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Crimson Curse: Infection

Crimson Curse: Infection

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

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Crimson Curse 1.21.1 V1.4.3

beta3 мая 2026 г.

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

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

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

Crimson Curse 1.21.1 V1.4.3

beta3 мая 2026 г.

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

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

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

Crimson Curse 1.21.1 V1.4.2.1

beta14 марта 2026 г.

BUG FIXES

CREATIVE MODE

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

Crimson Curse 1.21.1 V1.4.2.1

beta14 марта 2026 г.

BUG FIXES

CREATIVE MODE

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

Crimson Curse 1.21.1 V1.4.2

beta27 февраля 2026 г.

NEW

COMPATIBILITY

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

SYSTEMS

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

STATUS/POTION EFFECTS

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

BIOMES

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

MOBS (GENERAL)

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

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

CRIMSONIFIED/DECAYED MOBS

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

AXIS MOBS

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

BLOODLINK-PROTECTORS

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

PRIMAL BIOME MOBS

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

EVOLVED BIOME MOBS

  • Mangler: Received a new model and smoother animations

ITEM DROPS

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

CRAFTABLE ITEMS:

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

CREATIVE MODE

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

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

CHANGES

BLOODLINK-PROTECTORS

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

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

PRIMAL BIOME MOBS

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

EVOLVED BIOME MOBS

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

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

STRUCTURES

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

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

CRAFTABLE ITEMS

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

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

CREATIVE MODE

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

BUG FIXES

STATUS/POTION EFFECTS

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

VANILLA MOBS

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

BLOODLINK PROTECTORS

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

PRIMAL BIOME MOBS

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

CRAFTABLE ITEMS

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

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

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

Совместимость

Minecraft: Java Edition

1.21.x

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Опубликован:1 год назад
Обновлён:1 день назад
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