 Bloodlink to spawn, but now, Primal Biome Mobs can be slain before they have the chance to evolve (Note that S2 and S3 Bloodlinks can still spawn Evolved mobs, but their chances have been reduced from 14.28 --> 5%, and 25 --> 10%, respectively
  4. Crimson Siphoners and Crimson Blighters will now remove 5x as many points as they previously did, to make up for the Point system being so drastically reworked
  • This project is now fully compatible with Spore Fungal Infection
  • The Bloodlink Reinforcement system will no longer randomly cause world-ruining lag
  • Nodes now take up less processing power, and as it currently stands, over 3000 can simultaniously exist without breaking the mod (prior to this update, if more than 500 Nodes were simultaniously loaded, they would cause the whole mod to break)
1.4.2.1+modБета1.21, 1.21.1 · 14 марта 2026 г.

BUG FIXES

CREATIVE MODE

Fixed a major issue preventing the creative inventory from working properly (I accidentally deleted a file before releasing V1.4.2 and didn't notice).

1.4.2.1Бета1.21, 1.21.1 · 14 марта 2026 г.

BUG FIXES

CREATIVE MODE

Fixed a major issue preventing the creative inventory from working properly (I accidentally deleted a file before releasing V1.4.2 and didn't notice).

1.4.2+modБета1.21, 1.21.1 · 27 февраля 2026 г.

NEW

COMPATIBILITY

This project now requires Polytone for some of the new features introduced in this release.

SYSTEMS

  • Alert System: Now has its own unique particle effects.

STATUS/POTION EFFECTS

All status effects now have their own unique custom particle effects.

BIOMES

  • Crimson Infection & Crimson Decay: Now produce a thick fog when entering these biomes.

MOBS (GENERAL)

  • Aggression Mechanics: Crimson Mobs will now get aggroed on any non-passive mob they can see; When a Crimson Mob gets aggroed on another mob, they will now turn red as if they were attacked, and release some Rage particles above their heads.

  • Block-Breaking: Block-breaking mechanics now work through custom explosions rather than the /fill command, allowing for mobs capable of breaking blocks to now interact with almost any modded block. This also gives any hole dug by Crimson Mobs a more randomized, natural look.

CRIMSONIFIED/DECAYED MOBS

Due to the new aggression mechanics, crimsonified mobs will no longer instantaneously transform nearby vanilla mobs into their infected counterparts, but must attack them first.

AXIS MOBS

  • Bloodlink: Has received a new model, along with much smoother animations for all three Stages.

BLOODLINK-PROTECTORS

  • Bloodlink Mercenary: Has been completely revamped into a new mob called the Cursor

PRIMAL BIOME MOBS

  • Rusher: Has received a completely new design and new animations

EVOLVED BIOME MOBS

  • Mangler: Received a new model and smoother animations

ITEM DROPS

  • Eye of Decay: a new item dropped by Decayed Mobs and Distributor. Use it alongside the Bloodlink Marker (which has been renamed to the Axis Marker) to highlight the nearest Axis Mob, and disable most of their abilities for a limited time.

CRAFTABLE ITEMS:

New emissive, animated, and reactive textures have been given to: Purified Sword, Purified Katana, Purified Rapier, Purified Broadsword, Purified Bow, Purified Axe, and Purified Scythe; Purified Katana has also received a new sweep-attack visual effect; Purified Axe and Purified Katana’s Dash silhouette visual effect has received a new, more defining texture.

CREATIVE MODE

There is now a creative inventory tab with every item this project adds.

/function cc_loot:mob_loot_common, /function cc_loot:mob_loot_evolved & /function cc_loot:mob_loot_special: Have all been removed due to the introduction of a creative Inventory tab.

CHANGES

BLOODLINK-PROTECTORS

  • Bloodlink Mercenary/ Cursor: Max Health 15 —> 12hp; Movement Speed has been increased; Now has a leap ability.

  • Bloodlink Pod: Now gives the mob it teleports 18 sec of Bloodlink Power.

PRIMAL BIOME MOBS

  • Rusher: Max Health 20—>32hp; Armor 11—>0; Now has better Dashing AI.

EVOLVED BIOME MOBS

All Evolved Biome Mobs now have the ability to break blocks without the help of a Drill, as long as they are aggroed on a target. They will now rarely spawn a Drill, unless they lose sight of their target.

  • Mangler: Received a new model and smoother animations; Dash Damage Radius 6—>5 blocks; Mangler no longer needs to be moving to activate their Dash Ability; Dash Ability AI has been greatly improved.

STRUCTURES

  • Bloodlink Shield: Generation time increased from ~20—>5 mins.

  • Nodes: when their core is destroyed, their Basalt parts will also now also fall apart.

CRAFTABLE ITEMS

  • Metallic Bow: Their base shrapnel damage has been decreased from 25—>20, but now scales with the Power enchantment at +2/level.

  • Purified Bow: Ground Explosion damage has been decreased from 11—>8, but now scales with the Power enchantment at +1/level; Aerial Explosion damage has been decreased from 25—>20, but now scales with the Power enchantment at +2/level.

CREATIVE MODE

/function cc_loot:mob_loot_all: is now just /function cc_loot:mob_loot.

BUG FIXES

STATUS/POTION EFFECTS

  • Fragility: Now should work correctly to increase the damage from ALL damage types (for example, prior to this update, Fragility didn’t increase the damage mobs took from Fire).

VANILLA MOBS

  • Ghast: No longer takes additional damage from the Smite Enchantment.

BLOODLINK PROTECTORS

  • Bloodlink Sentry: now shoots its own custom projectiles instead of arrows.

PRIMAL BIOME MOBS

  • Rusher: Will now dash in the right direction towards its target while in water again.

CRAFTABLE ITEMS

  • Purified Rapier: Its Haste effect will now max out at 10 instead of 11.

  • Purified Shovel: Its attribute IDs are now correctly labeled as “purified_shovel” instead of “purified_axe”

  • Dash Weapons (General): Their Dash-Silhouette effect now properly orients with the user’s horizontal-head angle (or their yaw)

1.4.2Бета1.21, 1.21.1 · 25 февраля 2026 г.

NEW

COMPATIBILITY

This project now requires Polytone for some of the new features introduced in this release.

SYSTEMS

  • Alert System: Now has its own unique particle effects.

STATUS/POTION EFFECTS

All status effects now have their own unique custom particle effects.

BIOMES

  • Crimson Infection & Crimson Decay: Now produce a thick fog when entering these biomes.

MOBS (GENERAL)

  • Aggression Mechanics: Crimson Mobs will now get aggroed on any non-passive mob they can see; When a Crimson Mob gets aggroed on another mob, they will now turn red as if they were attacked, and release some Rage particles above their heads.

  • Block-Breaking: Block-breaking mechanics now work through custom explosions rather than the /fill command, allowing for mobs capable of breaking blocks to now interact with almost any modded block. This also gives any hole dug by Crimson Mobs a more randomized, natural look.

CRIMSONIFIED/DECAYED MOBS

Due to the new aggression mechanics, crimsonified mobs will no longer instantaneously transform nearby vanilla mobs into their infected counterparts, but must attack them first.

AXIS MOBS

  • Bloodlink: Has received a new model, along with much smoother animations for all three Stages.

BLOODLINK-PROTECTORS

  • Bloodlink Mercenary: Has been completely revamped into a new mob called the Cursor

PRIMAL BIOME MOBS

  • Rusher: Has received a completely new design and new animations

EVOLVED BIOME MOBS

  • Mangler: Received a new model and smoother animations

ITEM DROPS

  • Eye of Decay: a new item dropped by Decayed Mobs and Distributor. Use it alongside the Bloodlink Marker (which has been renamed to the Axis Marker) to highlight the nearest Axis Mob, and disable most of their abilities for a limited time.

CRAFTABLE ITEMS:

New emissive, animated, and reactive textures have been given to: Purified Sword, Purified Katana, Purified Rapier, Purified Broadsword, Purified Bow, Purified Axe, and Purified Scythe; Purified Katana has also received a new sweep-attack visual effect; Purified Axe and Purified Katana’s Dash silhouette visual effect has received a new, more defining texture.

CREATIVE MODE

There is now a creative inventory tab with every item this project adds.

/function cc_loot:mob_loot_common, /function cc_loot:mob_loot_evolved & /function cc_loot:mob_loot_special: Have all been removed due to the introduction of a creative Inventory tab.

CHANGES

BLOODLINK-PROTECTORS

  • Bloodlink Mercenary/ Cursor: Max Health 15 —> 12hp; Movement Speed has been increased; Now has a leap ability.

  • Bloodlink Pod: Now gives the mob it teleports 18 sec of Bloodlink Power.

PRIMAL BIOME MOBS

  • Rusher: Max Health 20—>32hp; Armor 11—>0; Now has better Dashing AI.

EVOLVED BIOME MOBS

All Evolved Biome Mobs now have the ability to break blocks without the help of a Drill, as long as they are aggroed on a target. They will now rarely spawn a Drill, unless they lose sight of their target.

  • Mangler: Received a new model and smoother animations; Dash Damage Radius 6—>5 blocks; Mangler no longer needs to be moving to activate their Dash Ability; Dash Ability AI has been greatly improved.

STRUCTURES

  • Bloodlink Shield: Generation time increased from ~20—>5 mins.

  • Nodes: when their core is destroyed, their Basalt parts will also now also fall apart.

CRAFTABLE ITEMS

  • Metallic Bow: Their base shrapnel damage has been decreased from 25—>20, but now scales with the Power enchantment at +2/level.

  • Purified Bow: Ground Explosion damage has been decreased from 11—>8, but now scales with the Power enchantment at +1/level; Aerial Explosion damage has been decreased from 25—>20, but now scales with the Power enchantment at +2/level.

CREATIVE MODE

/function cc_loot:mob_loot_all: is now just /function cc_loot:mob_loot.

BUG FIXES

STATUS/POTION EFFECTS

  • Fragility: Now should work correctly to increase the damage from ALL damage types (for example, prior to this update, Fragility didn’t increase the damage mobs took from Fire).

VANILLA MOBS

  • Ghast: No longer takes additional damage from the Smite Enchantment.

BLOODLINK PROTECTORS

  • Bloodlink Sentry: now shoots its own custom projectiles instead of arrows.

PRIMAL BIOME MOBS

  • Rusher: Will now dash in the right direction towards its target while in water again.

CRAFTABLE ITEMS

  • Purified Rapier: Its Haste effect will now max out at 10 instead of 11.

  • Purified Shovel: Its attribute IDs are now correctly labeled as “purified_shovel” instead of “purified_axe”

  • Dash Weapons (General): Their Dash-Silhouette effect now properly orients with the user’s horizontal-head angle (or their yaw)

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