Compatibility
Minecraft: Java Edition
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Creators
Details
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....
Five days after first starting a world, a Bloodlink, a mob capable of infecting the area around it will spawn in and officially start the infection. 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, the once simple Crimson Invaders you saw off in the distance 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, which is why 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 to be one-hit a few times (or many times if you aren't careful). Monitor your armor durability, build your base in clever locations and out of strong materials, know that the Crimson Invaders are immune to fire damage but weak to Smite, 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.
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IF YOU ARE USING THE DATA PACK, YOU MUST DOWNLOAD THE RESOURCE PACK. Because of some issues with Modrinth's app, the resource pack may only show up on the website. If you are looking for where to download the resource pack, under the "Versions" tab, simply click on the data pack version you are planning to download, scroll all the way to the bottom past the Changelog, and you will see both it and the data pack.
CONTENT
If you have a question about the mod/data pack in terms of gameplay, PLEASE read this section before asking in the Discord Server.
MAIN CONTENT
SYSTEMS
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Phase: Dictates the power and events of the infection. There are a total of 5 Phases. Some events include spawning Bloodlinks, Nodes, Raids, Titan Eggs, or evolving Bloodlinks.
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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.
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Phase/Points/Mass Threshold: 0/-∞--1/1000, 1/0-9/1000, 2/10-39/3000, 3/40-149/6000, 4/150-299/8000, 5/300+/7000
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Crimson Siphoners & Blighters: Craftable items capable of removing the infections Points and Mass. Mass can be brought into the negatives, and while this is the case, all Bloodlinks will take 1hp of damage every 20 seconds until they die, or until the Mass becomes a non-negative value.
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Bloodlink Power: Each mob, besides Bloodlinks, Raidlinks, and Titans all can have a temporary boost applied to their attributes and/or abilities, unique to what mob it is recieving said boost.
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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.
CRIMSONIFIED & DECAYED MOBS
Crimsonified Mobs spawn randomly, or when a regular mob walks into an infected area. Decayed Mobs are stronger variants of Crimsonified Mobs, spawning randomly from Phases 3-5. Decayed Mobs are indicated by the particles around them.
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Human: Strong melee combatant. Drops Infected Flesh.
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Skeleton: Crimsonified shoot poisonous projectiles, Decayed shoot withering projectiles. Drops Infected Flesh and Arrows.
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Husk: Fast melee combatant. Drops Infected Flesh.
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Villager: Strong melee combatant. Drops Infected Flesh.
INFECTING MOBS
Mobs that infect blocks and mobs
- 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. Stage 1 drops Bloodlink Nerves and Bloodlink Membranes; Stage 2 drops Undeveloped Bloodlink Brains and Bloodlink Membranes; Stage 3 drops a Developed Bloodlink Brain.
BLOODLINK-PROTECTORS
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Bloodlink Mercenary: Weak Melee combatant that passively spawns in infected areas. Occasionally drops a Bloodlink Membrane.
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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. 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. 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
Spawn in the Crimson Decay biome
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Crimson Worm: Slow, but heavy-hitting melee combatant. Drops Berserk Essence and Claw Fragments.
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Rusher: Fast melee combatant capable of occasionally dashing, dealing increased attack damage. Drops Berserk Essence and Metallic Bones.
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Raptor: Melee combatant that applies Poison and Weakness with each attack. Drops Toxic 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. 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. Drops Explosive Essence and Armored Scales.
EVOLVED BIOME MOBS
Spawn in the Crimson Decay biome nearby Stage 2 & 3 Bloodlinks
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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. Drops Berserk Essence, Claw Fragments, and an Emperor Eye.
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Mangler: Evolution of Rusher. Occasionally performs Dash-Attacks that rapidly damage nearby enemies, ignoring I-Frames. Drops Berserk Essence, Metallic Bones, and a Mangler Spear Head.
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Harbinger: Evolution of Raptor. Summons Toxic Clouds that chase after enemies, and give them a series of debuffs. Drops Toxic Essence, Metallic Bones, and a Harbinger Storm Chamber.
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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. 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. Drops Explosive Essence, Armored Scales, and a Pummeler Tendril.
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Drill: A mob periodically summoned by Evolved Biome Mobs when an enemy is nearby. 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.
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Titan Drill: A mob periodically summoned by Titans when an enemy is nearby. 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.
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
- Node Core
- Bloodlink Membrane
- Bloodlink Nerves
- Undeveloped Bloodlink Brain
- Developed Bloodlink Brain
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.
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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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Claw Dagger: Each successive hit increases Attack Speed.
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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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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 when left-clicked, will give all nearby Crimson Invaders the Glowing potion effect.
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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 and attack Crimson Invaders.
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Purified Sword: User gains stacking Strength when being near another mob, and when right-clicked, will give nearby mobs debuffs.
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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.
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Purified Axe: can perform a Dash Attack, launching nearby mobs into the air.
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Purified Scythe: Can lifesteal at melee and at range.
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Purified Mace: Smash attacks deal scaling area damage.
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Purified Shield: Block enemy attacks to gain kinetic energy. Once the shield is fully powered, lower it to fire an energy ball that will damage and pull nearby enemies.
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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.
CREATIVE MODE (V1.2+)
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: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:everything: gives everything mentioned above.
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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.
GAMEPLAY COMMANDS (V1.2+)
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 infecion's Mass to the value x.
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/function cc_cmd:set_points {Points:x}: Sets the infecion's Points to the value x.
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/function cc_cmd:set_phase {Phase:x}: Sets the infecion's Phase to the value x. Only works with values 0-5.
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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 (V1.2+)
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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.
PLANNED CONTENT (* = Guarenteed for Version 1.3)
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Performance Improvements*
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Custom Textures for Decayed Mob Variants*
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New Crimsonified/Decayed and Biome Mobs*
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Fix warning message when opening a world
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Purified and Scale Armor Ability Overhaul to make the armor sets feel more unique and engaging
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Improved Crimson Survival Guide (visually, and making it contain mob information and item information)
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Mob Variants with Unique Abilities
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Improved Walking Animations
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Improved Mob Sounds
DISCORD SERVER
If you wish to keep up to date with the latest updates, changes and bug fixes, feel free to join the Discord Server. If you experience any issues with the project 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.
FAQ
FREQUENTLY ASKED QUESTIONS
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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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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.
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PvP doesn't work with the mod... is that intentional? It was at first, but this will be fixed soon. If you wish to enable PvP, you can try putting this command into a repeating command block: "/team leave @a" (this may break certain parts of the infection, however).
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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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Main inspiration was Scape and Run: Parasites
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Some Gallery Images use Complementary Shaders - Unbound, Terralith, Biomes O' Plenty, and Particle Rain