Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Links
Creators
Details
REQUIRED MODS
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Sodium (Or you may experience extreme framerate lag. This issue is being looked into.)

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

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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.
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This project is currently NOT compatible with most mods that add custom blocks. The game will still work, but the infection is unable to break or infect certain blocks. However, for Version 1.1.2+, Biomes O' Plenty, Friends&Foes, and Traveler's Backpack are guarenteed to interact with the infection as intended.
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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
SYSTEMS
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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.
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Points: Control what phase the infection is in. Gained whenever the infection reaches its Mass Threshold.
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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.
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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.
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Alert 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
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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.
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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).
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Wound-Stasis: Whenever damaged, entities with this effect will have their maximum health set to their current health, rendering them unable to heal.
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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 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.
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Human: Strong melee combatant. Bloodlink Power increases Attack Damage and Movement Speed. Drops Infected Flesh.
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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.
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Husk: Fast melee combatant capable of climbing up blocks. Bloodlink Power causes nearby victims to receive Slowness. Drops Infected Flesh.
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Villager: Applies Wound-Stasis with each attack. Bloodlink Power increases Attack Damage and Movement speed, and gives nearby victims Poison. Drops Infected Flesh.
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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.
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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.
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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

Key mobs to helping develop the Infection.
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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).
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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.
BLOODLINK-PROTECTORS

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Bloodlink Mercenary: Weak Melee combatant that passively spawns in infected areas. Bloodlink Power gives themsevles and nearby Crimson Mobs Wind-Charged. Drops Bloodlink Membranes.
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Bloodlink Pod: Spawned when a Bloodlink entered Attack Mode. Emerges from the ground, and teleports a random Crimson Invader to its location, then retreats.
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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.
RAIDERS
Spawned when a Raid happens.
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Raidlink: Raidlinks do not immediately do anything, but if left alone for 3 minutes, they will transform into a Bloodlink. They must be killed to defeat a Raid, which removes 500 Mass from the Infection. Drops Bloodlink Nerves and Bloodlink Membranes.
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Raidlink Pod: Falls from the sky, and spawns a random Primal Biome Mob.\
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Evolved Raidlink Pod: Falls from the sky, and spawns a random Evolved Biome Mob.
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.
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Crimson Worm: Slow, but heavy-hitting melee combatant. Bloodlink Power increases Attack Damage and Movement Speed. Drops Berserk Essence and Claw Fragments.
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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.
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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.
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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.
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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.
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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.
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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

Significantly stronger forms of the Primal Biome Mobs, constructed in the Crimson Decay biome with the assistance of Stage 2 & 3 Bloodlinks, designed to seek and destroy.
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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.
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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.
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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.
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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.
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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.
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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 Berzerk Essence, Armored Scales, and a Juggernaut Plate.
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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.
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Drill: When not moving for a few seconds, Evolved Biome Mobs can periodically spawn Drills. Drills will break blocks with a hardness less than 5 to reach their targeted enemy. Upon reaching them or a block it cannot break, will explode, either dealing damage, giving a series of debuffs, or teleporting a random Evolved Biome Mob to its location. Drills will ignore storage blocks and treat them as if they don't exist.
TITANS

Mobs spawned from Titan Eggs. Basically the Final Bosses of the Infection.
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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.
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Titan Drill: When not moving for a few seconds, Titans can periodically spawn Titan Drills. Titan Drills will break blocks with a hardness less than 10 to reach their targeted enemy. Upon reaching them or a block it cannot break, will explode, either dealing damage, giving a series of debuffs, or teleporting a random Titan to its location. Titan Drills are significantly stronger than their Evolved Biome Mob variants. Titan Drills will ignore storage blocks and treat them as if they don't exist.
STRUCTURES
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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.
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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.
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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
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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)
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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)
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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. (10-39 Points, Mass Threshold: 3000 Mass)
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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%). (40-149 Points, Mass Threshold: 6000 Mass)
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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. (150-299 Points, Mass Threshold: 8000 Mass)
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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%). (300+ Points, Mass Threshold: 7000 Mass)
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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

- Infected Flesh
- Berserk Essence
- Explosive Essence
- Toxic Essence
- Claw Fragment
- Armored Scale
- Metallic Bone
- 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

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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.
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Crimson Essence
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Crimson Claw
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Armor Plate
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Metallic Handle
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Infection Gauge: Right-Click to receive data on the infection's current Phase, Points, and Mass.
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Purification Bomb: An early-game method for purifying infected land.
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Claw Dagger: Each successive hit increases Attack Speed.
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Metallic Bow: A primal-tier bow that fires arrows that shatter into shrapnel upon striking something, dealing additional damage to nearby mobs.
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Claw Axe: A primal-tier weapon & tool that gains Attack Damage, the lower its user's Health is in reference to their max health.
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Scale Armor Set: Each armor piece provides a boost to a specific attribute.
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Mangling Enchantment: Every few melee attacks release a Slash Attack that rapidly damages enemies, ignoring I-Frames.
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Steel Skin Enchantment: Gives wearer invincibility to all damage until they get hurt.
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Toxic Thorns Enchantment: Upon getting hurt, wearers give all nearby mobs Withering.
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Heavy Hitting Enchantment: Critical Hits performed near the ground create a series of explosions that damage and launch nearby mobs into the air.
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Singularity Enchantment: Arrows are able to pierce through enemies, and will drag pierced enemies with them for the next 0.5 seconds.
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Snaring Enchantment: Bows with this enchantment will fire arrows that when striking a mob, will apply the Snaring effect.
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Deflecting Enchantment: Shields with this enchantment will passively deflect Impact Projectiles back at their shooters for a short duration after the user is attacked. Doesn't affect Player-shot projectiles.
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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 ranged weapon.
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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.
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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.
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Flare Cannon: A placeable item that passively attacks nearby Drills and Titan Drills in a large radius.
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Crimson Siphoner: Removes 5000 Mass and 3 Points from the infection.
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Crimson Blighter: Removes 50000 Mass and 30 Points from the infection.
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Raw Crimsonium
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Crimsonium Ingot
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Corrupted Core
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Purified Core
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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.
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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.
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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.
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Purified Axe: can perform a Dash Attack applying Snaring to nearby mobs, and giving the user temporary Strength and Haste.
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Purified Scythe: Can lifesteal at melee and at range.
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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.
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Purified Pickaxe: Can place Purified Cobblestone, which will destroy nearby Drills without activating them.
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Purified Shovel: creates a temporary impenetrable dome around the user.
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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.
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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.
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Purified Mace: Smash attacks deal scaling area damage.
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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.
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Purified Rapier: Each hit applies a stacking Fragility effect onto a victim, and applies stacking Haste to the user. Killing an enemy removes the Haste stacks and applies Regeneration.
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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.
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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.
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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
There are spawn eggs, along with other Creative Mode items for players to interact with, allowing people to better-get a feel for what the mod/data pack has to offer, without needing to play through it first. While there is still no Creative Mode inventory section (an unfortunate limitation of data packs), there are some basic commands players can use to get a hold of specific items:
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/function cc_loot:everything: gives everything mentioned below (excluding the Protection Block).
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/function cc_loot:crimson_survival_guide: gives the Crimson Survival Guide
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/function cc_loot:enchantments: gives a chest containing all the mod's custom enchantments.
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/function cc_loot:intermediate_crafting: gives a chest containing all craftable items that are used for further crafting.
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/function cc_loot:mob_loot_common: gives a chest with all common mob loot.
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/function cc_loot:mob_loot_evolved: gives a chest with all evolved mob loot.
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/function cc_loot:mob_loot_special: gives a chest with all special mob loot.
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/function cc_loot:mob_loot_all: gives a chest with all mob loot.
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/function cc_loot:primal_gear: gives a chest with all Primal gear.
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/function cc_loot:special_gear: gives a chest with all special/miscellaneous gear (Infection Gauge, Mangler Spear, etc.).
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/function cc_loot:purified_gear: gives a chest with all purified gear.
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/function cc_loot:spawn_eggs: gives a chest containing the spawn eggs to the mod's mobs.
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/function cc_loot:infection_gauge: gives the infection gauge item.
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/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.
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/function cc_cmd:begin_infection: If there is no Bloodlink already in the world, this command will force-spawn one, thus starting the infection.
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/function cc_cmd:set_mass {Mass:x}: Sets the infection's Mass to the value x.
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/function cc_cmd:set_points {Points:x}: Sets the infection's Points to the value x.
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/function cc_cmd:set_phase {Phase:x}: Sets the infection's Phase to the value x. Only works with values -1 to 5.
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/function cc_cmd:mass_threshold: Depending on the infection's Phase, this command will trigger a random Infection Event (evolving Bloodlinks, spawning Nodes, etc.). Can only be used once per second.
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/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 easily 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.
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/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 greater value. Set to 0 to stop the infection from spreading.
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/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.
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/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.
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/function cc_config:disable_raids: Disables Raids from occuring. If a Raid were to occur, another event will take place instead.
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/function cc_config:enable_raids: Reenables Raids.
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/function cc_config:disable_book_on_death: Makes players no longer receive the Crimson Survival Guide upon death.
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/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)
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Performance Improvements*
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Continue giving existing mobs proper animations*
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A new Crimsonified/Decayed Mob*
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New class of mobs that form from Decayed Mobs merging*
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A new aquatic Biome Mob*
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Bring back Forge support
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compatibility improvements with other mods, in terms of block and entity interactions
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Fix warning message when opening a world
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Mob Variants with Unique Abilities
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A Mob Almanac
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.
Q&A
Q&A
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May I make a video about this mod? Yes. Just make sure to provide credit.
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Will the Forge loader be supported again? Yes. As soon as I figure out how to fix the framerate lag issue if Sodium isn't installed, I will make the project support Forge again. (Also if you really want to, you could download the datapack and use a datapack-to-mod converter to package it as a Forge mod, but this isn't recommended.)
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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").
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Why is the Resource Pack also required for the mod? Many mob's custom models work through EMF and ETF, but when these are packaged into a mod, they seem to work unreliably.
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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.
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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.
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Why do none of the crafting recipes show up correctly in JEI or REI? That issue has to do with this mod being a data pack. For now, use the Crimson Survival Guide for the crafting recipes.
ATTRIBUTIONS
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This project was heavily inspired by Scape and Run: Parasites and Simply Swords
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Thank you to qu0i on Discord for the concept and texture of Purified Katana.
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Models and textures were made in Blockbench with the CEM Template Loader and EMF Animation Addon plugins.
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Some Gallery Images use Complementary Shaders - Unbound, Terralith, Biomes O' Plenty, and Particle Rain



