All versions
1.1.0-beta
Beta
Sculk Echo 1.1.0-beta — The Epidemiclast month 5
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Changes
New
- Infected mobs: Infected Zombie, Infected Skeleton and Infected Pig — sculk-corrupted variants with hand-painted textures. They glow as teal silhouettes in echo-vision.
- The Epidemic: any damage dealt by an infected mob (melee OR arrows) has a 15% chance to convert the victim into its infected counterpart. Species is preserved: a pig rises as a sculk-pig, a skeleton as a sculk-skeleton. Species without an infected form yet (cow, chicken, creeper…) are not converted.
- Infected mobs hunt every living entity except their own kind, never despawn by distance and survive on Peaceful difficulty. The infection is patient.
- Natural conversion: in the Deep Dark, vanilla zombies near a player may spontaneously turn into infected ones in a burst of sculk souls. The city is waking up.
- Immunity command:
/sculkecho immunity [on|off]— freezes infection gain and stops the Shadow from possessing you. For builders, testers and the faint of heart.
Fixes
- Fixed a crash when an Infected Pig performed a melee attack (missing attack_damage attribute).
- Echo Stimulator now renders as an item (placeholder texture, final art coming).
- Added missing entity and item translations (EN / RU).
- Infected mobs no longer vanish on Peaceful difficulty or when the player walks away.
Known issues & roadmap
- Echo Stimulator uses a placeholder texture (vanilla echo shard).
- Next betas: infected creeper (sculk-cloud explosion with AoE conversion), more infected species, HUD indicators (infection bar, Echo Shot cooldown), gradual blindness progressing over in-game days.
The sculk does not kill. The sculk recruits.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:Ch9kD0H2:IkGzVVWW"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:Ch9kD0H2:IkGzVVWW"
}
