
Dawn of the Flood - "Rising Tides"
This game changing minecraft mod adds the horrific flood virus from the original halo franchise into the game! Prepare yourself for this, because as experts say: “One single Flood spore can destroy a species.”
Обновлён 10 августа 2025 г. · опубликован 12 марта 2024 г.
⚜️ Description:



❗️ MOD IN VERY EARLY DEVELOPMENT ❗️ BE PATIENT WITH THE UPDATES ❗️ TO SPEED UP THE PROCESS, YOU CAN DONATE TO OUR PATREON ❗️ SO THE MOD ISN'T DEAD, IT TAKES TIME TO RELEASE UPDATES ❗️
🔨 In-Depth Project Details:
Dawn of the Flood is our magnus opus, therefore it has a lot of complex systems and coding. The mod is in active development so please be patient with the updates and also regarding the first statement, the mod is so complex that it requires multiple dependencies to run. The mod also is a mixture of more complex code extensions, such as the GeckoLib extension created fully by me which makes manual animations a breeze and also bring in support for smooth bedrock keyframes (now fully available with GeckoLib as well). The extension also offers humanoid armor support and much more! The pack even extends in Blockbench, where we use little animation tricks and combinations to obtain smooth results. We also offer support for customizable camera animations and camera bone support to change the player's camera in game at ANY point, with smooth and timed animations.
⚜️ Project Description & Information:
Dawn of the Flood is the multicomplex infection-invasion mod that adds the Flood from Halo, a devourer of the universe, a parasitic virus that has not yet been dealt with, one that spreads as fast as smoke vanishes into the atmosphere, that is capable of gaining intelligence rapidly and efficiently, a parasite that will consume the entire world if not contained, a parasite from which a single flood spore can destroy an entire species, a looming threat that heads closer and closer to the Minecraft World every second. And when it strikes, it will be too late, as the Flood is the deadliest of the deadliest, consuming thousands, eradicating hundreds of species, glassing fleets of thousands and gaining dominance over the universe. Now before it's too late, wake up, on your feet, and face it, it's either you or them, but you'll live life on your own terms, becoming a true survivor of this epoch. It strikes! And with the arrival of an infected covenant cruiser containing spores and leftover pilots and a new type of technological warfare, one that makes the Pillagers and Villagers come to a consensus, another planet is faced with direct extinction and mass consumption. Rise up from the ashes belittled survivor! And take it on upon yourself, survive and end this menacing threat once and for all. You need to destroy Halo before it's too late!
The Mod brings in a massive and extended Halo lore, powerful scalings, complex systems, terrifying enemies and appearences, upcoming structures and a lot MORE stuff. The Mod tries to also go beyond it's limits, adding First Person Animations, Third Person Animations, Cutscenes, Detailed Animated Guns, Weapons and Enemies, Unique Designs and Abilities, and MORE, all that while trying to stay faithful to the original Halo franchise.
Each update has a special name that foreshadowes how the mod OR world will end. Now... The Flood is very strong and doesn't wait for you, and a single flood spore can destroy a species, and devastate entire continents and landmasses, them being able of gaining high intelligence quickly and effectively and sooner or later, the threat will destroy Minecraft if not taken care of.
Also note that the mod is still in very early development!
For more information, you should check out our wiki: https://trello.com/c/wHxgCYNW/2-dawn-of-the-flood and contact us on our discord server, thanks again, and we wish you goodluck, masterchief! The mod is compatible with JEI and also with another halo related mod, Halo & MDE.

🎬 Credits:
The Mod is based on the Flood from Halo, therefore I need to thank them the most, thanks!
Thanks to the Halo wikis and mostly to our discord members who gave us brilliant ideas!
Thanks to TeamAbyssal at last!
Mod made by us, Team Abyssal. Any acts of copying / stealing our work, such as the models, textures, or other assets will fall under the category of punishment liable. However code can be shared and taken from us freely with or without crediting us. However lying about taking the code or not can also fall under the category of punishment liable in different circumstances.
In conclusion, the work done is huge and that's why I'd appreciate it if you guys could support us on Patreon 🙂

🎩 Team Abyssal's Socials:





Версии
| Версия | Канал | Игра | Загрузчики | Дата | Скачать |
|---|---|---|---|---|---|
| 0.5.2-R-1.20.1 | Релиз | 1.20.1 | forge, neoforge | 10 августа 2025 г. | .jar (60.3 МБ) |
| 0.5.1-R-1.20.1 | Релиз | 1.20.1 | forge, neoforge | 9 августа 2025 г. | .jar (59.7 МБ) |
| 0.5.0-R-1.20.1 | Релиз | 1.20.1 | forge, neoforge | 29 июля 2025 г. | .jar (59.4 МБ) |
| 0.4.9-R-1.20.1 | Релиз | 1.20.1 | forge, neoforge | 18 июля 2025 г. | .jar (59.5 МБ) |
| 0.4.8-R-1.20.1 | Релиз | 1.20.1 | forge, neoforge | 17 июля 2025 г. | .jar (59.5 МБ) |
| 0.3.8-R-1.20.1 | Релиз | 1.20.1 | forge, neoforge | 22 февраля 2025 г. | .jar (31.9 МБ) |
| 0.3.7-R-1.20.1 | Релиз | 1.20.1 | forge, neoforge | 21 февраля 2025 г. | .jar (31.5 МБ) |
| 0.3.6-R-1.20.1 | Релиз | 1.20.1 | forge, neoforge | 20 февраля 2025 г. | .jar (31.5 МБ) |
| 0.2.6-R-1.20.1 | Релиз | 1.20.1 | forge | 24 декабря 2024 г. | .jar (26.7 МБ) |
| 0.1.6-R-1.20.1 | Релиз | 1.20.1 | forge | 1 ноября 2024 г. | .jar (21.0 МБ) |
| 0.1.5-R-1.20.1 | Релиз | 1.20.1 | forge | 31 октября 2024 г. | .jar (21.0 МБ) |
| 0.0.5-B-1.20.1 | Бета | 1.20.1 | forge | 25 июля 2024 г. | .jar (17.8 МБ) |
| 0.0.4-B-1.20.1 | Бета | 1.20.1 | forge | 19 июля 2024 г. | .jar (17.8 МБ) |
| 0.0.3-B-1.20.1 | Бета | 1.20.1 | forge | 18 июля 2024 г. | .jar (18.0 МБ) |
| 0.0.2-B-1.20.1 | Бета | 1.20.1 | forge | 17 июля 2024 г. | .jar (19.4 МБ) |
Показаны последние 15 из 22 версий. Все версии — на Modrinth.
Ченджлог
0.5.2-R-1.20.1Релиз1.20.1 · 10 августа 2025 г.
- Fixed crash that occured when starting Minecraft.
0.5.1-R-1.20.1Релиз1.20.1 · 9 августа 2025 г.
More bug fixes:
Fixed some spawning criterias and weights, now the flooded golem will only spawn naturally when a proto gravemind exists. Fixed some spawn issues with certain enemies. Added the Jackal Form.
0.5.0-R-1.20.1Релиз1.20.1 · 29 июля 2025 г.
Plasma grenades not dealing damage when sticking (sometimes) fixed.
Proto Gravemind preventing itself from despawning because it now loads it's chunk where it spawns and unloads it's chunk when it dies.
More blightland blocks spawning naturally and some were tweaked, as well as some other variations being added to naturally spawn adherently in the blightlands.
Pod Infector hives spawning rate reduced (This was the cause of lag for many people).
Xaero's mini maps incompat fixed.
Proto Gravemind now gets damaged less by projectiles depending on the distance between itself and the projectile shooter.
Added a config option for players to eliminate current blocks that can be corrupted by the blightlands by default.
Added a new proto gravemind ability, to passively turn creepers into flooded creepers as time goes on.
0.4.9-R-1.20.1Релиз1.20.1 · 18 июля 2025 г.
- Some bug fixes.
0.4.8-R-1.20.1Релиз1.20.1 · 17 июля 2025 г.
Here it is guys at last, the version that will hide the planet in shadows and get rid of the sunlight, version 0.4.8-R! "Rising Tides".
To whoever's reading this, this update is not just a "dress to impress", it brings in actual content and it's what the most of you guys wanted, an ideal update if I can say so.
---CHANGES---:
Made all dotf commands begin with /dotf so that youtubers don't get confused anymore.
Added intel setter and getter commands.
Made the flood horde now move towards a random player on the server.
Added the flood theme as a sound to play when the ship arrives on the Minecraft Earth.
Added options to disable the mod structures. THOUGH DO NOTICE: Do not and I mean IT, do NOT disable the structures then try to locate one with the /locate command, it will freeze and eventually crash the game since it can't find that structure.
Added an option to disable the shipcrash.
Disabled the captain keyes cutscene.
Revamped the sulfur textures.
(GAME CHANGING) Fully reworked gun system that reevaluates and fully fleshes out all previous guns we had before whilst still maintaining the animations and old systems, such as camera animations and custom bobbing or third person player animations. This new system allows the official devs to add guns in a way more select and simple way than before, while giving out up to 400% higher quality items. This system also allowed us to add new guns that will hopefully impress the community: Disruptor, Mangler, CQS Bulldog Shotgun, MA5B Assault Rifle, SRS Sniper Rifle and SRSB Sniper Rifle (with bipod) and the Brute Shot. This system also came with a rework for the previous gun animations and scopes. The new gun system also comes with new features, such as headshots, night vision on the snipers, bodyshots with special sounds and special particles for Flood forms, etc. This system also adds new bullet types, bullet models and most importantly, gun and bullet crafting recipes to suit the way the mod works. Now, crafting guns and weapons has become much more complex and more craftables are needed. You'll need plates, pipes, gears, nuts and bolts, screws, triggers and many more from now on!
New muzzle flashes for all guns.
Revamped the AAA Particles explosion particles, using the official ones instead.
Nerfed the damage the pod infector explosion used to inflict.
(BIG) Removed the pod infector's annoying AOE attacks, the poison and the damage.
Removed the halo crosshair that was visible when you were using the weapons or grenades.
Shortened the grenade ignition time needed, since it took too long for it to actually explode, it has been reduced from 5 seconds to 3 seconds.
(BIG) The Plasma Grenade now has a ignition sound when it touches the ground and it also sticks to entities now.
Buffed the damage dealt by the energy sword and the gravity hammer.
Changed and improved the system on behalf of which the Flood uses the mod's guns.
Removed / fixed some config options that didn't have a use.
(BIG) Improved the Juggernaut AI and added one more attack ability to it, originally not planned nor confirmed in Halo, it was present in some mods that added the Flood Juggernaut. The Flood Juggernaut can now occasionally leap into the air really high and land on top of it's target, smashing it's surroundings with his large feet that make the ground and screen of the player tremble, all whilst dealing sweeping range damage with the AOE attack. On top of that, the Juggernaut now, like other keyminds that will appear, has an ability called the "Death Aura", which is an ability to buff nearby flood forms. As we know, keymind forms are great militaristic leaders and so, on a 21x21 block range, the aura will activate and grant buffs to nearby flood forms, attack damage, regeneration and health boost, all up to level 2.
Added multiple placeholder bullets, since we do not and we are sorry for this, have any bullet textures/models we can use for now...
Added an option to let the player decide which guns should the flood forms use. HOWEVER! You can only disable selected ones in the config, you can't add others than the ones that are already there. For example if by default, the marine form doesn't use the disruptor, you can't make him use the gun.
(BIG) Nerfed the Maw Form, Now maw claws are damageable, and instead of directly summoning pod infectors, the maw form will now summon bomber sacks.
(BIG) Changed certain spawn criterias of some Flood enemies, such as the Maw Form, Tyrant Form, and the newly added Bomber Form. Those 3 for now, start spawning differently. Unlike in the past, the Tyrant Form will still need to spawn in a cave but can ONLY and ONLY spawn in a cave when a proto gravemind / gravemind exists and the Tyrant is viably close to it, almost like Blightlands level close, under 140 blocks away from a gravemind, that is the maximum limit distance from the proto gravemind that a tyrant's position needs to meet. Bomber Forms work the same but in a smaller area, only 100 blocks away. And the Maw Form really similar too with an area of 120 blocks with the exception that the Maw Form can only spawn in the Upper (Hive) Blightlands.
(BIG) Improved and reworked the grenades of the mod. Added new logic, models, animations and textures and besides all of that reduced the time needed for a grenade to explode. Both plasma and fragment grenades have changed from 5 seconds needed to 3 seconds needed. Plasma Grenades also stick to living entities now.
Tweaked the brute shot draw animation a little.
Buffed the Tyrant Form. Increased it's health and speed.
Buffed the Juggernaut Form. Increased it's health.
(BIG) Changed some sounds of the mod that were incorrectly sorted from the beginning... The Marine and Sangheili now have new idle sounds, and so does the Carrier Form.
Entities that get killed by the Flood will now not drop items anymore, excluding the player.
Flood Forms now get more health from killing an animal.
Enderman Form now got a sound revamp, thank you Thomas!
---ADDITIONS---:
Added a new block craftable with Tungsten, the Tungsten Door!
Added multiple crafting recipes for the new guns.
Added two new cutscenes which play when the proto gravemind either is spawned or when it dies.
(GAME CHANGING) Added the OFFICIAL Dawn of the Flood Block Infection which comes as a big revolutionizing feature that will hopefully inspire other mods as well, since this is one unique way of doing a block infection. The Dawn of the Flood block infection comes with numerous blocks which fall into two categories: Counterparts, and Above Placeables added and programmed into a mapping system to always get the right counterpart and/or possible above placeable if the circumstances allow something like that. Besides that, the Blightlands come into 2 tremendously big biomes, and therefore it is split into 2, "The Hive Blightlands" and "The Pure Blightlands". The Hive Blightlands are found on levels Y of 30 and upwards, and The Pure Blightlands are the pure ones as the name implies and only generate from levels 30 Y to under that, down to Bedrock. That's why, the mod itself calls these the "upper" and "lower" blightlands, or the "caves" and "surface" blightlands. The biome itself comes with numerous blocks, but also liquids, turning lava and water into what seems like a gooey flood liquid. Apart from the two block categories, two other follow as well, and they depend on which biome's in place, the "hive" or the "pure" blightlands, that's why most blocks have 2 variants, in hive and pure as in which they come. On that matter, a selective detail comes into play as well, the Fog. The Fog of these biomes is different, more dense, more asphixiating and certainly, more colorful. It's color transitions smoothly from green to orange depending on your Y level and distance to the proto gravemind. Note that there can never be a starting blightlands biome without a proto gravemind. A selective foe, like I mentioned, defines this biome and beyond, "The Proto Gravemind", which can consume, grow, develop intelligence, and ultimately, evolve. A Proto Gravemind formation is special and can only happen under certain circumstances. It can only spawn after wave 4 officially strikes, but to spawn, the proto gravemind needs 5 "sacrifices". A new rare base form, called "The Librarian" is considered the most pure basic flood form and has special blood and special callings, hence why it's other name is "Lamb of God". This lamb, like others, needs to get atleast a kill in a cave in levels Y under 30. After that goal is complete, the Librarian will call upon himself nearby Flood Forms to move to itself, within 100 blocks. Once they all come close, they merge and vanish and form the Proto Gravemind I. Now once the proto gravemind I has appeared, certain things will begin to change and certain enemies will get stronger. The Proto Gravemind comes with defense mechanisms, like the bomb sacks which summon pod infectors, but it's main abilities? They're something else. First of all, just barely scratching / damaging the proto gravemind will make all nearby flood forms in a 100 block range get alerted and instantly move towards the Proto Gravemind and start surrounding it like ants surrounding a hive. Why is it so important that the Proto Gravemind stays alive? Well first of all, the blightlands can no longer develop if the proto gravemind is dead and even though intel is not lost with the death of a proto gravemind, evolution stalls and the flood starts to starve for more. Intel capacity is an official aclaimed skill of the proto gravemind. Multiple config options will define intel based on how many intel points should certain actions generate. The basic coefficient of unlocking a new intelligence level is 300 intel points, which means, that at each 300 points that are added for the proto gravemind, the Flood unlocks a new skill, I know, it's SICK. These skills get better and better progressively and it is what the Flood defines as "intelligence", the total number of intel points. To evolve into a Proto Gravemind II, the Proto Gravemind I must reach 1000 intel points. But with intel points growing, the area of the blightlands also grows. A single area spread brings the Flood 20 intel points, whilst there's a 10% chance that if in range, the Flood also give out 5 more intel points. Proto Graveminds also generate wave points and contribute to the Flood environment this way, generating 20.000 wave points each time the blightlands spread via the intelligence cap. If potentially, a Proto Gravemind dies, another will form right after, but be aware that intel points will not be reverted and in such manner, it might be that they directly create a Proto Gravemind II or even something... worse... The list of blocks that the proto gravemind can infect is static and nothing can be removed from it, however you can always add any new blocks in the config option under the form of a list, for example "quark:sturdy_stone". Similar to this however, we have created a special option to beat other infection mods in this criteria, whereas with that option, you just need to insert the mod id of that respective mod. Adding it in that list will make all blocks from those mods become infectable automatically. Intel Levels and which skills do they unlock (for now):
- 1 : Player Forms learn how to use potions and break blocks.
- 2 : Marine, Sangheili and Brute forms learn how to use guns and weapons and where to get them from on the minecraft world.
- 3 : Human and Player Forms learn to use armor and get better armor progressively, Evoker Forms learn how to use spells and Vindicator Forms learn how to throw their axes. Base Forms learn to destroy torches and ensure spawning room for other Flood foes.
- 4 : Enderman Forms learn how to use mass teleportation and they become immune to water weaknesses.
- 5 : Hordes composed from base forms can now spawn roaming your world trying to find you. Carrier Forms deal more damage when exploding.
- 6 : Base Forms learn how to open doors and fence gates. Pod Infectors start to roam the world in packs.
- 7 : Base Forms learn how to target crops.
- 8 : Sometimes now, creatures can be turned into flood forms by any flood counterpart.
(HUGE) Added a lot, but not all, blocks that can be placed in the Blightlands.
- Hives which can be open or closed based on their dormant state which updates each 3 minutes. Open hives spawn pod infectors ocassionally.
- Hive and Blight Catalysts which act like any sculk catalysts with the difference that it each kill in range will also bring 500 wave points for the Flood, so it's better to destroy these!
- Hive and Blight Blooms, which give out a new effect called "Flood Fumes".
- Hive Peduncles which will do the same but grow in time.
- Hive Luminous Flower block which will do the same, but grow in time exponentially, and also emit light.
- Blight Dripstones.
- Hive and Blight Cocoons and Flood eggs, which have multiple growing phases, starting from age 1 all the way up to a big flood egg, which will go off and spawn 1 to 3 pod infectors when close to a target.
- Hive and Blight Liquids which will give it out swimming debuffs for the player and negative effects.
- Multiple really detailed decorative placeables.
- More.
(HUGE) Added a new weapon, the "Energy Stave". Originally not included in the franchise as a player utilisable weapon, Dawn of the Flood takes it upon itself to do the contrary and make the energy stave as an actual weapon to use by the Player. The Energy Stave comes with 3 special attacks with animations and a powerful range to the weapon. It also works differently from the Gravity Hammer and Energy Sword, as it only damages one enemy at once.
(HUGE) Added a new enemy, the "Bomber Form". On par with the carrier form in terms of menacing animations, the Bomber Form comes with more tricks and more powerful attacks. The Bomber form is a big foe with tendril like hands, gliding through the air and charging at it's enemies. He comes in two variants, the normal bomber and the "Wastelander" Bomber. Based on it's colored variant, it throws different bombs onto two the ground with it's ranged attack, bombs that inflict poison, corrosion and many other effects but also summon pod infectors. Rarely, the Bomber Form will reach the player just to grab him and release him once he's already high in the air by demounting the player off.
(HUGE) Added yet another enemy, the "Brute Form". An old archnemesis of the sangheili and in good measures, an analogous rival of the sangheili, now in both their counterparts, he's here and he's here for good reasons. As a new reinforcement and coming from wave 4 on the Minecraft Earth just like the Sangheili, he poses as a strong foe. With a dislocated jaw, a huge arm that has been "flooded", a covered arm that moves unnaturally, a face and eyes and red hypha coming from it's mouth, he challenges the grotesque appearances of the Flood yet again. Just like the marine and sangheili, they come with many attacks and abilities, one of them is them being able to wield guns and weapons. The guns that they use are more powerful and more "brutal", a fine example being the CQS Bulldog, or even the Brute Shot grenade launcher. As a rival of the sangheili, they also come with a signature weapon, the "Gravity Hammer", and a single blow could pose fatal injuries to anybody and it's attack, just like the normal gravity hammer, knockbacks the player, summons lightning bolts and makes the ground and screen tremble. The Brute also comes in 2 texture variants, one which is the blue more common one, and one which is the red variant which is rarer, more noble and certainly more powerful, granting the brute more armor. Like any other base form, the Brute also has more variants, Tough, Spiky, Corsair, etc, which modify it's base attributes. On top of all of this, the Brute also posseses a special "Berserker" attack, in which it lunges into the air and it plunges on the player, similarly to the juggernaut, creating harmful effects to the environment, and most importantly, to it's victim. Unlike other flood forms, the brute form is also faster and more damage resistant.
(HUGE) Added a conceptual flood form which might be controversial, the "Flooded Creeper", but let me explain. The Flooded Creeper comes in as an avangarde exclusive enemy of the Flood, since we know for a fact that the Flood doesn't target creepers. So then how is it "infected"? Or is it even "infected", since it's name implies something else, like the Iron Golem. And that's what it's like, since the creeper doesn't get infected, or atleast doesn't get infected manually. He, like the golem, gets hijacked or plagued, but ONLY by the Proto Gravemind, and that's why, the Flooded Creeper will exclusively spawn when a proto gravemind is alive, since it infects creepers passively, that's the trick. By getting rid of the monotonic mind, the Proto Gravemind takes control of every creeper in the world at some point and makes these spawn instead, they're like a controlled clone. The Flooded Creeper, since it's a clone, is a special type of creeper. Like other flood forms and really unorthodox, it becomes able to melee attack occasionally, dealing low damage, but possessing an ability to damage the Player. It sees the target from far away, 50 blocks minimum and it's speed is better than a normal Creeper by far. When close to the player and low on health, it starts to ignite itself and becomes invulnerable, and just like a creeper explosion, a white overlay appears on him, but his explosion is different... It griefs blocks without damaging flood forms and it sends powerful toxic acids towards it's enemies. It also spawns 3 pod infectors. However, the Flooded Creeper also posseses 2 more abilities, the leap ability in which he just jumps around at it's enemies and the "smart wall breach" ability, which works and makes the flooded crepeer a C4 bomb. Meaning that everytime he's close to some breakable blocks and the player becomes unreachable, he will autodetonate. This will work when reaching the house of the player, when he will autodetonate and breach into the player's home and let other flood forms walk in.
(BIG) Added the Point Defense Gauntlet shields, which are more operable and more efficient than a normal shield. They come in three variants of colors, Blue, Yellow, and a Reddish Pink. Any hit to the shield will be deflected and pushed back more than normal, whilst also playing an energy sound. Besides that, the shields are more resistent and more appealing. TO DO: They're not fully fleshed out and finished in my opinion.
(BIG) Added the Portable Covenant Shields, which are simple shield blocks that hold and prevent projectiles from hitting a target. What differentiates it from a different block is that players cannot destroy it without a pickaxe and hitting them will push them back. Besides that, the shields have custom animations and can be placed wherever, and they hold up to the power of the flood when wanting to destroy blocks.
(BIG) Changed some spawn criterias of the Flood. Flooded Creepers can even spawn in broad daylight if a proto gravemind exists and base forms can now also sometimes spawn in daylight if close to a proto gravemind or in the blightlands.
(BIG) Added a new setting which can be disabled in the config / set to a default value. This system is called the "domain coefficient" and how it works is simple. In order to establish a dominion over the entire planet, modded or not. The Flood will deal extra damage as specified in that setting to mobs from other infection mods. This cheesy mechanic ensures that other mods get contained properly. Within this list there are a few example mods, but feel free to add more!
(HUGE) Added experimental, easy to disable in the config, jumpscares. This jumpscare system comes as a revolutionary dawn of the flood system in which "visions" are presented to the player when an event occurs, for example encountering a proto gravemind or a base form. This Jumpscare system is highly versatile and can easily be used to create a jumpscare at any point in time. It comes with multiple artistical details, a fade in in opacity, a starting sound that plays when the jumpscare is created and most importantly, the jumpscare comes into 2 distinct parts. Jumpscares can either be animated or non animated. The only jumpscares we added so far are both animated and the length of them is represented by the number of animated frames.
(HUGE) Added another enemy, called the "Grenadier Form. Variant of the marine form, this foe brings intelligence to a whole new level and it's spawning criterias are versatile and demanding. A proto gravemind must exist for the grenadier forms to make an appearance. They come in 2 variants, they can use plasma or fragment grenades like a player. With high accuracy and skill, they make sure to meet their targets and expectations. It's abilities don't stop there though, as they can PLANT landmines whenever idle or not targeting stuff. And of course, as a variant of the marine form, they can use melee tactics as well if a target comes too close.
(GAME CHANGING) Added the best in my opinion enemy from this update, in terms of EVERYTHING, down to animations, models and textures. The "Tank Form" is a special form defined under the "Pure Form" class. Originally a lone survivor created by the Proto Gravemind to defend itself., the tank form in dawn of the flood goes into even a deeper level, becoming a "true warrior". As a Warrior, it's roles are plenty and versatile and not once will he hesitate to attack a target. He comes with a unique fighting system to the table, he has good health, damage, armor and very good regeneration, and yet he still prefers to fight hand in hand. However, unlike other enemies, he has "warrior skills" and so, can enter a defensive state in which he will deflect, pary, guard or feint each hit that is thrown against him. Using this technique brought him the ultimate title of being able to defend a gravemind. It's abilities don't stop there, as with defense also comes attack, as the tank form comes with multiple attack phases and skills that dig and break through blocks. Besides those, the Tank Form also has a special spawning criteria. Unlike other mobs that spawn in the blightlands, the tank forms are more common but with a twist. Their spawning range modifies in parallel with the intel cap of the proto gravemind. Therefore, the bigger the proto gravemind intel, the more tank forms you are likely to see in a blightlands biome.
(BIG) Pod Infectors will now start to form packs and follow a leader if the intel of the proto gravemind allows them to do so.
---------- END OF CHANGELOG ----------
0.3.8-R-1.20.1Релиз1.20.1 · 22 февраля 2025 г.
- Fixed Mowzie's Mobs being incompatible with the new versions of Dawn of the Flood.
- Added third person swing sounds for the energy sword.
- Added one more cutscene called the "Captain Keyes Cutscenes" which plays when you first see a marine combat form named "Keyes". But what could this mean? And whose memories are those? After that, no more marines will be called "Captain Keyes".
- Improved the cutscene system and added support for tickable sounds that can be added at any point of the animation.
0.3.7-R-1.20.1Релиз1.20.1 · 21 февраля 2025 г.
- Fixed mobs being summoned tiny sometimes, screw you my own scaler, you betrayed me lol...
- Added the remaining corrosion effect we needed to add.
- Disabled the magnum scope for now...
- Some more fixes.
0.3.6-R-1.20.1Релиз1.20.1 · 20 февраля 2025 г.
Dawn of the Flood, major update, as a secondary part of the old update. 0.3.6-R! "Extinction, Part Two".
Here it is guys at last, the version I told you I would be excited about, version 0.3.6-R! Extinction, the part TWO and continuation of the other.
To whoever's reading this, a trailer should come soon after the mod updates as well, to really show and sparkle the potential this mod has and how far it has come.
---CHANGES---:
(HUGE) FINALLY fixed the custom third person player animations playing for all players on multiplayer. Now the movement works just fine and individually :)
Improved the energy shield on the sangheili, now they emit realistic & cool lightning particles when hit.
(BIG) Disabled Fog in the config due to public demand, but you can still enable it in the config. I also found a way to make it progress and make your screen foggier as time goes on and waves grow, so either way, it's a win win situation! :>
(BIG) Disabled all portal spawnings for now, as they are not relevant enough and not ready to be released as full mechanics.
Tweaked the flood tadpole's spawn weight.
Tweaked some more spawn weights...
Endermans will now not convert into enderman forms in wave 1.
Improved screen shake playing, as it now won't cause stacked screen shakes that ruin your camera.
Merged networking to create a smoother gameplay and less lag and messages in the console.
(BIG) Removed all Read / Write setDirty() methods in the getters of the mod's saved data. Thank you Modrome ( SRP dev ) for showing this issue to me that kills ram and lags the game.
Reworked / Tweaked some gun animations.
Planned to rework the energy sword's animations and position.
Improved the plasma grenade as it now doesn't jump too much like the normal frag.
Completely reworked the health pack and gave it a working and not infinite purpose, just like in Halo.
Fixed the ship message and sound appearing only for one player when on multiplayer. Same has happened with the horde message and sound.
Reworked maw forms regarding damage that they take. Now they can be damaged even while burrowing to give the player a higher chance of killing it. They also now feature a better cooldown system for the pod infectors and a smoother digging animation, as to changing it into a bezier interpolation.
The maw claws were also changed, as they now will stay less on the surface and when their time's up, they will burrow in the ground and disappear automatically! They also feature a changed animation to a bezier interpolation based animation.
Fixed broken marine helmet rendering.
Replaced the old gun workbench GUI texture with a new one instead.
Added more configurable crosshair options, that allow you to change the halo texture with the minecraft one and also an option whereas you can disable the minecraft crosshair when aiming with a gun from different gun mod.
Made the marine form and sangheili form be able to use ALL guns.
Visually smoothened and enhanced the vindicator's axe attack with new animation tricks I learned.
Calibrated and enhanced the custom DOTF crosshairs. Now whenever your cursor is over an entity, the crosshair will turn red like in Halo.
Enhanced support for manual interpolation splines.
---ADDITIONS---:
(HUGE) FINALLY made the first steps for the block infection, as I added the first blightlands blocks that are not shown in the creative tab :)
(BIG) Added full support for the GeckoLib Extension Pack I've made, that implements an animatable camera with keyframes, bedrock keyframe implementation, easier method to make manual animations, easy to add armor layers on ANY gecko entity, support for manually integrated geckolib easing types, such as the easeIn, sineIn, etc..., and WAY much more!
Added the gun third person hand positioning back, and also the energy sword hand positioning as well.
Added marine form with or without helmet variant.
(BIG) Added "From the Source" effect which gives all Flood enemies a buff when the effect is active. This buff affects their damage, movement speed, follow range, and attack speed. The effect can only be applied to entities if they meet a certain criteria, as they need to either come out of a "source" or be "infused" in their nervous sytem where the host is sitting with a powerful energyzer that makes them go NUTS. This effect also gives it's target flame particles that spawn while the effect is active.
(BIG) Added "Acid Burns" effect which is an inflammatory effect that damages the player and slowly wears him down. This effect damages and burns the player from time to time, the level of the effect amplifying the time needed for the burn to take effect again. Basically a cooldown in between the burns. While having this effect active, acid like particles erupt from you, showing your health state. This effect is gained by all who touch acid surfaces, such as the Toxic Puddle, or the projectile that the Tyrant Form shoots.
Added "Corsair" variant for all the base forms including the marine form, which basically makes them want to auto-detonate and release pod infectors with from the source and dangerous toxins.
(BIG) Added M7 SMG Gun and another variant of it, called the M7 SMG ODST, which, compared to the normal one, features a sight scope and a silencer. These guns have been added to the marine form and sangheili form too.
(BIG) Added the "Ship Remover Staff" which allows you to remove the ship with the item when right-clicked. But USE this with precaution as it wasn't meant to be able to be removed, but due to public demand we have decided to do something about it quickly so that's that done.
(BIG) Added Flood Tadpole entity which is a tadpole like aquatic creature that spawns from waves 1-4 and that after a few minutes convert into pod infectors automatically. They also are cute and have lil swimming animations :>
(HUGE) Added FIRST official structures of the mod! Two UNSC laboratories that are big and filled with loot. Dare to come and take a look inside?
(BIG) Changed the ENDERMAN FORM'S model, texture and animation and also tweaked it's behaviour and added teleportation sounds.
(HUGE) Added Maw Form entity and Maw Claw entity. The lore behind this entity is very special, as it is a custom flood enemy. When first landing, the Flood saw the trees on the Minecraft Earth, and with the stacked and unused biomass they tried to replicate them by forming an amalgamation of all kinds, the Maw Form. In fact, the branches and the rest of the body are not made from wood like you’d think, in fact they’re just biomass parts that replicate wood. This entity was formed to serve a purpose of watching and targeting scheme, all whilst disguising itself to look as a “tree”. It cannot move any other way than burrowing into the ground and getting closer, and closer to you, until it can use the maw claws and pod infector eggs that are both thrown consequently because of the distance, both used to pin you down then kill you, kinda like how a spider uses it’s web to catch insects. Once the maw claws catch you, the sharp shrapnel like tendrils with the Flood hypha stab you, pinning you down, and slowly but surely, these damage and poison you. Once you’re caught it will be very hard to escape and the pod infectors thrown will come at you having the from the source effect and whilst you’re pinned, they’ll come and burrow onto you, like a spider as I said. The name “maw” is foreshadowing the Halo CE mission, “The Maw”. The appearence of the Maw in your world just shows that the Flood is getting stronger and more resourceful. For the future, the Maw will spawn only in upper blightlands biomes, where he’ll act as a guardian to the soil and feeding the soil that was already biomass made with more dead bodies, those caught with the claws. The claws though are special, as they need no owner for them to move around and catch players. For they have their own set of mind and intelligence and the great journey shall wait for no one'. They also disappear after some time, burrowing into the ground to do so. They can't be damaged unlike the maw and will disappear automatically, burrowing in the ground and never back to the surface after some time. It is worth mentioning that the maw form can spawn at later waves and it takes less damage from projectiles as it’s outside is being protected by a layer of hardened biomass.
(HUGE) Added an animatable CAMERA entity which is still a WIP, but this allows you to animate the camera freely in blockbench as with cutscenes. It can also be animated with math or manually in the model as with any other geo model. The camera addition also comes with the flexible ability to attach it to the player at any point in game to create epic scenes. With it, you can also hide the HUD, lets you be invulnerable while the animation is playing and also makes it so that you're unable to look around or move the camera when an animation / scene is playing. This camera is responsible for the camera movement that's played when the Covenant Cruiser arrives on the Minecraft Earth, so thanks the camera!
(HUGE) Added Flooded Golem which is the hijacked and controlled version of a normal golem that's being taken over by a living parasite, in our case, the Pod Infector. In this case, the iron golem can only be infected and controlled by the POD INFECTOR which sends direct commands to attack, destroy, and dominate every living thing that's not an ally. The flooded golem has a strong layer of armor that the Flood calls the "Shell" or "Carcass" of the golem. This shell gives the golem an impenetrable and solid as steel armor, a great armor, and you can barely damage him while he's in his first layer of armor. However, as you damage him and more and more, the shell cracks and he reveals more biomass and vulnerable spots. As the shell cracks, his armor decreases as well and you can see that visually, with more biomass appearing. Therefore, he gets easier to defeat. He features two exclusive attacks, one where he slaps it's target while moving, and one where he stops to charge a fist that's then launched at the player. That fist is so powerful that it can break blocks, so BE careful! He can also destroy blocks when chasing the player, that's worth mentioning. Upon dying, he has the chance to die normally, or... spawn an empty carcass that's the flooded golem in the lowest state of power and armor. This carcass, if not destroyed, will be left as a prize for the pod infectors that can come, climb on it, and reanimate it / revive it. It is worth mentioning that the unarmed flooded golem showcases no red eye, as there isn't anyone inside piloting, call it an attention detail if you will :) If left for long enough without being animated, it will disappear automatically. Now, the unarmed flooded golem can't actually be destroyed like normally, nor pushed, damaged, or go through him. To destroy him, you can only use a pickaxe and once you use it, he will get damaged like normally and drop iron ingots and biomass leftovers. The Flooded Golem spawns somewhat rarely, but only after wave 5 hits.
(HUGE) Added Juggernaut Form, which is an exclusively CUT Halo 2 Flood enemy and has never been showed in the games. The Juggernaut presents 3 types of attacks, a push / bash which is the basic attack, a stab or a lunge attack which is a more disastrous attack and deals FULL true damage, and another which is a special one which I'm gonna get to right immediately. But before that, it's needed to be mentioned that the juggernaut can break your shield with each attack. His last attack only comes into play when he gets damaged enough and gets angry, with angry cap active, but he calms as time goes on. If the angry cap gets to 10, he stops, roars powerfully, and slams the ground releasing multiple slashes for a few times, in which, blocks around him fly and hurdle, the terrain shakes and trembles, and he damages creatures around him powerfully.
(BIG) Added Limb System to dotf, whereas some marines and sangheilis can get their limbs chopped off and fall to the ground as they get damaged. As they fall, the form that has the features suffer many changes, they get slower and for all limbs missing, even get their walk animation changed. If both hands and the head are missing from a form, they are unable to damage the player anymore and just walk around funkily, like in Halo. Looks really good in game by the way!
(HUGE) Added EXTERNAL Cutscene system with the Watermedia API being used as a library that allows me to add youtube videos to Minecraft as cutscenes with cool and smooth fading effects! ( Has unoficially been set to not happening, because the API is unreliable and the links break every now and then. So unfortunately this remains out of the game :( (I will though show in the video how it used to look like when it worked))
Made some decisions regarding the soundtrack of the mod, or in particular, which songs from Halo will be added in the mod.
(HUGE) Added the Gravity Hammer into DOTF. This powerful brute wielded tool is dangerous and releases powerful blows and slashes to nearby foes! It's craftable at the gun workbench in the miscellaneous tab and let's just say... it's one of my FAVORITES. It has 2 attacks, two swings, right and left which deal TONS of damage and also knock the enemies back. But besides those two, the hammer also has one more attack, the VERTICAL swing which is deadly and can send enemies flying. It causes the earth to shake and tremble, blocks to fly and move out of place and lightning bolts to come out of this powerful weapon. One single blow from this weapon can be fatal and this attack comes with extra damage and knockback for everybody standing in it's way! It's stronger and has a better reach than the energy sword, but it is slow and can't one shot floods under 100 HP, so choose your weapon wisely! Besides all of that, it comes with a first person draw animation AND 3 third person animations, each representing an axe blow!
(HUGE) Reworked the Energy Sword, regarding it's model, texture, ANIMATED texture, animations and the drawing sound. The sword is now smooter than ever, capable of slashing enemies easily. It has also been buffed in damage but nerfed in range. Now it also comes with an ANIMATED texture that represents it more the way it was supposed to be like!
(HUGE) Added the Tyrant Form into DOTF, a concept Flood form that for us means more than that clearly, and it will see it's justice! The Tyrant form presents many abilities and powers, and he's also a the wielder of the acid. He has 3 base attacks, 2 bites which deal FULL true damage and one more attack which is a weak left hand swing, that he uses because of his hand mutation. He can also roar from time to time when a target is present, AND the coolest thing ever yet, is that his 4th attack is him stopping and spitting acid all around the place. If the acid pustule hits you, it gives you poison, weakness and acid burns effects with level 2 for 10 seconds. Even if you manage to dodge it, the place hit will experience acid grief and in a 3x3 space add toxic puddles which give you the same effects as above if you walk on them. These toxic puddles disappear after 30 seconds and generate particles. Besides ALL of that and if it wasn't enough.. sometimes marine forms can spawn riding these tyrant forms! Of course, there's also an Alex's Caves Compatibility with them, whereas tremorsaurus can get infected by the Flood. The Tyrant spawns after wave 5 officially hits and can ONLY spawn in caves.
(BIG) Added Sulfur ore, and sulfur related blocks, an ore that can be found in caves not too rarely but not too commonly either. It's main purpose, is to serve as a gunpowder crafting item, since creepers are overwhelmed in late waves by the Flood.
(BIG) Mod also has been marked as working on NeoForge on 1.20.1
---------- END OF CHANGELOG ----------
Полная история изменений — на Modrinth.
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