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Crimson Curse: Infection

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Crimson Curse 1.21.1 V1.4.3.1

1.4.3.1+mod
15 мая 2026 г.6,9 тыс.Minecraft: 1.21, 1.21.1fabric, neoforge, quilt
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# Changelog for both 1.4.3 and 1.4.3.1 ## NEW ### GENERAL - **Advancement Tree**: there is now an advancement tree for this mod, consisting of advancements for each mob, mob classes, and almost every item. - **Crimson Mobs**: When a Crimson Mob has the Infested status effect, when damaged, instead of having a chance to spawn silverfish, they will spawn Cursors (which will make Infested Nodes more dangerous). ### SYSTEMS - **Recovery**: When out of combat, certain classes of mobs are able to consume 8 Mass to heal themselves 4hp every second. Depending on the mob’s class, they can individually use this ability a certain number of times, but when they get aggroed on a target, this counter will be reset. Across all existing mobs, the Recovery ability can only be used a maximum of 100 times, until the infection successfully gains a Point. - **Swarm System**: While aggroed, any non-Axis Crimson Mob will periodically call other nearby Crimson Mobs for assistance in combat. ### BIOMES - The infected biome has received a noticeable cosmetic overhaul; the block pallete has been improved, and many blocks now become a darker shade, or a gain a red hue upon being part of the biome. Some notable examples include all leaves, wood, ice, snow, stone types, sand, etc. ### CRIMSONIFIED & DECAYED MOBS - These mobs can now use the Swarm System to call mobs up to 8 blocks away. - Crimsonified and Decayed Mobs now have individual spawn eggs. - **Decayed Bogged**: Has received a new texture to be more differentiable from its Crimsonified variant. ### BLOODLINK PROTECTORS - These mobs can now use the Swarm System to call mobs up to 8 blocks away. - **Bloodlink Piercer**: Digs underground and pops up beside its target. It can either perform a regular melee attack, or will grab its target, then uses its drill-shaped head to drill into its trapped victim, dealing I-frame-ignoring damage. Players can crouch to escape this attack. - **Bloodlink Sentry**: Has received a new model and animations. ### PRIMAL BIOME MOBS - These mobs can now use the Swarm System to call mobs up to 16 blocks away, and can individually use the Recovery System up to 4 times unless re-aggroed. ### EVOLVED BIOME MOBS - These mobs can now use the Swarm System to call mobs up to 32 blocks away, and can individually use the Recovery System up to 16 times unless re-aggroed. ### TITANS - These mobs can now use the Swarm System to call mobs up to 64 blocks away, and can individually use the Recovery System up to 64 times unless re-aggroed. ### ABYSMAL BIOME MOBS - The third and final tier of Biome Mobs. These mobs inherit all base abilities of Titans. When at half and 1/4 Health, they will spawn some of their Evolved and Primal variants. While Health is at or below half, any incoming damage (except instakills) will be completely negated, but transferred onto the nearest Primal or Evolved variant of itself in a 64-block radius. These mobs can use the Swarm System to call mobs up to 64 blocks away, and can individually use the Recovery System up to 64 times unless re-aggroed. - **Monarch**: Evolution of Emperor; At high health, will rapidly shoot I-frame ignoring variants of Emperor's projectile. As health decreases, its projectile attack will be swapped with a wind gust attack, capable of launching mobs and dealing I-frame ignoring damage in a large radius. When at 1/4 health or lower, will gain a shadow-dash attack, where it will launch itself at its target, dealing high damage and destroying surrounding blocks, and spawning a Monarch Silhouette in its original spot. Monarch Silhouettes only have 1hp, and their special attacks take twice as long to charge as the base Monarch's. Drops Emperor Eyes, Claw Fragments, and Berserk Essence. ### STRUCTURES - **Nodes**: now use a Sea Lantern with a red hue as their core instead of a Redstone Block; when spawning on “snowy” or “sandy” blocks, their basalt tendrils will now generate as ice or tinted glass, respectively. ### CRAFTABLE ITEMS - **Purified Mace**: Has received a new animated & reactive model; 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. ## CHANGES ### SYSTEMS - **Points**: The number of Points for Phases 2-5 have been changed due to the Mass Threshold rework (explained directly below). For exact numbers, look at the “PHASES” Section; When a world is 1st made, the infection will now have -1 Points, but when the 1st Bloodlink spawns, it will be set to 0 points. In addition, infected mobs can now spawn as soon as the infection has 0 or more points, instead of 1 or more points (this change was made simply for the sake of consistency). - **Mass**: All Phases now have a Mass Threshold of 1000, instead of this value changing with each Phase. ### STATUS/POTION EFFECTS - Custom potion particle effects for all effects besides Snaring have been shrunken down and will spawn less frequently to be less visually intrusive. ### AXIS MOBS - **Bloodlink**: can now defend themselves by launching back nearby mobs when they take damage; Bossbars will now only show to players up to 100 blocks away. ### EVOLVED BIOME MOBS - Aggro-detection range 32--->64 blocks; These mobs will no longer passively spawn near Stage 2 or 3 Bloodlinks, but instead, When the Mass Threshold is reached, a Primal Biome Mob nearby a Stage 2 or 3 Bloodlink will have a chance to evolve; Drill-Charge detection range 65--->64 blocks, and now will only charge if an entity that has previously attacked another Crimson Mob is in said radius. - **Pummeler**: Can now aggro on mobs besides players. ### TITANS - Aggro-detection range 32--->128 blocks; Drills will now only charge if an entity that has previously attacked another Crimson Mob is in a 100-block radius. ### STRUCTURES - **Node**: Upon spawning, Nodes will now convert the biome around it into a Crimson Infection Biome (but not convert any blocks) ### PHASES - To balance out the Mass Threshold rework and make the infection still progress at the same pace as before, Phases 2-5 have had the % chances of certain Mass Threshold events change, along with the Points needed to progress to the next phase increased. - **Phase II**: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (8.33%), Bloodlinks evolving to Stage 2 (8.33%), Raids (8.33%), Node-Spawning (50%), and evolving a Primal Biome Mob (25%). (10-99 Points). - **Phase III**: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (5.56%), Bloodlinks evolving to Stage 2 (5.56%), Raids (5.56%), Node-Spawning (33.33%), and evolving a Primal Biome Mob (50%). (100-749 Points). - **Phase IV**: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.5%), Bloodlinks evolving to Stage 2 (2.5%), Raids (5%), Node-Spawning (25%), evolving a Primal Biome Mob (62.55%), and Bloodlinks evolving to Stage 3 (2.5%). (750-1499 Points). - **Phase V**: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.38%), Bloodlinks evolving to Stage 2 (2.38%), Raids (4.76%), Node-Spawning (28.57%), evolving a Primal Biome Mob (57.14%), Bloodlinks evolving to Stage 3 (2.38%), and Titan Egg forming (2.38%). (1500+ Points). ### CRAFTABLE ITEMS - **Crimson Siphoner**: To keep this item’s effectiveness after the Points change, Points Removed 3--->15 Points. - **Crimson Blighter**: To keep this item’s effectiveness after the Points change, Points Removed 30--->150 Points. - **Purified Rapier**: In order to make Purified Rapier feel less spammy and to make it require some sort of strategy to use, it’s “kill mob” ability has been removed, and instead, when not swung for 3 seconds, It will remove a Stack and give the user regeneration every second until there are 0 Stacks (this change was accidentally added in V1.4.2.1). ## BUG FIXES ### GENERAL & COMPATIBILITY - **Spore Fungal Infection**: Is now compatible with this mod without causing any tick-lag issues. - **Spruce Leaves**: will no longer appear white instead of their usual green color when certain mods are installed. - **Arrows**: will no longer convert into Bloodlink Sentries’ or Infected Skeleton’s custom projectiles if shot really close to one of these mobs. ### GENERAL - The mod will no longer completely break if too many (~500-3000) of the same entity exist at the same time (This issue primarily happened from too many Nodes being loaded, since its easily possible for more than 1000 Nodes to exist simultaneously). - Mobs that have custom abilities when injured (IE, Knight reflecting damage, Kraken spitting Acid Balls) will now work properly even if a Player isn’t nearby. ### SYSTEMS - **Reinforcement System**: can no longer randomly cause a ton of lag if the game is already taking up a lot of processing power; Nodes will once again have a 33% chance to activate the Reinforcement System when destroyed; Bloodlinks will no longer be activated by the Reinforcement System if there isn’t at least 150 Mass for a Bloodlink to consume. ### CRIMSONIFIED & DECAYED MOBS - Vanilla mobs can no longer become Infected from taking damage in Phases -1 and 0. - The chances of a vanilla mob becoming its infected variant upon being attacked is now correctly 20%, or 50% if the mob is nearby a Crimson Mob or in an infected biome. ### AXIS MOBS - Axis Mobs will once again die/take damage in Phase -1. - **Bloodlinks**: Initial Bloodlinks will now spawn again (this was broken in V1.4.3). ### BLOODLINK PROTECTORS - **Bloodlink Sentries**: will no longer randomly go invisible or become invulnerable while above-ground. ### TITANS & ABYSMAL MOBS - Titans and Abysmal Biome Mobs c once again spawn Evolved Biome Mobs nearby (12.5% chance) (this was broken in V1.4.3). ### DRILLS - Drills and Titan Drills will no longer immediately pop if they come in contact with a non-vanilla block, even if they could’ve broken it (but will still die if they fail to break the block). ### STRUCTURES - **Bloodlink Shield**: Will no longer override all blocks, but can do only do so to the same blocks that Nodes can. - **Nodes**: Biome Mobs spawned near Nodes via artificial means (like through Spawn Eggs) will now get the Node’s associated buff. ### CRAFTABLE ITEMS - **Crimson Survival Guide**: Axis Marker is now correctly named instead of being called “Bloodlink Marker” in the book. - **Crimson Repeller**: Its item form now properly renders the Blast Furnace. - **Flare Cannon**: will no longer despawn or slowly die. - **Beacon purifier**: Will no longer randomly drop Stone upon being destroyed.
beta

Crimson Curse 1.21.1 V1.4.3.1

1.4.3.1
15 мая 2026 г.589Minecraft: 1.21, 1.21.1datapack, minecraft
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# Changelog for both 1.4.3 and 1.4.3.1 ## NEW ### GENERAL - **Advancement Tree**: there is now an advancement tree for this mod, consisting of advancements for each mob, mob classes, and almost every item. - **Crimson Mobs**: When a Crimson Mob has the Infested status effect, when damaged, instead of having a chance to spawn silverfish, they will spawn Cursors (which will make Infested Nodes more dangerous). ### SYSTEMS - **Recovery**: When out of combat, certain classes of mobs are able to consume 8 Mass to heal themselves 4hp every second. Depending on the mob’s class, they can individually use this ability a certain number of times, but when they get aggroed on a target, this counter will be reset. Across all existing mobs, the Recovery ability can only be used a maximum of 100 times, until the infection successfully gains a Point. - **Swarm System**: While aggroed, any non-Axis Crimson Mob will periodically call other nearby Crimson Mobs for assistance in combat. ### BIOMES - The infected biome has received a noticeable cosmetic overhaul; the block pallete has been improved, and many blocks now become a darker shade, or a gain a red hue upon being part of the biome. Some notable examples include all leaves, wood, ice, snow, stone types, sand, etc. ### CRIMSONIFIED & DECAYED MOBS - These mobs can now use the Swarm System to call mobs up to 8 blocks away. - Crimsonified and Decayed Mobs now have individual spawn eggs. - **Decayed Bogged**: Has received a new texture to be more differentiable from its Crimsonified variant. ### BLOODLINK PROTECTORS - These mobs can now use the Swarm System to call mobs up to 8 blocks away. - **Bloodlink Piercer**: Digs underground and pops up beside its target. It can either perform a regular melee attack, or will grab its target, then uses its drill-shaped head to drill into its trapped victim, dealing I-frame-ignoring damage. Players can crouch to escape this attack. - **Bloodlink Sentry**: Has received a new model and animations. ### PRIMAL BIOME MOBS - These mobs can now use the Swarm System to call mobs up to 16 blocks away, and can individually use the Recovery System up to 4 times unless re-aggroed. ### EVOLVED BIOME MOBS - These mobs can now use the Swarm System to call mobs up to 32 blocks away, and can individually use the Recovery System up to 16 times unless re-aggroed. ### TITANS - These mobs can now use the Swarm System to call mobs up to 64 blocks away, and can individually use the Recovery System up to 64 times unless re-aggroed. ### ABYSMAL BIOME MOBS - The third and final tier of Biome Mobs. These mobs inherit all base abilities of Titans. When at half and 1/4 Health, they will spawn some of their Evolved and Primal variants. While Health is at or below half, any incoming damage (except instakills) will be completely negated, but transferred onto the nearest Primal or Evolved variant of itself in a 64-block radius. These mobs can use the Swarm System to call mobs up to 64 blocks away, and can individually use the Recovery System up to 64 times unless re-aggroed. - **Monarch**: Evolution of Emperor; At high health, will rapidly shoot I-frame ignoring variants of Emperor's projectile. As health decreases, its projectile attack will be swapped with a wind gust attack, capable of launching mobs and dealing I-frame ignoring damage in a large radius. When at 1/4 health or lower, will gain a shadow-dash attack, where it will launch itself at its target, dealing high damage and destroying surrounding blocks, and spawning a Monarch Silhouette in its original spot. Monarch Silhouettes only have 1hp, and their special attacks take twice as long to charge as the base Monarch's. Drops Emperor Eyes, Claw Fragments, and Berserk Essence. ### STRUCTURES - **Nodes**: now use a Sea Lantern with a red hue as their core instead of a Redstone Block; when spawning on “snowy” or “sandy” blocks, their basalt tendrils will now generate as ice or tinted glass, respectively. ### CRAFTABLE ITEMS - **Purified Mace**: Has received a new animated & reactive model; 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. ## CHANGES ### SYSTEMS - **Points**: The number of Points for Phases 2-5 have been changed due to the Mass Threshold rework (explained directly below). For exact numbers, look at the “PHASES” Section; When a world is 1st made, the infection will now have -1 Points, but when the 1st Bloodlink spawns, it will be set to 0 points. In addition, infected mobs can now spawn as soon as the infection has 0 or more points, instead of 1 or more points (this change was made simply for the sake of consistency). - **Mass**: All Phases now have a Mass Threshold of 1000, instead of this value changing with each Phase. ### STATUS/POTION EFFECTS - Custom potion particle effects for all effects besides Snaring have been shrunken down and will spawn less frequently to be less visually intrusive. ### AXIS MOBS - **Bloodlink**: can now defend themselves by launching back nearby mobs when they take damage; Bossbars will now only show to players up to 100 blocks away. ### EVOLVED BIOME MOBS - Aggro-detection range 32--->64 blocks; These mobs will no longer passively spawn near Stage 2 or 3 Bloodlinks, but instead, When the Mass Threshold is reached, a Primal Biome Mob nearby a Stage 2 or 3 Bloodlink will have a chance to evolve; Drill-Charge detection range 65--->64 blocks, and now will only charge if an entity that has previously attacked another Crimson Mob is in said radius. - **Pummeler**: Can now aggro on mobs besides players. ### TITANS - Aggro-detection range 32--->128 blocks; Drills will now only charge if an entity that has previously attacked another Crimson Mob is in a 100-block radius. ### STRUCTURES - **Node**: Upon spawning, Nodes will now convert the biome around it into a Crimson Infection Biome (but not convert any blocks) ### PHASES - To balance out the Mass Threshold rework and make the infection still progress at the same pace as before, Phases 2-5 have had the % chances of certain Mass Threshold events change, along with the Points needed to progress to the next phase increased. - **Phase II**: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (8.33%), Bloodlinks evolving to Stage 2 (8.33%), Raids (8.33%), Node-Spawning (50%), and evolving a Primal Biome Mob (25%). (10-99 Points). - **Phase III**: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (5.56%), Bloodlinks evolving to Stage 2 (5.56%), Raids (5.56%), Node-Spawning (33.33%), and evolving a Primal Biome Mob (50%). (100-749 Points). - **Phase IV**: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.5%), Bloodlinks evolving to Stage 2 (2.5%), Raids (5%), Node-Spawning (25%), evolving a Primal Biome Mob (62.55%), and Bloodlinks evolving to Stage 3 (2.5%). (750-1499 Points). - **Phase V**: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.38%), Bloodlinks evolving to Stage 2 (2.38%), Raids (4.76%), Node-Spawning (28.57%), evolving a Primal Biome Mob (57.14%), Bloodlinks evolving to Stage 3 (2.38%), and Titan Egg forming (2.38%). (1500+ Points). ### CRAFTABLE ITEMS - **Crimson Siphoner**: To keep this item’s effectiveness after the Points change, Points Removed 3--->15 Points. - **Crimson Blighter**: To keep this item’s effectiveness after the Points change, Points Removed 30--->150 Points. - **Purified Rapier**: In order to make Purified Rapier feel less spammy and to make it require some sort of strategy to use, it’s “kill mob” ability has been removed, and instead, when not swung for 3 seconds, It will remove a Stack and give the user regeneration every second until there are 0 Stacks (this change was accidentally added in V1.4.2.1). ## BUG FIXES ### GENERAL & COMPATIBILITY - **Spore Fungal Infection**: Is now compatible with this mod without causing any tick-lag issues. - **Spruce Leaves**: will no longer appear white instead of their usual green color when certain mods are installed. - **Arrows**: will no longer convert into Bloodlink Sentries’ or Infected Skeleton’s custom projectiles if shot really close to one of these mobs. ### GENERAL - The mod will no longer completely break if too many (~500-3000) of the same entity exist at the same time (This issue primarily happened from too many Nodes being loaded, since its easily possible for more than 1000 Nodes to exist simultaneously). - Mobs that have custom abilities when injured (IE, Knight reflecting damage, Kraken spitting Acid Balls) will now work properly even if a Player isn’t nearby. ### SYSTEMS - **Reinforcement System**: can no longer randomly cause a ton of lag if the game is already taking up a lot of processing power; Nodes will once again have a 33% chance to activate the Reinforcement System when destroyed; Bloodlinks will no longer be activated by the Reinforcement System if there isn’t at least 150 Mass for a Bloodlink to consume. ### CRIMSONIFIED & DECAYED MOBS - Vanilla mobs can no longer become Infected from taking damage in Phases -1 and 0. - The chances of a vanilla mob becoming its infected variant upon being attacked is now correctly 20%, or 50% if the mob is nearby a Crimson Mob or in an infected biome. ### AXIS MOBS - Axis Mobs will once again die/take damage in Phase -1. - **Bloodlinks**: Initial Bloodlinks will now spawn again (this was broken in V1.4.3). ### BLOODLINK PROTECTORS - **Bloodlink Sentries**: will no longer randomly go invisible or become invulnerable while above-ground. ### TITANS & ABYSMAL MOBS - Titans and Abysmal Biome Mobs c once again spawn Evolved Biome Mobs nearby (12.5% chance) (this was broken in V1.4.3). ### DRILLS - Drills and Titan Drills will no longer immediately pop if they come in contact with a non-vanilla block, even if they could’ve broken it (but will still die if they fail to break the block). ### STRUCTURES - **Bloodlink Shield**: Will no longer override all blocks, but can do only do so to the same blocks that Nodes can. - **Nodes**: Biome Mobs spawned near Nodes via artificial means (like through Spawn Eggs) will now get the Node’s associated buff. ### CRAFTABLE ITEMS - **Crimson Survival Guide**: Axis Marker is now correctly named instead of being called “Bloodlink Marker” in the book. - **Crimson Repeller**: Its item form now properly renders the Blast Furnace. - **Flare Cannon**: will no longer despawn or slowly die. - **Beacon purifier**: Will no longer randomly drop Stone upon being destroyed.
beta

Crimson Curse 1.21.1 V1.4.3

1.4.3+mod
3 мая 2026 г.353Minecraft: 1.21, 1.21.1fabric, neoforge, quilt
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# 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)
beta

Crimson Curse 1.21.1 V1.4.3

1.4.3
3 мая 2026 г.72Minecraft: 1.21, 1.21.1datapack, minecraft
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# 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)
beta

Crimson Curse 1.21.1 V1.4.2.1

1.4.2.1+mod
14 мар. 2026 г.1,3 тыс.Minecraft: 1.21, 1.21.1fabric, neoforge, quilt
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## 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).
beta

Crimson Curse 1.21.1 V1.4.2.1

1.4.2.1
14 мар. 2026 г.82Minecraft: 1.21, 1.21.1datapack
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## 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).
beta

Crimson Curse 1.21.1 V1.4.2

1.4.2+mod
27 февр. 2026 г.428Minecraft: 1.21, 1.21.1fabric, neoforge, quilt
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## NEW ### COMPATIBILITY This project now requires [Polytone](https://modrinth.com/mod/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)
beta

Crimson Curse 1.21.1 V1.4.2

1.4.2
25 февр. 2026 г.56Minecraft: 1.21, 1.21.1datapack
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## NEW ### COMPATIBILITY This project now requires [Polytone](https://modrinth.com/mod/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)
beta

Crimson Curse 1.21.1 V1.4.1

1.4.1+mod
27 янв. 2026 г.695Minecraft: 1.21, 1.21.1fabric, neoforge, quilt
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Что нового
# MAKE SURE TO DOWNLOAD THE [RESOURCE PACK](https://modrinth.com/resourcepack/crimson_curse_rp) FOR BOTH THE DATAPACK _AND_ MOD. ## NEW ### COMPATIBILITY The 1.21.5 version of this project now works from 1.21.5-1.21.8, and the 1.21.1 version now works with newer versions of Entity Model Features and Entity Texture Features! ### STATUS EFFECTS - **Wound-Stasis**: Now has a particle effect. ### CONFIGURATION OPTIONS - **/function cc_config_disable_book_on_death**: Makes players no longer receive the Crimson Survival Guide upon death. - **/function cc_config_enable_book_on_death**: Makes players receive the Crimson Survival Guide upon death (enabled by default). ## CHANGES ### AXIS MOBS - **Bloodlink**: Stage 1 Bloodlinks had their loot table changed always to drop at least one Bloodlink Nerves and one Bloodlink Membrane (this change is from V1.4, but wasn’t listed in the changelog). ### BLOODLINK-PROTECTORS - **Bloodlink Sentry**: Loot table has been changed to also include Berserk and Explosive Essence (this change is from V1.4, but wasn’t listed in the changelog). ### EVOLVED BIOME MOBS - **Kraken**:Acid-Ball cooldown nerfed from 0.05—>1 sec (this change is from V1.4, but wasn’t listed in the changelog). - **Drill**: Now has a limited lifespan (this change is from V1.4, but wasn’t listed in the changelog). ### TITANS - **Titan Drill**: Now has a limited lifespan (this change is from V1.4, but wasn’t listed in the changelog). ## BUG FIXES ### PVP Fixed an issue with dying messing up players' ID-scores to not match their team-name, which caused various different PvP issues (it is recommended to use the command **/scoreboard players reset @a** when loading up a game to ensure this fix works) ### CRIMSONIFIED & DECAYED MOBS - **Drowned**: Baby Drowneds will now have their outer layer render properly (1.21.5) ### AXIS MOBS - **Bloodlink**: will no longer spawn (only to instantly die) in Phase -1; now have the correct animation frame sequence while aggroed (1.21.5). ### PRIMAL BIOME MOBS - **Sky Bomber**: The bomb’s name has been fixed to say “Sky Bomber” rather than “Raid Bomber” (Sky Bomber was called Raid Bomber before V1.1). ### EVOLED BIOME MOBS - **Juggeraut**: Metallic and Purified Bow Arrows will no longer have their On-Impact Ability activate when a Juggernaut deflects them; Can no longer be forced out of their curl position early by attacking above their hitbox(1.21.5); Can no longer spawn as baby variants; Will no longer attempt to deflect Metallic Bow Shrapnel. - **Drill**: now uses the same block taglist for the blocks it will break, and the blocks it won’t explode upon when colliding with. ### CRAFTABLE ITEMS - **Sweeping Melee Weapons (General)**: Melee weapons will no longer have their on-hit sound effect or ability activate multiple times when hitting multiple targets (Claw Dagger was excluded from this fix, since it was always intended to work this way) (this change is from V1.4, but wasn’t listed in the changelog). - **Dash Weapons (General)**: Their Dash-Silhouette effect no longer orients with the user’s vertical-head angle (or their pitch) (this change is from V1.4, but wasn’t listed in the changelog). - **Singularity Enchantment**: Lore no longer says that the enchantment doesn’t work on players (since that isn't true anymore). - **Crimson Repeller**: Crimson Repeller from the Special Gear chest now has the same lore as the one you craft.
beta

Crimson Curse 1.21.5-1.21.8 V1.4.1

1.4.1+mod
27 янв. 2026 г.2,5 тыс.Minecraft: 1.21.5, 1.21.6, 1.21.7, 1.21.8fabric, neoforge, quilt
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Что нового
# MAKE SURE TO DOWNLOAD THE [RESOURCE PACK](https://modrinth.com/resourcepack/crimson_curse_rp) FOR BOTH THE DATAPACK _AND_ MOD. ## NEW ### COMPATIBILITY The 1.21.5 version of this project now works from 1.21.5-1.21.8, and the 1.21.1 version now works with newer versions of Entity Model Features and Entity Texture Features! ### STATUS EFFECTS - **Wound-Stasis**: Now has a particle effect. ### CONFIGURATION OPTIONS - **/function cc_config_disable_book_on_death**: Makes players no longer receive the Crimson Survival Guide upon death. - **/function cc_config_enable_book_on_death**: Makes players receive the Crimson Survival Guide upon death (enabled by default). ## CHANGES ### AXIS MOBS - **Bloodlink**: Stage 1 Bloodlinks had their loot table changed always to drop at least one Bloodlink Nerves and one Bloodlink Membrane (this change is from V1.4, but wasn’t listed in the changelog). ### BLOODLINK-PROTECTORS - **Bloodlink Sentry**: Loot table has been changed to also include Berserk and Explosive Essence (this change is from V1.4, but wasn’t listed in the changelog). ### EVOLVED BIOME MOBS - **Kraken**:Acid-Ball cooldown nerfed from 0.05—>1 sec (this change is from V1.4, but wasn’t listed in the changelog). - **Drill**: Now has a limited lifespan (this change is from V1.4, but wasn’t listed in the changelog). ### TITANS - **Titan Drill**: Now has a limited lifespan (this change is from V1.4, but wasn’t listed in the changelog). ## BUG FIXES ### PVP Fixed an issue with dying messing up players' ID-scores to not match their team-name, which caused various different PvP issues (it is recommended to use the command **/scoreboard players reset @a** when loading up a game to ensure this fix works) ### CRIMSONIFIED & DECAYED MOBS - **Drowned**: Baby Drowneds will now have their outer layer render properly (1.21.5) ### AXIS MOBS - **Bloodlink**: will no longer spawn (only to instantly die) in Phase -1; now have the correct animation frame sequence while aggroed (1.21.5). ### PRIMAL BIOME MOBS - **Sky Bomber**: The bomb’s name has been fixed to say “Sky Bomber” rather than “Raid Bomber” (Sky Bomber was called Raid Bomber before V1.1). ### EVOLED BIOME MOBS - **Juggeraut**: Metallic and Purified Bow Arrows will no longer have their On-Impact Ability activate when a Juggernaut deflects them; Can no longer be forced out of their curl position early by attacking above their hitbox(1.21.5); Can no longer spawn as baby variants; Will no longer attempt to deflect Metallic Bow Shrapnel. - **Drill**: now uses the same block taglist for the blocks it will break, and the blocks it won’t explode upon when colliding with. ### CRAFTABLE ITEMS - **Sweeping Melee Weapons (General)**: Melee weapons will no longer have their on-hit sound effect or ability activate multiple times when hitting multiple targets (Claw Dagger was excluded from this fix, since it was always intended to work this way) (this change is from V1.4, but wasn’t listed in the changelog). - **Dash Weapons (General)**: Their Dash-Silhouette effect no longer orients with the user’s vertical-head angle (or their pitch) (this change is from V1.4, but wasn’t listed in the changelog). - **Singularity Enchantment**: Lore no longer says that the enchantment doesn’t work on players (since that isn't true anymore). - **Crimson Repeller**: Crimson Repeller from the Special Gear chest now has the same lore as the one you craft.
beta

Crimson Curse 1.21.1 V1.4.1

1.4.1
7 янв. 2026 г.97Minecraft: 1.21, 1.21.1datapack
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Что нового
# MAKE SURE TO DOWNLOAD THE [RESOURCE PACK](https://modrinth.com/resourcepack/crimson_curse_rp) FOR BOTH THE DATAPACK _AND_ MOD. ## NEW ### COMPATIBILITY The 1.21.5 version of this project now works from 1.21.5-1.21.8, and the 1.21.1 version now works with newer versions of Entity Model Features and Entity Texture Features! ### STATUS EFFECTS - **Wound-Stasis**: Now has a particle effect. ### CONFIGURATION OPTIONS - **/function cc_config_disable_book_on_death**: Makes players no longer receive the Crimson Survival Guide upon death. - **/function cc_config_enable_book_on_death**: Makes players receive the Crimson Survival Guide upon death (enabled by default). ## CHANGES ### AXIS MOBS - **Bloodlink**: Stage 1 Bloodlinks had their loot table changed always to drop at least one Bloodlink Nerves and one Bloodlink Membrane (this change is from V1.4, but wasn’t listed in the changelog). ### BLOODLINK-PROTECTORS - **Bloodlink Sentry**: Loot table has been changed to also include Berserk and Explosive Essence (this change is from V1.4, but wasn’t listed in the changelog). ### EVOLVED BIOME MOBS - **Kraken**:Acid-Ball cooldown nerfed from 0.05—>1 sec (this change is from V1.4, but wasn’t listed in the changelog). - **Drill**: Now has a limited lifespan (this change is from V1.4, but wasn’t listed in the changelog). ### TITANS - **Titan Drill**: Now has a limited lifespan (this change is from V1.4, but wasn’t listed in the changelog). ## BUG FIXES ### PVP Fixed an issue with dying messing up players' ID-scores to not match their team-name, which caused various different PvP issues (it is recommended to use the command **/scoreboard players reset @a** when loading up a game to ensure this fix works) ### CRIMSONIFIED & DECAYED MOBS - **Drowned**: Baby Drowneds will now have their outer layer render properly (1.21.5) ### AXIS MOBS - **Bloodlink**: will no longer spawn (only to instantly die) in Phase -1; now have the correct animation frame sequence while aggroed (1.21.5). ### PRIMAL BIOME MOBS - **Sky Bomber**: The bomb’s name has been fixed to say “Sky Bomber” rather than “Raid Bomber” (Sky Bomber was called Raid Bomber before V1.1). ### EVOLED BIOME MOBS - **Juggeraut**: Metallic and Purified Bow Arrows will no longer have their On-Impact Ability activate when a Juggernaut deflects them; Can no longer be forced out of their curl position early by attacking above their hitbox(1.21.5); Can no longer spawn as baby variants; Will no longer attempt to deflect Metallic Bow Shrapnel. - **Drill**: now uses the same block taglist for the blocks it will break, and the blocks it won’t explode upon when colliding with. ### CRAFTABLE ITEMS - **Sweeping Melee Weapons (General)**: Melee weapons will no longer have their on-hit sound effect or ability activate multiple times when hitting multiple targets (Claw Dagger was excluded from this fix, since it was always intended to work this way) (this change is from V1.4, but wasn’t listed in the changelog). - **Dash Weapons (General)**: Their Dash-Silhouette effect no longer orients with the user’s vertical-head angle (or their pitch) (this change is from V1.4, but wasn’t listed in the changelog). - **Singularity Enchantment**: Lore no longer says that the enchantment doesn’t work on players (since that isn't true anymore). - **Crimson Repeller**: Crimson Repeller from the Special Gear chest now has the same lore as the one you craft.
beta

Crimson Curse 1.21.5-1.21.8 V1.4.1

1.4.1
7 янв. 2026 г.414Minecraft: 1.21.5, 1.21.6, 1.21.7, 1.21.8datapack
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Что нового
# MAKE SURE TO DOWNLOAD THE [RESOURCE PACK](https://modrinth.com/resourcepack/crimson_curse_rp) FOR BOTH THE DATAPACK _AND_ MOD. ## NEW ### COMPATIBILITY The 1.21.5 version of this project now works from 1.21.5-1.21.8, and the 1.21.1 version now works with newer versions of Entity Model Features and Entity Texture Features! ### STATUS EFFECTS - **Wound-Stasis**: Now has a particle effect. ### CONFIGURATION OPTIONS - **/function cc_config_disable_book_on_death**: Makes players no longer receive the Crimson Survival Guide upon death. - **/function cc_config_enable_book_on_death**: Makes players receive the Crimson Survival Guide upon death (enabled by default). ## CHANGES ### AXIS MOBS - **Bloodlink**: Stage 1 Bloodlinks had their loot table changed always to drop at least one Bloodlink Nerves and one Bloodlink Membrane (this change is from V1.4, but wasn’t listed in the changelog). ### BLOODLINK-PROTECTORS - **Bloodlink Sentry**: Loot table has been changed to also include Berserk and Explosive Essence (this change is from V1.4, but wasn’t listed in the changelog). ### EVOLVED BIOME MOBS - **Kraken**:Acid-Ball cooldown nerfed from 0.05—>1 sec (this change is from V1.4, but wasn’t listed in the changelog). - **Drill**: Now has a limited lifespan (this change is from V1.4, but wasn’t listed in the changelog). ### TITANS - **Titan Drill**: Now has a limited lifespan (this change is from V1.4, but wasn’t listed in the changelog). ## BUG FIXES ### PVP Fixed an issue with dying messing up players' ID-scores to not match their team-name, which caused various different PvP issues (it is recommended to use the command **/scoreboard players reset @a** when loading up a game to ensure this fix works) ### CRIMSONIFIED & DECAYED MOBS - **Drowned**: Baby Drowneds will now have their outer layer render properly (1.21.5) ### AXIS MOBS - **Bloodlink**: will no longer spawn (only to instantly die) in Phase -1; now have the correct animation frame sequence while aggroed (1.21.5). ### PRIMAL BIOME MOBS - **Sky Bomber**: The bomb’s name has been fixed to say “Sky Bomber” rather than “Raid Bomber” (Sky Bomber was called Raid Bomber before V1.1). ### EVOLED BIOME MOBS - **Juggeraut**: Metallic and Purified Bow Arrows will no longer have their On-Impact Ability activate when a Juggernaut deflects them; Can no longer be forced out of their curl position early by attacking above their hitbox(1.21.5); Can no longer spawn as baby variants; Will no longer attempt to deflect Metallic Bow Shrapnel. - **Drill**: now uses the same block taglist for the blocks it will break, and the blocks it won’t explode upon when colliding with. ### CRAFTABLE ITEMS - **Sweeping Melee Weapons (General)**: Melee weapons will no longer have their on-hit sound effect or ability activate multiple times when hitting multiple targets (Claw Dagger was excluded from this fix, since it was always intended to work this way) (this change is from V1.4, but wasn’t listed in the changelog). - **Dash Weapons (General)**: Their Dash-Silhouette effect no longer orients with the user’s vertical-head angle (or their pitch) (this change is from V1.4, but wasn’t listed in the changelog). - **Singularity Enchantment**: Lore no longer says that the enchantment doesn’t work on players (since that isn't true anymore). - **Crimson Repeller**: Crimson Repeller from the Special Gear chest now has the same lore as the one you craft.
beta

Crimson Curse 1.21.1 V1.4

1.4+mod
1 янв. 2026 г.139Minecraft: 1.21.1fabric, neoforge, quilt
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## IMPORTANT: YOU MUST DOWNLOAD THE RESOURCE PACK FOR BOTH THE MOD _AND_ THE DATAPACK. ## NEW ### SYSTEMS - **Phase**: During Phase -1, all Axis mobs will be immediately killed via Lightning Bolt, and Biome Mobs will self-cleanse the infected land that they arose from. ### STATUS EFFECTS - **Fragility**: Whenever an entity with this effect take damage, they will take additional damage equal to the level of this effect. - **Wound-Stasis**: Whenever damaged, entities with this effect will have their maximum health set to their current health, rendering them unable to heal. ### CRIMSONIFIED & DECAYED MOBS - **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. - **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. ### CRAFTABLE ITEMS - **Claw Axe**: A primal-tier weapon & tool that gains Attack Damage, the lower its user's Health is in reference to their max health. - **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. - **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. - **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. - **Unstable Core**: An item that can be used to permanently end the Infection, when paired with a Beacon Purifier, and when the infection is in a weakened state (negative Mass). When used, this item will plunge the Infection into Phase -1. This item can also be used to bring the infection back to Phase I. ## CHANGES ### PVP PvP now works seamlessly with this update, and is enabled by default. ### MOBS (GENERAL) - mob-aggression AI has been reworked to now allow Crimson Mobs to aggro on almost any mob (this likely won't have any impact in a survival world, but now allows mob-fights to be possible) - Many mobs now have parts that glow in the dark. - All mobs now have death sound-effects. - Mobs with chargeable abilities (like Mangler's Dash or Harbinger's Cloud) will now only charge their abilities if they are aggroed on something; but as a trade-off, some of their initial charge times are reduced (the exact balance changes are mentioned below). - The looting enchantment now works on all mobs from this datapack. ### STATUS EFFECTS - **Snaring**: Now also affects players, but instead of completely freezing them in place, will only prevent them from walking, and drastically limit their Jump Height. ### CRIMSONIFIED & DECAYED MOBS - **Villager**: Due to these mobs' rare encounters, Crimsonified Villager's Max Health 23--->27hp, and both variants will now inflict Wound-Stasis for 5 seconds. ### AXIS MOBS - **Bloodlink**: Bloodlinks will no longer spawn randomly in 3x5x3 boxes underground. ### PRIMAL BIOME MOBS - **Crimson Worm**: Received a new model and animations. - **Sky Bomber**: Maximum Bomb Damage 128--->96hp. - **Devourer**: Grab-Radius nerfed from 4--->3.2 blocks; Can now aggro on non-player mobs, however the AI has very limited pathfinding, and will be worked on more in the future. ### EVOLVED BIOME MOBS - **Emperor**: Received a new model and animations. - **Mangler**: Initial Dash Charge Time 6—>4 sec. - **Harbinger**: Initial Cloud Charge Time 5—>3 sec; Clouds now inflict Fragility II for 12 seconds (the effect level is stackable), but the poison duration 4--->3 sec, and Harbinger's Max Health 160--->140hp - **Napalmer**: Initial Barage Charge Time 8—>4 sec. - **Kraken**: Grab-Radius nerfed from 5.5--->4.5 blocks; Can now aggro on non-player mobs, however the AI has very limited pathfinding, and will be worked on more in the future. - **Drill**: Now have a 1.5-second “Grace Period” before they will destroy any blocks. ### TITANS - **Titan Drill**: Now have a 1.5-second “Grace Period” before they will destroy any blocks. ### ITEM DROPS Some Item Drops received new descriptions to be more lore-accurate, so they may not stack with the same items that existed prior to this update. ### CRAFTABLE ITEMS - **Crimson Survival Guide**: Now uses actual images for crafting recipes instead of text-based charts. - **Claw Dagger**: Now requires an Iron Sword in its crafting recipe for consistency purposes. - **Singularity Enchantment**: Now works on Players as well. - **Crimson Repeller**: Effect Radius 20--->35 blocks, Duration per Crimson Essence 1--->3 days, since this block has consistently felt underpowered for its cost. - **Flare Cannon**: Has been reworked to passively damage Drills and Titan Drills. This change was mostly made to make this item still useful due to a glitch with some emf and etf making custom entity models not work with the Glowing effect. - **Beacon Purifier**: Land-Purification Speed increased by 200%; Purification Radius increased from 50—>100 blocks. - **Purified Bow**: Its crafting recipe is now in the same orientation as the vanilla Bow. - **Purified Axe**: to make the Dash-Attack more synergizable, it has been reworked to no longer launch enemies into the air, but will now briefly apply Snaring. However, Haste effect Level nerfed from 25—>20. - **Purified Katana**: Charge Time per Level buffed from 1.5--->1.2 sec; Slash-Attack is now less confusing and more consistent among each Charge Level, and is more visually appealing. - **Scaling Enchantment**: %-Damage will now ignore most types of damage-reduction to make it viable in PvP, and to make it’s ability more useful against Knights and Juggernauts. ### TECHNICAL The processing power for Beacon Purifier, Purification Bomb, and Bloodlink-block infection has been heavily reduced. In addition, Node-processing power has been slightly reduced. ## BUG FIXES ### MOBS (GENERAL) - **Swimming**: Mob-AI when swimming has been fixed so that they will no longer randomly swim along the z-axis (1.21.1). - **Parkour**: Mobs performing parkour will no longer randomly lose track of their target (1.21.1). ### CRIMSONIFIED & DECAYED MOBS - **Husk**: Decayed Husk’s texture’s horns are no longer translucent. ### EVOLED BIOME MOBS - **Emperor**: Projectile Attack will no longer ignore Immunity-Frames. - **Harbinger**: Will take up less processing-power, since they will no longer reference both their own AND Raptor’s functions. ### TITANS Now have the correct 100-block detection radius for charging up their drill ability (it was accidentally set to 65 blocks). ### CRAFTABLE ITEMS - **Metallic Bow**: Shrapnel from this weapon will no longer transform into infected Skeleton Projectiles when shot at an infected Skeleton. - **Beacon Purifier**: Crouch-to-Destroy time is now the correct 3 seconds again. - **Purified Armor Set**: Now works consistently among all players, and will no longer sometimes apply Absorption every tick, and will now always apply it once every second. ### CREATIVE MODE - **/function cc_loot:spawn_eggs**: Fixed a typo where a “_” was put instead of a “ ”. ### VANILLA ITEMS - **Silence Armor Trim**: has been fixed to display the right item texture (1.21.1).
beta

Crimson Curse 1.21.1 V1.4

1.4
1 янв. 2026 г.25Minecraft: 1.21.1datapack
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Что нового
## IMPORTANT: YOU MUST DOWNLOAD THE RESOURCE PACK FOR BOTH THE MOD _AND_ THE DATAPACK. ## NEW ### SYSTEMS - **Phase**: During Phase -1, all Axis mobs will be immediately killed via Lightning Bolt, and Biome Mobs will self-cleanse the infected land that they arose from. ### STATUS EFFECTS - **Fragility**: Whenever an entity with this effect take damage, they will take additional damage equal to the level of this effect. - **Wound-Stasis**: Whenever damaged, entities with this effect will have their maximum health set to their current health, rendering them unable to heal. ### CRIMSONIFIED & DECAYED MOBS - **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. - **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. ### CRAFTABLE ITEMS - **Claw Axe**: A primal-tier weapon & tool that gains Attack Damage, the lower its user's Health is in reference to their max health. - **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. - **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. - **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. - **Unstable Core**: An item that can be used to permanently end the Infection, when paired with a Beacon Purifier, and when the infection is in a weakened state (negative Mass). When used, this item will plunge the Infection into Phase -1. This item can also be used to bring the infection back to Phase I. ## CHANGES ### PVP PvP now works seamlessly with this update, and is enabled by default. ### MOBS (GENERAL) - mob-aggression AI has been reworked to now allow Crimson Mobs to aggro on almost any mob (this likely won't have any impact in a survival world, but now allows mob-fights to be possible) - Many mobs now have parts that glow in the dark. - All mobs now have death sound-effects. - Mobs with chargeable abilities (like Mangler's Dash or Harbinger's Cloud) will now only charge their abilities if they are aggroed on something; but as a trade-off, some of their initial charge times are reduced (the exact balance changes are mentioned below). - The looting enchantment now works on all mobs from this datapack. ### STATUS EFFECTS - **Snaring**: Now also affects players, but instead of completely freezing them in place, will only prevent them from walking, and drastically limit their Jump Height. ### CRIMSONIFIED & DECAYED MOBS - **Villager**: Due to these mobs' rare encounters, Crimsonified Villager's Max Health 23--->27hp, and both variants will now inflict Wound-Stasis for 5 seconds. ### AXIS MOBS - **Bloodlink**: Bloodlinks will no longer spawn randomly in 3x5x3 boxes underground. ### PRIMAL BIOME MOBS - **Crimson Worm**: Received a new model and animations. - **Sky Bomber**: Maximum Bomb Damage 128--->96hp. - **Devourer**: Grab-Radius nerfed from 4--->3.2 blocks; Can now aggro on non-player mobs, however the AI has very limited pathfinding, and will be worked on more in the future. ### EVOLVED BIOME MOBS - **Emperor**: Received a new model and animations. - **Mangler**: Initial Dash Charge Time 6—>4 sec. - **Harbinger**: Initial Cloud Charge Time 5—>3 sec; Clouds now inflict Fragility II for 12 seconds (the effect level is stackable), but the poison duration 4--->3 sec, and Harbinger's Max Health 160--->140hp - **Napalmer**: Initial Barage Charge Time 8—>4 sec. - **Kraken**: Grab-Radius nerfed from 5.5--->4.5 blocks; Can now aggro on non-player mobs, however the AI has very limited pathfinding, and will be worked on more in the future. - **Drill**: Now have a 1.5-second “Grace Period” before they will destroy any blocks. ### TITANS - **Titan Drill**: Now have a 1.5-second “Grace Period” before they will destroy any blocks. ### ITEM DROPS Some Item Drops received new descriptions to be more lore-accurate, so they may not stack with the same items that existed prior to this update. ### CRAFTABLE ITEMS - **Crimson Survival Guide**: Now uses actual images for crafting recipes instead of text-based charts. - **Claw Dagger**: Now requires an Iron Sword in its crafting recipe for consistency purposes. - **Singularity Enchantment**: Now works on Players as well. - **Crimson Repeller**: Effect Radius 20--->35 blocks, Duration per Crimson Essence 1--->3 days, since this block has consistently felt underpowered for its cost. - **Flare Cannon**: Has been reworked to passively damage Drills and Titan Drills. This change was mostly made to make this item still useful due to a glitch with some emf and etf making custom entity models not work with the Glowing effect. - **Beacon Purifier**: Land-Purification Speed increased by 200%; Purification Radius increased from 50—>100 blocks. - **Purified Bow**: Its crafting recipe is now in the same orientation as the vanilla Bow. - **Purified Axe**: to make the Dash-Attack more synergizable, it has been reworked to no longer launch enemies into the air, but will now briefly apply Snaring. However, Haste effect Level nerfed from 25—>20. - **Purified Katana**: Charge Time per Level buffed from 1.5--->1.2 sec; Slash-Attack is now less confusing and more consistent among each Charge Level, and is more visually appealing. - **Scaling Enchantment**: %-Damage will now ignore most types of damage-reduction to make it viable in PvP, and to make it’s ability more useful against Knights and Juggernauts. ### TECHNICAL The processing power for Beacon Purifier, Purification Bomb, and Bloodlink-block infection has been heavily reduced. In addition, Node-processing power has been slightly reduced. ## BUG FIXES ### MOBS (GENERAL) - **Swimming**: Mob-AI when swimming has been fixed so that they will no longer randomly swim along the z-axis (1.21.1). - **Parkour**: Mobs performing parkour will no longer randomly lose track of their target (1.21.1). ### CRIMSONIFIED & DECAYED MOBS - **Husk**: Decayed Husk’s texture’s horns are no longer translucent. ### EVOLED BIOME MOBS - **Emperor**: Projectile Attack will no longer ignore Immunity-Frames. - **Harbinger**: Will take up less processing-power, since they will no longer reference both their own AND Raptor’s functions. ### TITANS Now have the correct 100-block detection radius for charging up their drill ability (it was accidentally set to 65 blocks). ### CRAFTABLE ITEMS - **Metallic Bow**: Shrapnel from this weapon will no longer transform into infected Skeleton Projectiles when shot at an infected Skeleton. - **Beacon Purifier**: Crouch-to-Destroy time is now the correct 3 seconds again. - **Purified Armor Set**: Now works consistently among all players, and will no longer sometimes apply Absorption every tick, and will now always apply it once every second. ### CREATIVE MODE - **/function cc_loot:spawn_eggs**: Fixed a typo where a “_” was put instead of a “ ”. ### VANILLA ITEMS - **Silence Armor Trim**: has been fixed to display the right item texture (1.21.1).
beta

Crimson Curse Resource Pack 1.21.1 V1.3.2

1.3.2
5 нояб. 2025 г.227Minecraft: 1.21.1datapack
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Что нового
## IMPORTANT: FROM NOW ON, YOU MUST DOWNLOAD THE RESOURCE PACK FOR BOTH THE MOD _AND_ THE DATAPACK. ## NEW ### SYSTEMS - **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. ### ITEM DROPS - **Osiris Claw** ### CRAFTABLE ITEMS Purified weapons with a Dash ability now have a cosmetic "dash sihlouette" effect. - **Metallic Bow**: A primal-tier bow that fires arrows that shatter into shrapnel upon striking something, dealing additional damage to nearby mobs. - **Purification Bomb**: An early-game alternative to Beacon Purifier for purifying infected land. - **Purified katana**: each attack releases a "slash" attack in front of it. Hold right-click to charge up the slash-attack up to 3 times; on the 3rd and final charge, when right-click is released, you gain a Dash ability that stuns all nearby mobs for 1.5 seconds. Perform a melee attack to release all the charge. Thank you to qu0i on Discord for the concept and texture. - **Scaling Enchantment**: the 1st 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. ### CONFIGURATION OPTIONS - **/function cc_config:disable_raids**: Disables Raids from occuring. If a Raid were to occur, another event will take place instead. - **/function cc_config:enable_raids**: Reenables Raids. ## CHANGES ### BIOMES - **Crimson Decay**: the water color is now a dark red instead of black (this change was mostly to make the water look better with shaders). - **Purified Plains**: now passively deals 1hp/sec to all Crimson Mobs in the biome. If a Beacon Purifier is within 50 blocks of said Crimson Mob, this damage will be amplified to 25hp/sec. ### AXIS MOBS - **Bloodlink**: Bloodlinks FINALLY now have their own independent bossbars; Bloodlinks have received an updated block pallet for what they will infect blocks to and what blocks they can infect (mostly consisting of stonecutter blocks), in addition to being able to place crimson vegetation on infected stone-type blocks to make infected caves look less bland. Dirt-type blocks now have a rare chance to transform into Suspicious Gravel containing some Crimson Mob drops to form. ### PRIMAL BIOME MOBS - **Devourer**: Now has its own Bloodlink Power Ability; whenever it receives damage, it will dash in the direction it's facing, making it more likely to grab a victim. - **Knight**: Can now only reflect damage to a victim up to 4 blocks away, but now damages ALL Allied Mobs in that 4-block radius when attacked. ### EVOLVED BIOME MOBS - **Napalmer**: Projectiles now use macros to determine their trajectory instead of being hardcoded. - **Kraken**: Now has its own Bloodlink Power Ability; whenever it, or any nearby Crimson Mob receives damage, it has a chance to fire much more dangerous Acid Balls than what it normally shoots. - **Juggernaut**: Curl Activation Radius 7--->6 blocks; Curl Duration 2--->1.5 sec; Can now only reflect damage to a victim up to 6 blocks away, but now damages ALL Allied Mobs in that 6-block radius when attacked; Projectile Deflection ability will no longer work on Tridents. - **Drill**: Spawn Speed reverted back from 10--->15 sec; In order for a mob to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. After the last nerf/rework, Drills still felt too intrusive in combat situations, so hopefully this nerf will make them feel much more like a utility ability. ### TITANS - **Osiris**: Brain hitbox size has been increased, so in f3+b, you can now more easily see the hitbox under Osiris's model. - **Titan Drill**: In order for a Titan to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. ### CRAFTABLE ITEMS Enchantments from this mod now have red text instead of the gray default color. - **Claw Dagger**: FINALLY received a new texture. - **Deflection Enchantment**: while active, will now also destroy projectiles from Emperor, Napalmer, and Pummeler. - **Beacon Purifier**: Land-Purification Speed increased by 1000%; Now passively heals instead of only healing when it attacks an enemy; Attack Damage 10--->0 (since its combat capabilities are now connected to the Purified Plains Biome). - **Purified Shield**: Has been partially reworked/buffed; Charge amount to use ability 7--->15 Charge; Charge per blocked attack: 1--->3 Charge (so 7--->5 blocked attacks); Charge per shield-disabling attack: 1--->15 (so getting the shield disabled will instantly activate the ability); Charge per unblocked attack 0--->1 (so now the ability will eventually activate even if you never raise the shield). - **Purified Armor Set**: When the full Purified Armor set is equipped, the wearer will now receive passively-replenishing Absorption I, so in order to _actually_ lose any of their normal health, the wearer must receive more than 4hp of damage (after damage reduction) in one second. ## BUG FIXES ### RAIDERS - **Raidlink**: if the Max Infection Radius Configuration Option is active, if a Raid is successful, the Raidlink will no longer transform into a Bloodlink and will just die if they are outside of said radius (1.21.1). ### CRIMSONIFIED & DECAYED MOBS - **Drowned**: Tridentless Decayed Drowneds will now spawn with full hp (1.21.5); Crimsonified Trident Drowneds' tridents now have the vortex-cosmetic effect that their Decayed counterparts do (1.21.1). ### PRIMAL BIOME MOBS - **Raptor**: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1). - **Devourer**: Devourer's attributes are now influenced by Nodes. ### EVOLED BIOME MOBS - **Harbinger**: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1). - **Pummeler**: Is now classified as an undead mob, like all other Crimson Mobs. - **Kraken**: Kraken's attributes are now influenced by Nodes. - **Drill**: Drills now instantly break the surrounding blocks upon being spawned in, like they do in 1.21.5 (1.21.1) ### TITANS - **Osiris**: fixed some minor animation issues. ### CRAFTABLE ITEMS - **Claw Fragment, Metallic Bone, & Armor Plate Duplication**: these items will now stack with their original mob-dropped counterparts (1.21.5). - **Mangling & Toxic Thorns Enchantments**: the Crimson Survival Guide now correctly says to use Metallic Handles to craft these enchantments instead of Metallic Bones. - **Steel Skin Enchantment**: Fixed its Recharge Stats being Swapped. - **Snaring Enchantment**: No longer removes a Crimson Mob's Bloodlink Power. - **Beacon Purifier**: Can no longer be picked up by Devourers and Krakens; its purification entity markers will no longer trigger Bloodlinks. - **Purified Bow**: Will no longer spawn a Wind Charge directly on the shooter if the arrow fired existed for less than 2 ticks; When using Aerial Purified Arrows to travel into unloaded chunks, your position will no longer temporarily glitch out (1.21.5); Aerial Purified Arrows no longer test for a potential rider every tick, but now only do so when they are first shot (meaning that they can no longer grab you again after you dismount, and they are much less likely to grab another player holding a Purified Bow) ### CREATIVE MODE - **/function cc_loot:protection_block {Radius:x}**: The typo in the command block not including ".." after "distance=" has been fixed. ### VANILLA ITEMS - **Stone**: the Stone item model has FINALLY been properly fixed (1.21.1).
beta

Crimson Curse Resource Pack 1.21.5 V1.3.2

1.3.2
5 нояб. 2025 г.110Minecraft: 1.21.5datapack
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Что нового
## IMPORTANT: FROM NOW ON, YOU MUST DOWNLOAD THE RESOURCE PACK FOR BOTH THE MOD _AND_ THE DATAPACK. ## NEW ### SYSTEMS - **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. ### ITEM DROPS - **Osiris Claw** ### CRAFTABLE ITEMS Purified weapons with a Dash ability now have a cosmetic "dash sihlouette" effect. - **Metallic Bow**: A primal-tier bow that fires arrows that shatter into shrapnel upon striking something, dealing additional damage to nearby mobs. - **Purification Bomb**: An early-game alternative to Beacon Purifier for purifying infected land. - **Purified katana**: each attack releases a "slash" attack in front of it. Hold right-click to charge up the slash-attack up to 3 times; on the 3rd and final charge, when right-click is released, you gain a Dash ability that stuns all nearby mobs for 1.5 seconds. Perform a melee attack to release all the charge. Thank you to qu0i on Discord for the concept and texture. - **Scaling Enchantment**: the 1st 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. ### CONFIGURATION OPTIONS - **/function cc_config:disable_raids**: Disables Raids from occuring. If a Raid were to occur, another event will take place instead. - **/function cc_config:enable_raids**: Reenables Raids. ## CHANGES ### BIOMES - **Crimson Decay**: the water color is now a dark red instead of black (this change was mostly to make the water look better with shaders). - **Purified Plains**: now passively deals 1hp/sec to all Crimson Mobs in the biome. If a Beacon Purifier is within 50 blocks of said Crimson Mob, this damage will be amplified to 25hp/sec. ### AXIS MOBS - **Bloodlink**: Bloodlinks FINALLY now have their own independent bossbars; Bloodlinks have received an updated block pallet for what they will infect blocks to and what blocks they can infect (mostly consisting of stonecutter blocks), in addition to being able to place crimson vegetation on infected stone-type blocks to make infected caves look less bland. Dirt-type blocks now have a rare chance to transform into Suspicious Gravel containing some Crimson Mob drops to form. ### PRIMAL BIOME MOBS - **Devourer**: Now has its own Bloodlink Power Ability; whenever it receives damage, it will dash in the direction it's facing, making it more likely to grab a victim. - **Knight**: Can now only reflect damage to a victim up to 4 blocks away, but now damages ALL Allied Mobs in that 4-block radius when attacked. ### EVOLVED BIOME MOBS - **Napalmer**: Projectiles now use macros to determine their trajectory instead of being hardcoded. - **Kraken**: Now has its own Bloodlink Power Ability; whenever it, or any nearby Crimson Mob receives damage, it has a chance to fire much more dangerous Acid Balls than what it normally shoots. - **Juggernaut**: Curl Activation Radius 7--->6 blocks; Curl Duration 2--->1.5 sec; Can now only reflect damage to a victim up to 6 blocks away, but now damages ALL Allied Mobs in that 6-block radius when attacked; Projectile Deflection ability will no longer work on Tridents. - **Drill**: Spawn Speed reverted back from 10--->15 sec; In order for a mob to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. After the last nerf/rework, Drills still felt too intrusive in combat situations, so hopefully this nerf will make them feel much more like a utility ability. ### TITANS - **Osiris**: Brain hitbox size has been increased, so in f3+b, you can now more easily see the hitbox under Osiris's model. - **Titan Drill**: In order for a Titan to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. ### CRAFTABLE ITEMS Enchantments from this mod now have red text instead of the gray default color. - **Claw Dagger**: FINALLY received a new texture. - **Deflection Enchantment**: while active, will now also destroy projectiles from Emperor, Napalmer, and Pummeler. - **Beacon Purifier**: Land-Purification Speed increased by 1000%; Now passively heals instead of only healing when it attacks an enemy; Attack Damage 10--->0 (since its combat capabilities are now connected to the Purified Plains Biome). - **Purified Shield**: Has been partially reworked/buffed; Charge amount to use ability 7--->15 Charge; Charge per blocked attack: 1--->3 Charge (so 7--->5 blocked attacks); Charge per shield-disabling attack: 1--->15 (so getting the shield disabled will instantly activate the ability); Charge per unblocked attack 0--->1 (so now the ability will eventually activate even if you never raise the shield). - **Purified Armor Set**: When the full Purified Armor set is equipped, the wearer will now receive passively-replenishing Absorption I, so in order to _actually_ lose any of their normal health, the wearer must receive more than 4hp of damage (after damage reduction) in one second. ## BUG FIXES ### RAIDERS - **Raidlink**: if the Max Infection Radius Configuration Option is active, if a Raid is successful, the Raidlink will no longer transform into a Bloodlink and will just die if they are outside of said radius (1.21.1). ### CRIMSONIFIED & DECAYED MOBS - **Drowned**: Tridentless Decayed Drowneds will now spawn with full hp (1.21.5); Crimsonified Trident Drowneds' tridents now have the vortex-cosmetic effect that their Decayed counterparts do (1.21.1). ### PRIMAL BIOME MOBS - **Raptor**: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1). - **Devourer**: Devourer's attributes are now influenced by Nodes. ### EVOLED BIOME MOBS - **Harbinger**: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1). - **Pummeler**: Is now classified as an undead mob, like all other Crimson Mobs. - **Kraken**: Kraken's attributes are now influenced by Nodes. - **Drill**: Drills now instantly break the surrounding blocks upon being spawned in, like they do in 1.21.5 (1.21.1) ### TITANS - **Osiris**: fixed some minor animation issues. ### CRAFTABLE ITEMS - **Claw Fragment, Metallic Bone, & Armor Plate Duplication**: these items will now stack with their original mob-dropped counterparts (1.21.5). - **Mangling & Toxic Thorns Enchantments**: the Crimson Survival Guide now correctly says to use Metallic Handles to craft these enchantments instead of Metallic Bones. - **Steel Skin Enchantment**: Fixed its Recharge Stats being Swapped. - **Snaring Enchantment**: No longer removes a Crimson Mob's Bloodlink Power. - **Beacon Purifier**: Can no longer be picked up by Devourers and Krakens; its purification entity markers will no longer trigger Bloodlinks. - **Purified Bow**: Will no longer spawn a Wind Charge directly on the shooter if the arrow fired existed for less than 2 ticks; When using Aerial Purified Arrows to travel into unloaded chunks, your position will no longer temporarily glitch out (1.21.5); Aerial Purified Arrows no longer test for a potential rider every tick, but now only do so when they are first shot (meaning that they can no longer grab you again after you dismount, and they are much less likely to grab another player holding a Purified Bow) ### CREATIVE MODE - **/function cc_loot:protection_block {Radius:x}**: The typo in the command block not including ".." after "distance=" has been fixed. ### VANILLA ITEMS - **Stone**: the Stone item model has FINALLY been properly fixed (1.21.1).
beta

Crimson Curse 1.21.1 V1.3.2

1.3.2+mod
31 окт. 2025 г.1,8 тыс.Minecraft: 1.21.1fabric, forge, neoforge, quilt
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Что нового
## IMPORTANT: FROM NOW ON, YOU MUST DOWNLOAD THE RESOURCE PACK FOR BOTH THE MOD _AND_ THE DATAPACK. ## NEW ### SYSTEMS - **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. ### ITEM DROPS - **Osiris Claw** ### CRAFTABLE ITEMS Purified weapons with a Dash ability now have a cosmetic "dash sihlouette" effect. - **Metallic Bow**: A primal-tier bow that fires arrows that shatter into shrapnel upon striking something, dealing additional damage to nearby mobs. - **Purification Bomb**: An early-game alternative to Beacon Purifier for purifying infected land. - **Purified katana**: each attack releases a "slash" attack in front of it. Hold right-click to charge up the slash-attack up to 3 times; on the 3rd and final charge, when right-click is released, you gain a Dash ability that stuns all nearby mobs for 1.5 seconds. Perform a melee attack to release all the charge. Thank you to qu0i on Discord for the concept and texture. - **Scaling Enchantment**: the 1st 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. ### CONFIGURATION OPTIONS - **/function cc_config:disable_raids**: Disables Raids from occuring. If a Raid were to occur, another event will take place instead. - **/function cc_config:enable_raids**: Reenables Raids. ## CHANGES ### BIOMES - **Crimson Decay**: the water color is now a dark red instead of black (this change was mostly to make the water look better with shaders). - **Purified Plains**: now passively deals 1hp/sec to all Crimson Mobs in the biome. If a Beacon Purifier is within 50 blocks of said Crimson Mob, this damage will be amplified to 25hp/sec. ### AXIS MOBS - **Bloodlink**: Bloodlinks FINALLY now have their own independent bossbars; Bloodlinks have received an updated block pallet for what they will infect blocks to and what blocks they can infect (mostly consisting of stonecutter blocks), in addition to being able to place crimson vegetation on infected stone-type blocks to make infected caves look less bland. Dirt-type blocks now have a rare chance to transform into Suspicious Gravel containing some Crimson Mob drops to form. ### PRIMAL BIOME MOBS - **Devourer**: Now has its own Bloodlink Power Ability; whenever it receives damage, it will dash in the direction it's facing, making it more likely to grab a victim. - **Knight**: Can now only reflect damage to a victim up to 4 blocks away, but now damages ALL Allied Mobs in that 4-block radius when attacked. ### EVOLVED BIOME MOBS - **Napalmer**: Projectiles now use macros to determine their trajectory instead of being hardcoded. - **Kraken**: Now has its own Bloodlink Power Ability; whenever it, or any nearby Crimson Mob receives damage, it has a chance to fire much more dangerous Acid Balls than what it normally shoots. - **Juggernaut**: Curl Activation Radius 7--->6 blocks; Curl Duration 2--->1.5 sec; Can now only reflect damage to a victim up to 6 blocks away, but now damages ALL Allied Mobs in that 6-block radius when attacked; Projectile Deflection ability will no longer work on Tridents. - **Drill**: Spawn Speed reverted back from 10--->15 sec; In order for a mob to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. After the last nerf/rework, Drills still felt too intrusive in combat situations, so hopefully this nerf will make them feel much more like a utility ability. ### TITANS - **Osiris**: Brain hitbox size has been increased, so in f3+b, you can now more easily see the hitbox under Osiris's model. - **Titan Drill**: In order for a Titan to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. ### CRAFTABLE ITEMS Enchantments from this mod now have red text instead of the gray default color. - **Claw Dagger**: FINALLY received a new texture. - **Deflection Enchantment**: while active, will now also destroy projectiles from Emperor, Napalmer, and Pummeler. - **Beacon Purifier**: Land-Purification Speed increased by 1000%; Now passively heals instead of only healing when it attacks an enemy; Attack Damage 10--->0 (since its combat capabilities are now connected to the Purified Plains Biome). - **Purified Shield**: Has been partially reworked/buffed; Charge amount to use ability 7--->15 Charge; Charge per blocked attack: 1--->3 Charge (so 7--->5 blocked attacks); Charge per shield-disabling attack: 1--->15 (so getting the shield disabled will instantly activate the ability); Charge per unblocked attack 0--->1 (so now the ability will eventually activate even if you never raise the shield). - **Purified Armor Set**: When the full Purified Armor set is equipped, the wearer will now receive passively-replenishing Absorption I, so in order to _actually_ lose any of their normal health, the wearer must receive more than 4hp of damage (after damage reduction) in one second. ## BUG FIXES ### RAIDERS - **Raidlink**: if the Max Infection Radius Configuration Option is active, if a Raid is successful, the Raidlink will no longer transform into a Bloodlink and will just die if they are outside of said radius (1.21.1). ### CRIMSONIFIED & DECAYED MOBS - **Drowned**: Tridentless Decayed Drowneds will now spawn with full hp (1.21.5); Crimsonified Trident Drowneds' tridents now have the vortex-cosmetic effect that their Decayed counterparts do (1.21.1). ### PRIMAL BIOME MOBS - **Raptor**: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1). - **Devourer**: Devourer's attributes are now influenced by Nodes. ### EVOLED BIOME MOBS - **Harbinger**: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1). - **Pummeler**: Is now classified as an undead mob, like all other Crimson Mobs. - **Kraken**: Kraken's attributes are now influenced by Nodes. - **Drill**: Drills now instantly break the surrounding blocks upon being spawned in, like they do in 1.21.5 (1.21.1) ### TITANS - **Osiris**: fixed some minor animation issues. ### CRAFTABLE ITEMS - **Claw Fragment, Metallic Bone, & Armor Plate Duplication**: these items will now stack with their original mob-dropped counterparts (1.21.5). - **Mangling & Toxic Thorns Enchantments**: the Crimson Survival Guide now correctly says to use Metallic Handles to craft these enchantments instead of Metallic Bones. - **Steel Skin Enchantment**: Fixed its Recharge Stats being Swapped. - **Snaring Enchantment**: No longer removes a Crimson Mob's Bloodlink Power. - **Beacon Purifier**: Can no longer be picked up by Devourers and Krakens; its purification entity markers will no longer trigger Bloodlinks. - **Purified Bow**: Will no longer spawn a Wind Charge directly on the shooter if the arrow fired existed for less than 2 ticks; When using Aerial Purified Arrows to travel into unloaded chunks, your position will no longer temporarily glitch out (1.21.5); Aerial Purified Arrows no longer test for a potential rider every tick, but now only do so when they are first shot (meaning that they can no longer grab you again after you dismount, and they are much less likely to grab another player holding a Purified Bow) ### CREATIVE MODE - **/function cc_loot:protection_block {Radius:x}**: The typo in the command block not including ".." after "distance=" has been fixed. ### VANILLA ITEMS - **Stone**: the Stone item model has FINALLY been properly fixed (1.21.1).
beta

Crimson Curse 1.21.1 V1.3.2

1.3.2
31 окт. 2025 г.67Minecraft: 1.21.1datapack
Скачать
Что нового
## IMPORTANT: FROM NOW ON, YOU MUST DOWNLOAD THE RESOURCE PACK FOR BOTH THE MOD _AND_ THE DATAPACK. ## NEW ### SYSTEMS - **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. ### ITEM DROPS - **Osiris Claw** ### CRAFTABLE ITEMS Purified weapons with a Dash ability now have a cosmetic "dash sihlouette" effect. - **Metallic Bow**: A primal-tier bow that fires arrows that shatter into shrapnel upon striking something, dealing additional damage to nearby mobs. - **Purification Bomb**: An early-game alternative to Beacon Purifier for purifying infected land. - **Purified katana**: each attack releases a "slash" attack in front of it. Hold right-click to charge up the slash-attack up to 3 times; on the 3rd and final charge, when right-click is released, you gain a Dash ability that stuns all nearby mobs for 1.5 seconds. Perform a melee attack to release all the charge. Thank you to qu0i on Discord for the concept and texture. - **Scaling Enchantment**: the 1st 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. ### CONFIGURATION OPTIONS - **/function cc_config:disable_raids**: Disables Raids from occuring. If a Raid were to occur, another event will take place instead. - **/function cc_config:enable_raids**: Reenables Raids. ## CHANGES ### BIOMES - **Crimson Decay**: the water color is now a dark red instead of black (this change was mostly to make the water look better with shaders). - **Purified Plains**: now passively deals 1hp/sec to all Crimson Mobs in the biome. If a Beacon Purifier is within 50 blocks of said Crimson Mob, this damage will be amplified to 25hp/sec. ### AXIS MOBS - **Bloodlink**: Bloodlinks FINALLY now have their own independent bossbars; Bloodlinks have received an updated block pallet for what they will infect blocks to and what blocks they can infect (mostly consisting of stonecutter blocks), in addition to being able to place crimson vegetation on infected stone-type blocks to make infected caves look less bland. Dirt-type blocks now have a rare chance to transform into Suspicious Gravel containing some Crimson Mob drops to form. ### PRIMAL BIOME MOBS - **Devourer**: Now has its own Bloodlink Power Ability; whenever it receives damage, it will dash in the direction it's facing, making it more likely to grab a victim. - **Knight**: Can now only reflect damage to a victim up to 4 blocks away, but now damages ALL Allied Mobs in that 4-block radius when attacked. ### EVOLVED BIOME MOBS - **Napalmer**: Projectiles now use macros to determine their trajectory instead of being hardcoded. - **Kraken**: Now has its own Bloodlink Power Ability; whenever it, or any nearby Crimson Mob receives damage, it has a chance to fire much more dangerous Acid Balls than what it normally shoots. - **Juggernaut**: Curl Activation Radius 7--->6 blocks; Curl Duration 2--->1.5 sec; Can now only reflect damage to a victim up to 6 blocks away, but now damages ALL Allied Mobs in that 6-block radius when attacked; Projectile Deflection ability will no longer work on Tridents. - **Drill**: Spawn Speed reverted back from 10--->15 sec; In order for a mob to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. After the last nerf/rework, Drills still felt too intrusive in combat situations, so hopefully this nerf will make them feel much more like a utility ability. ### TITANS - **Osiris**: Brain hitbox size has been increased, so in f3+b, you can now more easily see the hitbox under Osiris's model. - **Titan Drill**: In order for a Titan to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. ### CRAFTABLE ITEMS Enchantments from this mod now have red text instead of the gray default color. - **Claw Dagger**: FINALLY received a new texture. - **Deflection Enchantment**: while active, will now also destroy projectiles from Emperor, Napalmer, and Pummeler. - **Beacon Purifier**: Land-Purification Speed increased by 1000%; Now passively heals instead of only healing when it attacks an enemy; Attack Damage 10--->0 (since its combat capabilities are now connected to the Purified Plains Biome). - **Purified Shield**: Has been partially reworked/buffed; Charge amount to use ability 7--->15 Charge; Charge per blocked attack: 1--->3 Charge (so 7--->5 blocked attacks); Charge per shield-disabling attack: 1--->15 (so getting the shield disabled will instantly activate the ability); Charge per unblocked attack 0--->1 (so now the ability will eventually activate even if you never raise the shield). - **Purified Armor Set**: When the full Purified Armor set is equipped, the wearer will now receive passively-replenishing Absorption I, so in order to _actually_ lose any of their normal health, the wearer must receive more than 4hp of damage (after damage reduction) in one second. ## BUG FIXES ### RAIDERS - **Raidlink**: if the Max Infection Radius Configuration Option is active, if a Raid is successful, the Raidlink will no longer transform into a Bloodlink and will just die if they are outside of said radius (1.21.1). ### CRIMSONIFIED & DECAYED MOBS - **Drowned**: Tridentless Decayed Drowneds will now spawn with full hp (1.21.5); Crimsonified Trident Drowneds' tridents now have the vortex-cosmetic effect that their Decayed counterparts do (1.21.1). ### PRIMAL BIOME MOBS - **Raptor**: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1). - **Devourer**: Devourer's attributes are now influenced by Nodes. ### EVOLED BIOME MOBS - **Harbinger**: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1). - **Pummeler**: Is now classified as an undead mob, like all other Crimson Mobs. - **Kraken**: Kraken's attributes are now influenced by Nodes. - **Drill**: Drills now instantly break the surrounding blocks upon being spawned in, like they do in 1.21.5 (1.21.1) ### TITANS - **Osiris**: fixed some minor animation issues. ### CRAFTABLE ITEMS - **Claw Fragment, Metallic Bone, & Armor Plate Duplication**: these items will now stack with their original mob-dropped counterparts (1.21.5). - **Mangling & Toxic Thorns Enchantments**: the Crimson Survival Guide now correctly says to use Metallic Handles to craft these enchantments instead of Metallic Bones. - **Steel Skin Enchantment**: Fixed its Recharge Stats being Swapped. - **Snaring Enchantment**: No longer removes a Crimson Mob's Bloodlink Power. - **Beacon Purifier**: Can no longer be picked up by Devourers and Krakens; its purification entity markers will no longer trigger Bloodlinks. - **Purified Bow**: Will no longer spawn a Wind Charge directly on the shooter if the arrow fired existed for less than 2 ticks; When using Aerial Purified Arrows to travel into unloaded chunks, your position will no longer temporarily glitch out (1.21.5); Aerial Purified Arrows no longer test for a potential rider every tick, but now only do so when they are first shot (meaning that they can no longer grab you again after you dismount, and they are much less likely to grab another player holding a Purified Bow) ### CREATIVE MODE - **/function cc_loot:protection_block {Radius:x}**: The typo in the command block not including ".." after "distance=" has been fixed. ### VANILLA ITEMS - **Stone**: the Stone item model has FINALLY been properly fixed (1.21.1).
beta

Crimson Curse 1.21.5 V1.3.2

1.3.2+mod
31 окт. 2025 г.640Minecraft: 1.21.5fabric, forge, neoforge, quilt
Скачать
Что нового
## IMPORTANT: FROM NOW ON, YOU MUST DOWNLOAD THE RESOURCE PACK FOR BOTH THE MOD _AND_ THE DATAPACK. ## NEW ### SYSTEMS - **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. ### ITEM DROPS - **Osiris Claw** ### CRAFTABLE ITEMS Purified weapons with a Dash ability now have a cosmetic "dash sihlouette" effect. - **Metallic Bow**: A primal-tier bow that fires arrows that shatter into shrapnel upon striking something, dealing additional damage to nearby mobs. - **Purification Bomb**: An early-game alternative to Beacon Purifier for purifying infected land. - **Purified katana**: each attack releases a "slash" attack in front of it. Hold right-click to charge up the slash-attack up to 3 times; on the 3rd and final charge, when right-click is released, you gain a Dash ability that stuns all nearby mobs for 1.5 seconds. Perform a melee attack to release all the charge. Thank you to qu0i on Discord for the concept and texture. - **Scaling Enchantment**: the 1st 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. ### CONFIGURATION OPTIONS - **/function cc_config:disable_raids**: Disables Raids from occuring. If a Raid were to occur, another event will take place instead. - **/function cc_config:enable_raids**: Reenables Raids. ## CHANGES ### BIOMES - **Crimson Decay**: the water color is now a dark red instead of black (this change was mostly to make the water look better with shaders). - **Purified Plains**: now passively deals 1hp/sec to all Crimson Mobs in the biome. If a Beacon Purifier is within 50 blocks of said Crimson Mob, this damage will be amplified to 25hp/sec. ### AXIS MOBS - **Bloodlink**: Bloodlinks FINALLY now have their own independent bossbars; Bloodlinks have received an updated block pallet for what they will infect blocks to and what blocks they can infect (mostly consisting of stonecutter blocks), in addition to being able to place crimson vegetation on infected stone-type blocks to make infected caves look less bland. Dirt-type blocks now have a rare chance to transform into Suspicious Gravel containing some Crimson Mob drops to form. ### PRIMAL BIOME MOBS - **Devourer**: Now has its own Bloodlink Power Ability; whenever it receives damage, it will dash in the direction it's facing, making it more likely to grab a victim. - **Knight**: Can now only reflect damage to a victim up to 4 blocks away, but now damages ALL Allied Mobs in that 4-block radius when attacked. ### EVOLVED BIOME MOBS - **Napalmer**: Projectiles now use macros to determine their trajectory instead of being hardcoded. - **Kraken**: Now has its own Bloodlink Power Ability; whenever it, or any nearby Crimson Mob receives damage, it has a chance to fire much more dangerous Acid Balls than what it normally shoots. - **Juggernaut**: Curl Activation Radius 7--->6 blocks; Curl Duration 2--->1.5 sec; Can now only reflect damage to a victim up to 6 blocks away, but now damages ALL Allied Mobs in that 6-block radius when attacked; Projectile Deflection ability will no longer work on Tridents. - **Drill**: Spawn Speed reverted back from 10--->15 sec; In order for a mob to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. After the last nerf/rework, Drills still felt too intrusive in combat situations, so hopefully this nerf will make them feel much more like a utility ability. ### TITANS - **Osiris**: Brain hitbox size has been increased, so in f3+b, you can now more easily see the hitbox under Osiris's model. - **Titan Drill**: In order for a Titan to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. ### CRAFTABLE ITEMS Enchantments from this mod now have red text instead of the gray default color. - **Claw Dagger**: FINALLY received a new texture. - **Deflection Enchantment**: while active, will now also destroy projectiles from Emperor, Napalmer, and Pummeler. - **Beacon Purifier**: Land-Purification Speed increased by 1000%; Now passively heals instead of only healing when it attacks an enemy; Attack Damage 10--->0 (since its combat capabilities are now connected to the Purified Plains Biome). - **Purified Shield**: Has been partially reworked/buffed; Charge amount to use ability 7--->15 Charge; Charge per blocked attack: 1--->3 Charge (so 7--->5 blocked attacks); Charge per shield-disabling attack: 1--->15 (so getting the shield disabled will instantly activate the ability); Charge per unblocked attack 0--->1 (so now the ability will eventually activate even if you never raise the shield). - **Purified Armor Set**: When the full Purified Armor set is equipped, the wearer will now receive passively-replenishing Absorption I, so in order to _actually_ lose any of their normal health, the wearer must receive more than 4hp of damage (after damage reduction) in one second. ## BUG FIXES ### RAIDERS - **Raidlink**: if the Max Infection Radius Configuration Option is active, if a Raid is successful, the Raidlink will no longer transform into a Bloodlink and will just die if they are outside of said radius (1.21.1). ### CRIMSONIFIED & DECAYED MOBS - **Drowned**: Tridentless Decayed Drowneds will now spawn with full hp (1.21.5); Crimsonified Trident Drowneds' tridents now have the vortex-cosmetic effect that their Decayed counterparts do (1.21.1). ### PRIMAL BIOME MOBS - **Raptor**: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1). - **Devourer**: Devourer's attributes are now influenced by Nodes. ### EVOLED BIOME MOBS - **Harbinger**: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1). - **Pummeler**: Is now classified as an undead mob, like all other Crimson Mobs. - **Kraken**: Kraken's attributes are now influenced by Nodes. - **Drill**: Drills now instantly break the surrounding blocks upon being spawned in, like they do in 1.21.5 (1.21.1) ### TITANS - **Osiris**: fixed some minor animation issues. ### CRAFTABLE ITEMS - **Claw Fragment, Metallic Bone, & Armor Plate Duplication**: these items will now stack with their original mob-dropped counterparts (1.21.5). - **Mangling & Toxic Thorns Enchantments**: the Crimson Survival Guide now correctly says to use Metallic Handles to craft these enchantments instead of Metallic Bones. - **Steel Skin Enchantment**: Fixed its Recharge Stats being Swapped. - **Snaring Enchantment**: No longer removes a Crimson Mob's Bloodlink Power. - **Beacon Purifier**: Can no longer be picked up by Devourers and Krakens; its purification entity markers will no longer trigger Bloodlinks. - **Purified Bow**: Will no longer spawn a Wind Charge directly on the shooter if the arrow fired existed for less than 2 ticks; When using Aerial Purified Arrows to travel into unloaded chunks, your position will no longer temporarily glitch out (1.21.5); Aerial Purified Arrows no longer test for a potential rider every tick, but now only do so when they are first shot (meaning that they can no longer grab you again after you dismount, and they are much less likely to grab another player holding a Purified Bow) ### CREATIVE MODE - **/function cc_loot:protection_block {Radius:x}**: The typo in the command block not including ".." after "distance=" has been fixed. ### VANILLA ITEMS - **Stone**: the Stone item model has FINALLY been properly fixed (1.21.1).
beta

Crimson Curse 1.21.5 V1.3.2

1.3.2
31 окт. 2025 г.54Minecraft: 1.21.5datapack
Скачать
Что нового
## IMPORTANT: FROM NOW ON, YOU MUST DOWNLOAD THE RESOURCE PACK FOR BOTH THE MOD _AND_ THE DATAPACK. ## NEW ### SYSTEMS - **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. ### ITEM DROPS - **Osiris Claw** ### CRAFTABLE ITEMS Purified weapons with a Dash ability now have a cosmetic "dash sihlouette" effect. - **Metallic Bow**: A primal-tier bow that fires arrows that shatter into shrapnel upon striking something, dealing additional damage to nearby mobs. - **Purification Bomb**: An early-game alternative to Beacon Purifier for purifying infected land. - **Purified katana**: each attack releases a "slash" attack in front of it. Hold right-click to charge up the slash-attack up to 3 times; on the 3rd and final charge, when right-click is released, you gain a Dash ability that stuns all nearby mobs for 1.5 seconds. Perform a melee attack to release all the charge. Thank you to qu0i on Discord for the concept and texture. - **Scaling Enchantment**: the 1st 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. ### CONFIGURATION OPTIONS - **/function cc_config:disable_raids**: Disables Raids from occuring. If a Raid were to occur, another event will take place instead. - **/function cc_config:enable_raids**: Reenables Raids. ## CHANGES ### BIOMES - **Crimson Decay**: the water color is now a dark red instead of black (this change was mostly to make the water look better with shaders). - **Purified Plains**: now passively deals 1hp/sec to all Crimson Mobs in the biome. If a Beacon Purifier is within 50 blocks of said Crimson Mob, this damage will be amplified to 25hp/sec. ### AXIS MOBS - **Bloodlink**: Bloodlinks FINALLY now have their own independent bossbars; Bloodlinks have received an updated block pallet for what they will infect blocks to and what blocks they can infect (mostly consisting of stonecutter blocks), in addition to being able to place crimson vegetation on infected stone-type blocks to make infected caves look less bland. Dirt-type blocks now have a rare chance to transform into Suspicious Gravel containing some Crimson Mob drops to form. ### PRIMAL BIOME MOBS - **Devourer**: Now has its own Bloodlink Power Ability; whenever it receives damage, it will dash in the direction it's facing, making it more likely to grab a victim. - **Knight**: Can now only reflect damage to a victim up to 4 blocks away, but now damages ALL Allied Mobs in that 4-block radius when attacked. ### EVOLVED BIOME MOBS - **Napalmer**: Projectiles now use macros to determine their trajectory instead of being hardcoded. - **Kraken**: Now has its own Bloodlink Power Ability; whenever it, or any nearby Crimson Mob receives damage, it has a chance to fire much more dangerous Acid Balls than what it normally shoots. - **Juggernaut**: Curl Activation Radius 7--->6 blocks; Curl Duration 2--->1.5 sec; Can now only reflect damage to a victim up to 6 blocks away, but now damages ALL Allied Mobs in that 6-block radius when attacked; Projectile Deflection ability will no longer work on Tridents. - **Drill**: Spawn Speed reverted back from 10--->15 sec; In order for a mob to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. After the last nerf/rework, Drills still felt too intrusive in combat situations, so hopefully this nerf will make them feel much more like a utility ability. ### TITANS - **Osiris**: Brain hitbox size has been increased, so in f3+b, you can now more easily see the hitbox under Osiris's model. - **Titan Drill**: In order for a Titan to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. ### CRAFTABLE ITEMS Enchantments from this mod now have red text instead of the gray default color. - **Claw Dagger**: FINALLY received a new texture. - **Deflection Enchantment**: while active, will now also destroy projectiles from Emperor, Napalmer, and Pummeler. - **Beacon Purifier**: Land-Purification Speed increased by 1000%; Now passively heals instead of only healing when it attacks an enemy; Attack Damage 10--->0 (since its combat capabilities are now connected to the Purified Plains Biome). - **Purified Shield**: Has been partially reworked/buffed; Charge amount to use ability 7--->15 Charge; Charge per blocked attack: 1--->3 Charge (so 7--->5 blocked attacks); Charge per shield-disabling attack: 1--->15 (so getting the shield disabled will instantly activate the ability); Charge per unblocked attack 0--->1 (so now the ability will eventually activate even if you never raise the shield). - **Purified Armor Set**: When the full Purified Armor set is equipped, the wearer will now receive passively-replenishing Absorption I, so in order to _actually_ lose any of their normal health, the wearer must receive more than 4hp of damage (after damage reduction) in one second. ## BUG FIXES ### RAIDERS - **Raidlink**: if the Max Infection Radius Configuration Option is active, if a Raid is successful, the Raidlink will no longer transform into a Bloodlink and will just die if they are outside of said radius (1.21.1). ### CRIMSONIFIED & DECAYED MOBS - **Drowned**: Tridentless Decayed Drowneds will now spawn with full hp (1.21.5); Crimsonified Trident Drowneds' tridents now have the vortex-cosmetic effect that their Decayed counterparts do (1.21.1). ### PRIMAL BIOME MOBS - **Raptor**: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1). - **Devourer**: Devourer's attributes are now influenced by Nodes. ### EVOLED BIOME MOBS - **Harbinger**: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1). - **Pummeler**: Is now classified as an undead mob, like all other Crimson Mobs. - **Kraken**: Kraken's attributes are now influenced by Nodes. - **Drill**: Drills now instantly break the surrounding blocks upon being spawned in, like they do in 1.21.5 (1.21.1) ### TITANS - **Osiris**: fixed some minor animation issues. ### CRAFTABLE ITEMS - **Claw Fragment, Metallic Bone, & Armor Plate Duplication**: these items will now stack with their original mob-dropped counterparts (1.21.5). - **Mangling & Toxic Thorns Enchantments**: the Crimson Survival Guide now correctly says to use Metallic Handles to craft these enchantments instead of Metallic Bones. - **Steel Skin Enchantment**: Fixed its Recharge Stats being Swapped. - **Snaring Enchantment**: No longer removes a Crimson Mob's Bloodlink Power. - **Beacon Purifier**: Can no longer be picked up by Devourers and Krakens; its purification entity markers will no longer trigger Bloodlinks. - **Purified Bow**: Will no longer spawn a Wind Charge directly on the shooter if the arrow fired existed for less than 2 ticks; When using Aerial Purified Arrows to travel into unloaded chunks, your position will no longer temporarily glitch out (1.21.5); Aerial Purified Arrows no longer test for a potential rider every tick, but now only do so when they are first shot (meaning that they can no longer grab you again after you dismount, and they are much less likely to grab another player holding a Purified Bow) ### CREATIVE MODE - **/function cc_loot:protection_block {Radius:x}**: The typo in the command block not including ".." after "distance=" has been fixed. ### VANILLA ITEMS - **Stone**: the Stone item model has FINALLY been properly fixed (1.21.1).
beta

Crimson Curse 1.21.1 V1.3.1.1 Hotfix

1.3.1.1+mod
24 авг. 2025 г.1 тыс.Minecraft: 1.21.1fabric, forge, neoforge, quilt
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Что нового
## BUG FIXES The issue fixed here is 1.21.1-exclusive, and this is just a hotfix to bring parity to both versions. This is solely a visual glitch, so if you already have the data pack for V1.3.1 installed, feel free to only reinstall the recourse pack. For the mod, you must redownload the whole thing. ### VANILLA ITEMS - **Stone**: Fixed its item model to no longer look like an Angler Pottery Sherd. Thank you to rocamocha on Discord for pointing this out.
beta

Crimson Curse 1.21.1 V1.3.1.1 Hotfix

1.3.1.1
24 авг. 2025 г.189Minecraft: 1.21.1datapack
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Что нового
## BUG FIXES The issue fixed here is 1.21.1-exclusive, and this is just a hotfix to bring parity to both versions. This is solely a visual glitch, so if you already have the data pack for V1.3.1 installed, feel free to only reinstall the recourse pack. For the mod, you must redownload the whole thing. ### VANILLA ITEMS - **Stone**: Fixed its item model to no longer look like an Angler Pottery Sherd. Thank you to rocamocha on Discord for pointing this out.
beta

Crimson Curse 1.21.5 V1.3.1

1.3.1+mod
22 авг. 2025 г.600Minecraft: 1.21.5fabric, forge, neoforge, quilt
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Что нового
## NEW - **Kraken**: Kraken's Acid Balls now have a custom texture. ## CHANGES ### SYSTEMS - **Raids**: Raids now remove 500 Mass from the infection when defeated instead of 150 Mass. ### CRIMSONIFIED & DECAYED MOBS - **Skeleton**: Infected Skeletons are now able to swim. ### AXIS MOBS - **Distributor**: Infected Flesh dropped upon death from 0-3 to 16-32. ### TITANS - **Osiris**: Since the 1.3 update, Osiris, along with all other mobs given new animations via EMF and ETF, now have their hitboxes show up through F3+b. Now, the separate hitbox representing Osiris' Brain also shows up. ## BUG FIXES ### CRIMSONIFIED & DECAYED MOBS: - **Skeleton**: Decayed Skeletons no longer shoot both a poisonous and a withering projectile (1.21.5); When Crimsonified Skeletons have Bloodlink Power, their projectiles will now explode when landing on the ground like their decayed variants (1.21.1) - **Drowned**: the non-Trident variant of Crimsonified Drowned now has the right texture applied to their flippers. (1.21.5) ### BLOODLINK-PROTECTORS - **Bloodlink Pod**: No longer can teleport Distributors. (1.21.5) - **Bloodlink Sentry**: No longer sometimes takes damage when emerging from the ground. ### PRIMAL BIOME MOBS - **Sky Bomber**: No longer is on fire in the daytime. ### EVOLVED BIOME MOBS - **Harbinger**: Harbinger's Clouds are no longer on fire in the daytime. ### TITANS - **Titan Drill**: Now *actually* has the balance change (Block-Break speed from 0.5 sec ---> 0.75 sec) implemented mentioned in the V1.3 Changelog. ### VANILLA ITEMS - **Raw Iron & Ink Sac**: Now have the correct textures for each item (1.21.1). ### CRAFTABLE ITEMS **Singularity Enchantment**: Can no longer move Distributors. (1.21.5) **Bloodlink Marker**: Bloodlink Marker's ability is no longer triggered when a player uses a bed for the 1st time (this is why you may have seen the text "No Bloodlink Detected" randomly appear after using a bed). (1.21.5) **Crimson Repeller**: Crimson Repellers existing before V1.2 now use item display entities instead of Armor Stands (1.21.1)
beta

Crimson Curse 1.21.5 V1.3.1

1.3.1
22 авг. 2025 г.140Minecraft: 1.21.5datapack
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Что нового
## NEW - **Kraken**: Kraken's Acid Balls now have a custom texture. ## CHANGES ### SYSTEMS - **Raids**: Raids now remove 500 Mass from the infection when defeated instead of 150 Mass. ### CRIMSONIFIED & DECAYED MOBS - **Skeleton**: Infected Skeletons are now able to swim. ### AXIS MOBS - **Distributor**: Infected Flesh dropped upon death from 0-3 to 16-32. ### TITANS - **Osiris**: Since the 1.3 update, Osiris, along with all other mobs given new animations via EMF and ETF, now have their hitboxes show up through F3+b. Now, the separate hitbox representing Osiris' Brain also shows up. ## BUG FIXES ### CRIMSONIFIED & DECAYED MOBS: - **Skeleton**: Decayed Skeletons no longer shoot both a poisonous and a withering projectile (1.21.5); When Crimsonified Skeletons have Bloodlink Power, their projectiles will now explode when landing on the ground like their decayed variants (1.21.1) - **Drowned**: the non-Trident variant of Crimsonified Drowned now has the right texture applied to their flippers. (1.21.5) ### BLOODLINK-PROTECTORS - **Bloodlink Pod**: No longer can teleport Distributors. (1.21.5) - **Bloodlink Sentry**: No longer sometimes takes damage when emerging from the ground. ### PRIMAL BIOME MOBS - **Sky Bomber**: No longer is on fire in the daytime. ### EVOLVED BIOME MOBS - **Harbinger**: Harbinger's Clouds are no longer on fire in the daytime. ### TITANS - **Titan Drill**: Now *actually* has the balance change (Block-Break speed from 0.5 sec ---> 0.75 sec) implemented mentioned in the V1.3 Changelog. ### VANILLA ITEMS - **Raw Iron & Ink Sac**: Now have the correct textures for each item (1.21.1). ### CRAFTABLE ITEMS **Singularity Enchantment**: Can no longer move Distributors. (1.21.5) **Bloodlink Marker**: Bloodlink Marker's ability is no longer triggered when a player uses a bed for the 1st time (this is why you may have seen the text "No Bloodlink Detected" randomly appear after using a bed). (1.21.5) **Crimson Repeller**: Crimson Repellers existing before V1.2 now use item display entities instead of Armor Stands (1.21.1)
beta

Crimson Curse 1.21.1 V1.3.1

1.3.1+mod
22 авг. 2025 г.113Minecraft: 1.21.1fabric, forge, neoforge, quilt
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Что нового
## NEW - **Kraken**: Kraken's Acid Balls now have a custom texture. ## CHANGES ### SYSTEMS - **Raids**: Raids now remove 500 Mass from the infection when defeated instead of 150 Mass. ### CRIMSONIFIED & DECAYED MOBS - **Skeleton**: Infected Skeletons are now able to swim. ### AXIS MOBS - **Distributor**: Infected Flesh dropped upon death from 0-3 to 16-32. ### TITANS - **Osiris**: Since the 1.3 update, Osiris, along with all other mobs given new animations via EMF and ETF, now have their hitboxes show up through F3+b. Now, the separate hitbox representing Osiris' Brain also shows up. ## BUG FIXES ### CRIMSONIFIED & DECAYED MOBS: - **Skeleton**: Decayed Skeletons no longer shoot both a poisonous and a withering projectile (1.21.5); When Crimsonified Skeletons have Bloodlink Power, their projectiles will now explode when landing on the ground like their decayed variants (1.21.1) - **Drowned**: the non-Trident variant of Crimsonified Drowned now has the right texture applied to their flippers. (1.21.5) ### BLOODLINK-PROTECTORS - **Bloodlink Pod**: No longer can teleport Distributors. (1.21.5) - **Bloodlink Sentry**: No longer sometimes takes damage when emerging from the ground. ### PRIMAL BIOME MOBS - **Sky Bomber**: No longer is on fire in the daytime. ### EVOLVED BIOME MOBS - **Harbinger**: Harbinger's Clouds are no longer on fire in the daytime. ### TITANS - **Titan Drill**: Now *actually* has the balance change (Block-Break speed from 0.5 sec ---> 0.75 sec) implemented mentioned in the V1.3 Changelog. ### VANILLA ITEMS - **Raw Iron & Ink Sac**: Now have the correct textures for each item (1.21.1). ### CRAFTABLE ITEMS **Singularity Enchantment**: Can no longer move Distributors. (1.21.5) **Bloodlink Marker**: Bloodlink Marker's ability is no longer triggered when a player uses a bed for the 1st time (this is why you may have seen the text "No Bloodlink Detected" randomly appear after using a bed). (1.21.5) **Crimson Repeller**: Crimson Repellers existing before V1.2 now use item display entities instead of Armor Stands (1.21.1)
beta

Crimson Curse 1.21.1 V1.3.1

1.3.1
22 авг. 2025 г.44Minecraft: 1.21.1datapack
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Что нового
## NEW - **Kraken**: Kraken's Acid Balls now have a custom texture. ## CHANGES ### SYSTEMS - **Raids**: Raids now remove 500 Mass from the infection when defeated instead of 150 Mass. ### CRIMSONIFIED & DECAYED MOBS - **Skeleton**: Infected Skeletons are now able to swim. ### AXIS MOBS - **Distributor**: Infected Flesh dropped upon death from 0-3 to 16-32. ### TITANS - **Osiris**: Since the 1.3 update, Osiris, along with all other mobs given new animations via EMF and ETF, now have their hitboxes show up through F3+b. Now, the separate hitbox representing Osiris' Brain also shows up. ## BUG FIXES ### CRIMSONIFIED & DECAYED MOBS: - **Skeleton**: Decayed Skeletons no longer shoot both a poisonous and a withering projectile (1.21.5); When Crimsonified Skeletons have Bloodlink Power, their projectiles will now explode when landing on the ground like their decayed variants (1.21.1) - **Drowned**: the non-Trident variant of Crimsonified Drowned now has the right texture applied to their flippers. (1.21.5) ### BLOODLINK-PROTECTORS - **Bloodlink Pod**: No longer can teleport Distributors. (1.21.5) - **Bloodlink Sentry**: No longer sometimes takes damage when emerging from the ground. ### PRIMAL BIOME MOBS - **Sky Bomber**: No longer is on fire in the daytime. ### EVOLVED BIOME MOBS - **Harbinger**: Harbinger's Clouds are no longer on fire in the daytime. ### TITANS - **Titan Drill**: Now *actually* has the balance change (Block-Break speed from 0.5 sec ---> 0.75 sec) implemented mentioned in the V1.3 Changelog. ### VANILLA ITEMS - **Raw Iron & Ink Sac**: Now have the correct textures for each item (1.21.1). ### CRAFTABLE ITEMS **Singularity Enchantment**: Can no longer move Distributors. (1.21.5) **Bloodlink Marker**: Bloodlink Marker's ability is no longer triggered when a player uses a bed for the 1st time (this is why you may have seen the text "No Bloodlink Detected" randomly appear after using a bed). (1.21.5) **Crimson Repeller**: Crimson Repellers existing before V1.2 now use item display entities instead of Armor Stands (1.21.1)
beta

Crimson Curse 1.21.5 V1.3

1.3+mod
19 авг. 2025 г.72Minecraft: 1.21.5fabric, forge, neoforge, quilt
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## NEW ### DEPENDENCIES This project now REQUIRES the [Entity Model Features](https://modrinth.com/mod/entity-model-features) and [Entity Texture Features](https://modrinth.com/mod/entitytexturefeatures) Mods, or many things will not render properly. This is due to the fact that I am now beginning to give my mobs *proper* animations. However, these take a significant amount of time to complete due to the fact I must remake my models from (almost) scratch, so expect more animations to slowly roll out over the next few updates. ### CRIMSONIFIED & DECAYED MOBS Decayed Mobs now have unique models and textures in comparison to their Crimsonified Counterparts, and are able to perform parkour to clear small gaps. - **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. ### AXIS MOBS Bloodlinks now fall under this category. - **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. ### PRIMAL BIOME MOBS The following mobs are now able to perform parkour to clear small gaps: Rusher, Pyrobomber(when below half-health), Raptor. - **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. Drops Toxic Essence and Claw Fragments. - **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 onto their attacker. Try to damage this mob before they curl up. Drops Berzerk Essence and Armored Scales. ### EVOLVED BIOME MOBS The following mobs are now able to perform parkour to clear small gaps: Mangler, Napalmer(when below half-health), Harbinger. - **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. Drops Toxic Essence, Claw Fragments, and a Kraken Maw. - **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 twice 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. Drops Berzerk Essence, Armored Scales, and a Juggernaut Plate. ### ITEM DROPS - Kraken Maw - Juggernaut Plate ## CRAFTABLE ITEMS - **Snaring Enchantment**: Bows with this enchantment will fire arrows that when striking a mob, will temporarily immobilize the mob, rendering them unable to attack. - **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. ### PROJECTILES Many projectiles now have custom models, instead of looking like arrows. For instance, Infected Skeletons now shoot out spikes like the ones extruding from their bodies, and Purified Bow now shoots out triple-frilled, diamond-tipped arrows (The Arial Arrow creates a vortex-effect when dragging a player). ## CHANGES ### MOBS (GENERAL) - **Swimming**: any Crimson Invader capable of swimming will now swim just as efficiently in shallow water as they do when fully-submerged. ### PRIMAL BIOME MOBS - **Rusher**: Can now only recharge/use its dash-attack if moving; Dash Recharge Time from 10 sec --_> 8 sec. - **Sky Bomber**: Bombs will no longer deal damage to mobs through walls (I apologize to those of you who lost your worlds to being spawn-camped by this). ### EVOLVED BIOME MOBS - **Mangler**: Can now only charge/use its Dash Attack while moving. -**Drill**: Drills have received a major rework to make them less intrusive in combat situations, and more of a utility ability. Evolved Biome Mobs can now only spawn drills if they are NOT moving (for instance, if they are stuck or lost sight of their target), but will still recharge their Drills while moving. But because of this, Maximum Drill Spawn Speed from 15 sec ----> 10 sec to prevent these large mobs from getting stuck as easily. Finally, Drill Block-Break speed 1 sec ---> 1.5 sec to allow for players to have a better chance of escaping Drills if underground. ### TITANS - **Titan Drill**: Received a similar rework to regular Drills, but with different numbers; Spawn-Speed remains the same, but Block-Break speed 0.5 sec ---> 0.75 sec. ## BUG FIXES ### SYSTEMS - **Raids**: When spawning on NPCs, will no longer try to spawn one Raid per NPC, but will select one mob to spawn a Raid on. ### CRIMSONIFIED & DECAYED MOBS: - **Skeleton**: the text "Crimsonified Skeleton"/"Decayed Skeleton" no longer shows up above Infected Skeletons. ### BLOODLINK-PROTECTORS - **Bloodlink Mercenary**: No longer has a chance to spawn Zombified Piglins as backup when attacked. - **Bloodlink Pod**: No longer has a chance to teleport Osiris's Brain off of its head. ### PRIMAL BIOME MOBS - **Raptor**: Now has the correct 50-block Follow Range like all other Primal Biome Mobs. ### EVOLVED BIOME MOBS - **Harbinger**: Now has the correct 100-block Follow Range like all other Evolved Biome Mobs. - **Emperor**: Will now swim when in its final stage instead of just sinking. ### TITANS - **Osiris**: If its brain is somehow taken off of its head instead of killing it, the brain will now despawn.
beta

Crimson Curse 1.21.5 V1.3

1.3
19 авг. 2025 г.70Minecraft: 1.21.5datapack
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## NEW ### DEPENDENCIES This project now REQUIRES the [Entity Model Features](https://modrinth.com/mod/entity-model-features) and [Entity Texture Features](https://modrinth.com/mod/entitytexturefeatures) Mods, or many things will not render properly. This is due to the fact that I am now beginning to give my mobs *proper* animations. However, these take a significant amount of time to complete due to the fact I must remake my models from (almost) scratch, so expect more animations to slowly roll out over the next few updates. ### CRIMSONIFIED & DECAYED MOBS Decayed Mobs now have unique models and textures in comparison to their Crimsonified Counterparts, and are able to perform parkour to clear small gaps. - **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. ### AXIS MOBS Bloodlinks now fall under this category. - **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. ### PRIMAL BIOME MOBS The following mobs are now able to perform parkour to clear small gaps: Rusher, Pyrobomber(when below half-health), Raptor. - **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. Drops Toxic Essence and Claw Fragments. - **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 onto their attacker. Try to damage this mob before they curl up. Drops Berzerk Essence and Armored Scales. ### EVOLVED BIOME MOBS The following mobs are now able to perform parkour to clear small gaps: Mangler, Napalmer(when below half-health), Harbinger. - **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. Drops Toxic Essence, Claw Fragments, and a Kraken Maw. - **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 twice 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. Drops Berzerk Essence, Armored Scales, and a Juggernaut Plate. ### ITEM DROPS - Kraken Maw - Juggernaut Plate ## CRAFTABLE ITEMS - **Snaring Enchantment**: Bows with this enchantment will fire arrows that when striking a mob, will temporarily immobilize the mob, rendering them unable to attack. - **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. ### PROJECTILES Many projectiles now have custom models, instead of looking like arrows. For instance, Infected Skeletons now shoot out spikes like the ones extruding from their bodies, and Purified Bow now shoots out triple-frilled, diamond-tipped arrows (The Arial Arrow creates a vortex-effect when dragging a player). ## CHANGES ### MOBS (GENERAL) - **Swimming**: any Crimson Invader capable of swimming will now swim just as efficiently in shallow water as they do when fully-submerged. ### PRIMAL BIOME MOBS - **Rusher**: Can now only recharge/use its dash-attack if moving; Dash Recharge Time from 10 sec --_> 8 sec. - **Sky Bomber**: Bombs will no longer deal damage to mobs through walls (I apologize to those of you who lost your worlds to being spawn-camped by this). ### EVOLVED BIOME MOBS - **Mangler**: Can now only charge/use its Dash Attack while moving. -**Drill**: Drills have received a major rework to make them less intrusive in combat situations, and more of a utility ability. Evolved Biome Mobs can now only spawn drills if they are NOT moving (for instance, if they are stuck or lost sight of their target), but will still recharge their Drills while moving. But because of this, Maximum Drill Spawn Speed from 15 sec ----> 10 sec to prevent these large mobs from getting stuck as easily. Finally, Drill Block-Break speed 1 sec ---> 1.5 sec to allow for players to have a better chance of escaping Drills if underground. ### TITANS - **Titan Drill**: Received a similar rework to regular Drills, but with different numbers; Spawn-Speed remains the same, but Block-Break speed 0.5 sec ---> 0.75 sec. ## BUG FIXES ### SYSTEMS - **Raids**: When spawning on NPCs, will no longer try to spawn one Raid per NPC, but will select one mob to spawn a Raid on. ### CRIMSONIFIED & DECAYED MOBS: - **Skeleton**: the text "Crimsonified Skeleton"/"Decayed Skeleton" no longer shows up above Infected Skeletons. ### BLOODLINK-PROTECTORS - **Bloodlink Mercenary**: No longer has a chance to spawn Zombified Piglins as backup when attacked. - **Bloodlink Pod**: No longer has a chance to teleport Osiris's Brain off of its head. ### PRIMAL BIOME MOBS - **Raptor**: Now has the correct 50-block Follow Range like all other Primal Biome Mobs. ### EVOLVED BIOME MOBS - **Harbinger**: Now has the correct 100-block Follow Range like all other Evolved Biome Mobs. - **Emperor**: Will now swim when in its final stage instead of just sinking. ### TITANS - **Osiris**: If its brain is somehow taken off of its head instead of killing it, the brain will now despawn.
beta

Crimson Curse 1.21.5 V1.2.3

1.2.3+mod
6 июл. 2025 г.486Minecraft: 1.21.5fabric, forge, neoforge, quilt
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## NEW ### CREATIVE MODE - **/function cc_loot:infection_gauge**: gives the infection gauge item. ## CHANGES ### SYSTEMS - **Phase/Points/Mass Threshold**: From Phases 2-5, whenever the Mass Threshold is reached, nodes are more likely to be spawned rather than a different event occurring (this will make early-game easier, but late-game harder). - **Raids**: If no player entity in Survival or Adventure mode is detected, Raids can now target allied mobs like Villagers, Iron Golems, etc. ### CRAFTABLE ITEMS - **Scale Armor Set**: tweaked the helmet texture to match the item texture. - **Purified Bow**: no longer has the option to toggle its abilities. ## BUG FIXES ### SYSTEMS - **Raids**: Added back an accidentally-deleted line of code that prevented Raids from naturally occurring. ### INFECTING MOBS - **Bloodlink**: Fixed an issue that caused the third initial Bloodlink to have near-impossible spawn requirements. ### TITANS - **Osiris**: Osiris' head model will now change to indicate when the brain has been destroyed (1.21.5-exclusive issue); fixed the stray pixel visible on its claw when Osiris is given the Glowing potion effect. ### CRAFTABLE ITEMS - **Purified Bow**: Spectral Arrows shot from a Purified Bow no longer break.
beta

Crimson Curse 1.21.5 V1.2.3

1.2.3
6 июл. 2025 г.158Minecraft: 1.21.5datapack
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Что нового
## NEW ### CREATIVE MODE - **/function cc_loot:infection_gauge**: gives the infection gauge item. ## CHANGES ### SYSTEMS - **Phase/Points/Mass Threshold**: From Phases 2-5, whenever the Mass Threshold is reached, nodes are more likely to be spawned rather than a different event occurring (this will make early-game easier, but late-game harder). - **Raids**: If no player entity in Survival or Adventure mode is detected, Raids can now target allied mobs like Villagers, Iron Golems, etc. ### CRAFTABLE ITEMS - **Scale Armor Set**: tweaked the helmet texture to match the item texture. - **Purified Bow**: no longer has the option to toggle its abilities. ## BUG FIXES ### SYSTEMS - **Raids**: Added back an accidentally-deleted line of code that prevented Raids from naturally occurring. ### INFECTING MOBS - **Bloodlink**: Fixed an issue that caused the third initial Bloodlink to have near-impossible spawn requirements. ### TITANS - **Osiris**: Osiris' head model will now change to indicate when the brain has been destroyed (1.21.5-exclusive issue); fixed the stray pixel visible on its claw when Osiris is given the Glowing potion effect. ### CRAFTABLE ITEMS - **Purified Bow**: Spectral Arrows shot from a Purified Bow no longer break.
beta

Crimson Curse 1.21.1 V1.2.3

1.2.3+mod
6 июл. 2025 г.590Minecraft: 1.21.1fabric, forge, neoforge, quilt
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Что нового
## NEW ### CREATIVE MODE - **/function cc_loot:infection_gauge**: gives the infection gauge item. ## CHANGES ### SYSTEMS - **Phase/Points/Mass Threshold**: From Phases 2-5, whenever the Mass Threshold is reached, nodes are more likely to be spawned rather than a different event occurring (this will make early-game easier, but late-game harder). - **Raids**: If no player entity in Survival or Adventure mode is detected, Raids can now target allied mobs like Villagers, Iron Golems, etc. ### CRAFTABLE ITEMS - **Scale Armor Set**: tweaked the helmet texture to match the item texture. - **Purified Bow**: no longer has the option to toggle its abilities. ## BUG FIXES ### SYSTEMS - **Raids**: Added back an accidentally-deleted line of code that prevented Raids from naturally occurring. ### INFECTING MOBS - **Bloodlink**: Fixed an issue that caused the third initial Bloodlink to have near-impossible spawn requirements. ### TITANS - **Osiris**: Osiris' head model will now change to indicate when the brain has been destroyed (1.21.5-exclusive issue); fixed the stray pixel visible on its claw when Osiris is given the Glowing potion effect. ### CRAFTABLE ITEMS - **Purified Bow**: Spectral Arrows shot from a Purified Bow no longer break.
beta

Crimson Curse 1.21.1 V1.2.3

1.2.3
6 июл. 2025 г.106Minecraft: 1.21.1datapack
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## NEW ### CREATIVE MODE - **/function cc_loot:infection_gauge**: gives the infection gauge item. ## CHANGES ### SYSTEMS - **Phase/Points/Mass Threshold**: From Phases 2-5, whenever the Mass Threshold is reached, nodes are more likely to be spawned rather than a different event occurring (this will make early-game easier, but late-game harder). - **Raids**: If no player entity in Survival or Adventure mode is detected, Raids can now target allied mobs like Villagers, Iron Golems, etc. ### CRAFTABLE ITEMS - **Scale Armor Set**: tweaked the helmet texture to match the item texture. - **Purified Bow**: no longer has the option to toggle its abilities. ## BUG FIXES ### SYSTEMS - **Raids**: Added back an accidentally-deleted line of code that prevented Raids from naturally occurring. ### INFECTING MOBS - **Bloodlink**: Fixed an issue that caused the third initial Bloodlink to have near-impossible spawn requirements. ### TITANS - **Osiris**: Osiris' head model will now change to indicate when the brain has been destroyed (1.21.5-exclusive issue); fixed the stray pixel visible on its claw when Osiris is given the Glowing potion effect. ### CRAFTABLE ITEMS - **Purified Bow**: Spectral Arrows shot from a Purified Bow no longer break.
beta

Crimson Curse 1.21.1 V1.2.2.1 Hotfix

1.2.2.1+mod
28 июн. 2025 г.190Minecraft: 1.21.1fabric, forge, neoforge, quilt
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## BUG FIXES The issue fixed here is 1.21.1-exclusive, and this is just a hotfix to bring parity to both versions. This is solely a visual glitch, so if you already have the data pack for V1.2.2 installed, feel free to only reinstall the recourse pack. For the mod, you must redownload the whole thing. ### VANILLA ITEMS - **Raw Iron & Ink Sac**: Both these items would render as a structure block instead of having their respective textures.
beta

Crimson Curse 1.21.1 V1.2.2.1 Hotfix

1.2.2.1
28 июн. 2025 г.72Minecraft: 1.21.1datapack
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## BUG FIXES The issue fixed here is 1.21.1-exclusive, and this is just a hotfix to bring parity to both versions. This is solely a visual glitch, so if you already have the data pack for V1.2.2 installed, feel free to only reinstall the recourse pack. For the mod, you must redownload the whole thing. ### VANILLA ITEMS - **Raw Iron & Ink Sac**: Both these items would render as a structure block instead of having their respective textures.
beta

Crimson Curse 1.21.5 V1.2.2

1.2.2+mod
27 июн. 2025 г.176Minecraft: 1.21.5fabric, forge, neoforge, quilt
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## CHANGES ### SYSTEMS - **Mass**: When the Mass Value is a negative number, it will no longer passively increase until it hits 0. - **Raids**: Raids of any strength will now spawn with one additional Primal Raid Pod than what they would previously spawn with. ## BUG FIXES ### SYSTEMS - **Raids**: Fixed an issue where Raids were increasing in strength by the old Point-values of Phases rather than the new ones (This issue was caused by the same thing that led to Decayed Mobs spawning when they weren't supposed to in Version 1.2) ### ITEM DROPS - **Undeveloped Bloodlink Brain**: Now has a new texture that was added to 1.21.5 in V1.2, but I forgot to add it to 1.21.1. ### CRAFTABLE ITEMS - **Purified Bow**: fixed a major issue with this weapon that made its aerial attack pull ALL players instead of only the one who shot the bow, essentially making this weapon unusable in multiplayer.
beta

Crimson Curse 1.21.5 V1.2.2

1.2.2
27 июн. 2025 г.81Minecraft: 1.21.5datapack
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## CHANGES ### SYSTEMS - **Mass**: When the Mass Value is a negative number, it will no longer passively increase until it hits 0. - **Raids**: Raids of any strength will now spawn with one additional Primal Raid Pod than what they would previously spawn with. ## BUG FIXES ### SYSTEMS - **Raids**: Fixed an issue where Raids were increasing in strength by the old Point-values of Phases rather than the new ones (This issue was caused by the same thing that led to Decayed Mobs spawning when they weren't supposed to in Version 1.2) ### ITEM DROPS - **Undeveloped Bloodlink Brain**: Now has a new texture that was added to 1.21.5 in V1.2, but I forgot to add it to 1.21.1. ### CRAFTABLE ITEMS - **Purified Bow**: fixed a major issue with this weapon that made its aerial attack pull ALL players instead of only the one who shot the bow, essentially making this weapon unusable in multiplayer.
beta

Crimson Curse 1.21.1 V1.2.2

1.2.2+mod
27 июн. 2025 г.65Minecraft: 1.21.1fabric, forge, neoforge, quilt
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## CHANGES ### SYSTEMS - **Mass**: When the Mass Value is a negative number, it will no longer passively increase until it hits 0. - **Raids**: Raids of any strength will now spawn with one additional Primal Raid Pod than what they would previously spawn with. ## BUG FIXES ### SYSTEMS - **Raids**: Fixed an issue where Raids were increasing in strength by the old Point-values of Phases rather than the new ones (This issue was caused by the same thing that led to Decayed Mobs spawning when they weren't supposed to in Version 1.2) ### ITEM DROPS - **Undeveloped Bloodlink Brain**: Now has a new texture that was added to 1.21.5 in V1.2, but I forgot to add it to 1.21.1. ### CRAFTABLE ITEMS - **Purified Bow**: fixed a major issue with this weapon that made its aerial attack pull ALL players instead of only the one who shot the bow, essentially making this weapon unusable in multiplayer.
beta

Crimson Curse 1.21.1 V1.2.2

1.2.2
27 июн. 2025 г.54Minecraft: 1.21.1datapack
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## CHANGES ### SYSTEMS - **Mass**: When the Mass Value is a negative number, it will no longer passively increase until it hits 0. - **Raids**: Raids of any strength will now spawn with one additional Primal Raid Pod than what they would previously spawn with. ## BUG FIXES ### SYSTEMS - **Raids**: Fixed an issue where Raids were increasing in strength by the old Point-values of Phases rather than the new ones (This issue was caused by the same thing that led to Decayed Mobs spawning when they weren't supposed to in Version 1.2) ### ITEM DROPS - **Undeveloped Bloodlink Brain**: Now has a new texture that was added to 1.21.5 in V1.2, but I forgot to add it to 1.21.1. ### CRAFTABLE ITEMS - **Purified Bow**: fixed a major issue with this weapon that made its aerial attack pull ALL players instead of only the one who shot the bow, essentially making this weapon unusable in multiplayer.
beta

Crimson Curse 1.21.1 V1.2.1.1 Hotfix

1.2.1.1+mod
25 июн. 2025 г.78Minecraft: 1.21.1fabric, forge, neoforge, quilt
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## BUG FIXES These issues are 1.21.1-exclusive, and this is just a hotfix to bring parity to both versions. ### MOBS (GENERAL) - **Swimming Mechanics**: When swimming, custom mobs will no longer emit Angry Villager particles (this was an indicator I was using to test something, and forgot to remove). ### CRAFTABLE ITEMS - **Crimson Blighter, Bloodlink Marker, & Infection Gauge**: fixed a texture bug where any of these items that previously existed before the V1.2.1 update would lose their texture.
beta

Crimson Curse 1.21.1 V1.2.1.1 Hotfix

1.2.1.1
25 июн. 2025 г.56Minecraft: 1.21.1datapack
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## BUG FIXES These issues are 1.21.1-exclusive, and this is just a hotfix to bring parity to both versions. ### MOBS (GENERAL) - **Swimming Mechanics**: When swimming, custom mobs will no longer emit Angry Villager particles (this was an indicator I was using to test something, and forgot to remove). ### CRAFTABLE ITEMS - **Crimson Blighter, Bloodlink Marker, & Infection Gauge**: fixed a texture bug where any of these items that previously existed before the V1.2.1 update would lose their texture.
beta

Crimson Curse 1.21.5 V1.2.1

1.2.1+mod
25 июн. 2025 г.69Minecraft: 1.21.5fabric, forge, neoforge, quilt
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## CHANGES ### EVOLVED BIOME MOBS - **Emperor**: When in its first phase, now shoots projectiles slower, but with higher damage output (This change is from V1.2 but I forgot to mention it). ### STRUCTURES - **Node**: The Speed Node now increases Crimon Invaders' Speed by 35% instead of 25%. ### CREATIVE MODE - **/function cc_loot:crimson_survival_guide & /function cc_loot:everything**: now give the Crimson Survival Guide instead of a chest containing the book. ### TECHNICAL: - **Movement Animations**: Raptors, Harbingers, and Manglers now use a predicate to detect movement instead of using a marker entity. This change heavily reduces lag caused by these mobs, and now they will be able to exist in similar numbers to all other mobs before causing any major lag (for reference, my computer could handle about 100 of these mobs before lagging, and now can handle closer to 300, which is about the same for all other Crimson Invaders). If there were a lot of these mobs in your world, run this command after downloading this version: /kill @e[type=marker] ## BUG FIXES ### SYSTEMS If the Max Infection Radius config option is enabled, when a Raid that spawned outside of the Radius is successful, another infection event will now trigger. ### MOBS (GENERAL) - **Custom Mob Sounds**: Any mob with custom sounds will now make a hurt noise when damaged by an Immunity-Frame-ignoring attack (This change is from V1.2 but I forgot to mention it). ### CRIMSONIFIED & DECAYED MOBS: Fixed an issue introduced in V1.2 for 1.21.5 caused by the Phase progression nerf that caused Decayed Mobs to spawn in phases that they were not supposed to. ### INFECTING MOBS - **Bloodlink**: When a Bloodlink Spawns in, it will no longer force-replace the block beneath it with Basalt, and will now only do so to the same list of blocks that Titan Drills can break. ### PRIMAL BIOME MOBS - **Sky Bomber**: Now gives 0-3 items upon death instead of 0-5, to match the drops of all other Primal Biome Mobs. ### CRAFTABLE ITEMS - **Crimson Survival Guide**: Beacon Purifier's Crafting Recipe is now fixed to say Diamonds instead of Diamond Blocks. Thank you to melivo on Discord for finding this issue. - **Dried Pummeler Tendril**: Its 1.21.1 Potion effects now match the 1.21.5 varient. - **Crimson Repeller**: Its particles when active are no longer 1 block higher than they were supposed to be (1.21.5 issue - **Purified Axe**: In 1.21.5, will now will destroy some 0-hardness blocks just like it does in 1.21.1. ### CONFIGURATION OPTIONS Fixed a few minor typos where "cappped" was written instead of "capped" ### TECHNICAL: Fixed some 1.21.1 issues with the #crimson_curse:non_living entity tag.
beta

Crimson Curse 1.21.5 V1.2.1

1.2.1
25 июн. 2025 г.52Minecraft: 1.21.5datapack
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## CHANGES ### EVOLVED BIOME MOBS - **Emperor**: When in its first phase, now shoots projectiles slower, but with higher damage output (This change is from V1.2 but I forgot to mention it). ### STRUCTURES - **Node**: The Speed Node now increases Crimon Invaders' Speed by 35% instead of 25%. ### CREATIVE MODE - **/function cc_loot:crimson_survival_guide & /function cc_loot:everything**: now give the Crimson Survival Guide instead of a chest containing the book. ### TECHNICAL: - **Movement Animations**: Raptors, Harbingers, and Manglers now use a predicate to detect movement instead of using a marker entity. This change heavily reduces lag caused by these mobs, and now they will be able to exist in similar numbers to all other mobs before causing any major lag (for reference, my computer could handle about 100 of these mobs before lagging, and now can handle closer to 300, which is about the same for all other Crimson Invaders). If there were a lot of these mobs in your world, run this command after downloading this version: /kill @e[type=marker] ## BUG FIXES ### SYSTEMS If the Max Infection Radius config option is enabled, when a Raid that spawned outside of the Radius is successful, another infection event will now trigger. ### MOBS (GENERAL) - **Custom Mob Sounds**: Any mob with custom sounds will now make a hurt noise when damaged by an Immunity-Frame-ignoring attack (This change is from V1.2 but I forgot to mention it). ### CRIMSONIFIED & DECAYED MOBS: Fixed an issue introduced in V1.2 for 1.21.5 caused by the Phase progression nerf that caused Decayed Mobs to spawn in phases that they were not supposed to. ### INFECTING MOBS - **Bloodlink**: When a Bloodlink Spawns in, it will no longer force-replace the block beneath it with Basalt, and will now only do so to the same list of blocks that Titan Drills can break. ### PRIMAL BIOME MOBS - **Sky Bomber**: Now gives 0-3 items upon death instead of 0-5, to match the drops of all other Primal Biome Mobs. ### CRAFTABLE ITEMS - **Crimson Survival Guide**: Beacon Purifier's Crafting Recipe is now fixed to say Diamonds instead of Diamond Blocks. Thank you to melivo on Discord for finding this issue. - **Dried Pummeler Tendril**: Its 1.21.1 Potion effects now match the 1.21.5 varient. - **Crimson Repeller**: Its particles when active are no longer 1 block higher than they were supposed to be (1.21.5 issue - **Purified Axe**: In 1.21.5, will now will destroy some 0-hardness blocks just like it does in 1.21.1. ### CONFIGURATION OPTIONS Fixed a few minor typos where "cappped" was written instead of "capped" ### TECHNICAL: Fixed some 1.21.1 issues with the #crimson_curse:non_living entity tag.
beta

Crimson Curse 1.21.1 V1.2.1

1.2.1+mod
25 июн. 2025 г.46Minecraft: 1.21.1fabric, forge, neoforge, quilt
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## CHANGES ### EVOLVED BIOME MOBS - **Emperor**: When in its first phase, now shoots projectiles slower, but with higher damage output (This change is from V1.2 but I forgot to mention it). ### STRUCTURES - **Node**: The Speed Node now increases Crimon Invaders' Speed by 35% instead of 25%. ### CREATIVE MODE - **/function cc_loot:crimson_survival_guide & /function cc_loot:everything**: now give the Crimson Survival Guide instead of a chest containing the book. ### TECHNICAL: - **Movement Animations**: Raptors, Harbingers, and Manglers now use a predicate to detect movement instead of using a marker entity. This change heavily reduces lag caused by these mobs, and now they will be able to exist in similar numbers to all other mobs before causing any major lag (for reference, my computer could handle about 100 of these mobs before lagging, and now can handle closer to 300, which is about the same for all other Crimson Invaders). If there were a lot of these mobs in your world, run this command after downloading this version: /kill @e[type=marker] ## BUG FIXES ### SYSTEMS If the Max Infection Radius config option is enabled, when a Raid that spawned outside of the Radius is successful, another infection event will now trigger. ### MOBS (GENERAL) - **Custom Mob Sounds**: Any mob with custom sounds will now make a hurt noise when damaged by an Immunity-Frame-ignoring attack (This change is from V1.2 but I forgot to mention it). ### CRIMSONIFIED & DECAYED MOBS: Fixed an issue introduced in V1.2 for 1.21.5 caused by the Phase progression nerf that caused Decayed Mobs to spawn in phases that they were not supposed to. ### INFECTING MOBS - **Bloodlink**: When a Bloodlink Spawns in, it will no longer force-replace the block beneath it with Basalt, and will now only do so to the same list of blocks that Titan Drills can break. ### PRIMAL BIOME MOBS - **Sky Bomber**: Now gives 0-3 items upon death instead of 0-5, to match the drops of all other Primal Biome Mobs. ### CRAFTABLE ITEMS - **Crimson Survival Guide**: Beacon Purifier's Crafting Recipe is now fixed to say Diamonds instead of Diamond Blocks. Thank you to melivo on Discord for finding this issue. - **Dried Pummeler Tendril**: Its 1.21.1 Potion effects now match the 1.21.5 varient. - **Crimson Repeller**: Its particles when active are no longer 1 block higher than they were supposed to be (1.21.5 issue - **Purified Axe**: In 1.21.5, will now will destroy some 0-hardness blocks just like it does in 1.21.1. ### CONFIGURATION OPTIONS Fixed a few minor typos where "cappped" was written instead of "capped" ### TECHNICAL: Fixed some 1.21.1 issues with the #crimson_curse:non_living entity tag.
beta

Crimson Curse 1.21.1 V1.2.1

1.2.1
25 июн. 2025 г.39Minecraft: 1.21.1datapack
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## CHANGES ### EVOLVED BIOME MOBS - **Emperor**: When in its first phase, now shoots projectiles slower, but with higher damage output (This change is from V1.2 but I forgot to mention it). ### STRUCTURES - **Node**: The Speed Node now increases Crimon Invaders' Speed by 35% instead of 25%. ### CREATIVE MODE - **/function cc_loot:crimson_survival_guide & /function cc_loot:everything**: now give the Crimson Survival Guide instead of a chest containing the book. ### TECHNICAL: - **Movement Animations**: Raptors, Harbingers, and Manglers now use a predicate to detect movement instead of using a marker entity. This change heavily reduces lag caused by these mobs, and now they will be able to exist in similar numbers to all other mobs before causing any major lag (for reference, my computer could handle about 100 of these mobs before lagging, and now can handle closer to 300, which is about the same for all other Crimson Invaders). If there were a lot of these mobs in your world, run this command after downloading this version: /kill @e[type=marker] ## BUG FIXES ### SYSTEMS If the Max Infection Radius config option is enabled, when a Raid that spawned outside of the Radius is successful, another infection event will now trigger. ### MOBS (GENERAL) - **Custom Mob Sounds**: Any mob with custom sounds will now make a hurt noise when damaged by an Immunity-Frame-ignoring attack (This change is from V1.2 but I forgot to mention it). ### CRIMSONIFIED & DECAYED MOBS: Fixed an issue introduced in V1.2 for 1.21.5 caused by the Phase progression nerf that caused Decayed Mobs to spawn in phases that they were not supposed to. ### INFECTING MOBS - **Bloodlink**: When a Bloodlink Spawns in, it will no longer force-replace the block beneath it with Basalt, and will now only do so to the same list of blocks that Titan Drills can break. ### PRIMAL BIOME MOBS - **Sky Bomber**: Now gives 0-3 items upon death instead of 0-5, to match the drops of all other Primal Biome Mobs. ### CRAFTABLE ITEMS - **Crimson Survival Guide**: Beacon Purifier's Crafting Recipe is now fixed to say Diamonds instead of Diamond Blocks. Thank you to melivo on Discord for finding this issue. - **Dried Pummeler Tendril**: Its 1.21.1 Potion effects now match the 1.21.5 varient. - **Crimson Repeller**: Its particles when active are no longer 1 block higher than they were supposed to be (1.21.5 issue - **Purified Axe**: In 1.21.5, will now will destroy some 0-hardness blocks just like it does in 1.21.1. ### CONFIGURATION OPTIONS Fixed a few minor typos where "cappped" was written instead of "capped" ### TECHNICAL: Fixed some 1.21.1 issues with the #crimson_curse:non_living entity tag.
beta

Crimson Curse 1.21.5 V1.2

1.2+mod
20 июн. 2025 г.123Minecraft: 1.21.5fabric, forge, neoforge, quilt
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## NEW ### CRAFTABLE ITEMS - **Flare Cannon**: A placeable item that when left-clicked, will give all nearby Crimson Invaders the Glowing potion effect. - **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. ### CREATIVE MODE There are now 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, there are some basic commands players can use to get a hold of specific items: - **/function cc_loot:crimson_survival_guide**: gives a chest containing the Crimson Survival Guide - **/function cc_loot:enchantments**: gives a chest containing all the mod's custom enchantments. - **/function cc_loot:intermediate crafting**: gives a chest containing all craftable items that are used for further crafting. - **/function cc_loot:mob_loot_common**: gives a chest with all common mob loot. - **/function cc_loot:mob_loot_evolved**: gives a chest with all evolved mob loot. - **/function cc_loot:mob_loot_special**: gives a chest with all special mob loot. - **/function cc_loot:mob_loot_all**: gives a chest with all mob loot. - **/function cc_loot:primal_gear**: gives a chest with all Primal gear. - **/function cc_loot:special_gear**: gives a chest with all special/miscellaneous gear (Infection Gauge, Mangler Spear, etc.). - **/function cc_loot:purified_gear**: gives a chest with all purified gear. - **/function cc_loot:spawn_eggs**: gives a chest containing the spawn eggs to the mod's mobs. - **/function cc_loot:everything**: gives all chests mentioned above. - **/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 There are now a few commands players can use to alter the current state of the infection and check the infection's progress. - **/function cc_cmd:begin_infection**: If there is no Bloodlink already in the world, this command will force-spawn one, thus starting the infection. - **/function cc_cmd:set_mass {Mass:x}**: Sets the infecion's Mass to the value x. - **/function cc_cmd:set_points {Points:x}**: Sets the infecion's Points to the value x. - **/function cc_cmd:set_phase {Phase:x}**: Sets the infecion's Phase to the value x. Only works with values 0-5. - **/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. - **/function cc_cmd:get_infection_data**: will tell the player who ran the command the infection's current Phase, Points, and Mass. ### CONFIGURATION OPTIONS - **/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. - **/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. - **/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. ## CHANGES ### SYSTEMS - **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; Infection Phase-progression is now much slower. While the infection will still trigger events at roughly the same interval depending on the Phase, more Points are now needed to increase said Phase. ### MOBS (GENERAL) - **Swimming**: Mob swimming mechanics have been reworked to be less buggy. Mobs will no longer end up glitching inside of walls, and mobs like Rusher and Mangler will be able to horizontally dash in water now. ### INFECTING MOBS - **Bloodlink**: Infection-spreading can now be stopped by certain blocks with a high enough hardness-value. Stage 1 Bloodlinks can infect through a hardness of less than 5, Stage 2 less than 10, and Stage 3 Bloodlinks' infection cannot be blocked. ### PRIMAL BIOME MOBS - **Sky Bomber**: Bomb explosions will now destroy blocks with a hardness less than 5, and will only deal damage to allied mobs (Players, Iron Golems, Villagers, etc.). ### EVOLVED BIOME MOBS - **Mangler**: AI has been slightly improved when they dash. They will now be more likely to dash towards their desired target, instead of running back-and-forth. ### CRAFTABLE ITEMS - **Steel Skin Enchantment**: Received a nerf where the invincibility's recharge will reset if the wearer takes any damage. - **Toxic Thorns Enchantment**: The Wither effect duration has been slightly nerfed. - **Mangler Spear**: (Received a complete rework) is no longer a ranged weapon, but is 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. - **Crimson Repeller**: Will now drop itself when destroyed, and has been slightly reworked. To use, place a SINGLE Crimson Essence inside the Blast Furnace at a time. Each Crimson Essence added will increase its runtime by 20 minutes. - **Beacon Purifier**: (Received a complete rework) Now will only alter blocks if the block exists inside of a previously-infected area, meaning that if you have certain blocks that the infection uses, if the block does not exist in an infected biome, it will no longer be destroyed by the Beacon Purifier. Now also has a different, more visually pleasing method of disinfecting. Beacon Purifiers can now easily be destroyed by crouching near one for 3 seconds. - **Purified Sword**: Slowness and Weakness debuff durations nerfed from 5 seconds to 3 seconds. ### TECHNICAL: - **Condition Testing**: Many mobs will now only test for proper conditions to do something (make a sound, activate/charge an ability) only once per second, instead of every tick. Especially in late-game situations, this should noticeably decrease any lag. - **Bow Arrows**: Arrow-tagging to indicate if an arrow has a special ability (EX: one with the Singularity Enchantment, or shot from the Purified Bow) will now be less intrusive, and should be compatible with other custom bow enchantments. ## BUG FIXES ### SYSTEMS: - **Phase/Points/Mass Threshold**: If the infection is brought below 0 Points using Crimson Blighters and Siphoners, the infection will no longer get "frozen," and will now be able to progress back into Phase 1. ### EVOLVED BIOME MOBS - **Mangler**: Mangler's dash will no longer destroy items. - **Napalmer**: Napalmer Demons will no longer have quotation marks around their names. (1.21.5-exclusive issue) ### CRAFTABLE ITEMS - **Crimson Survival Guide**: Now contains the crafting recipes for the Purified Armor set. (You will get a new copy of this book upon loading the world) - **Infection Gauge**: Will no longer not work if the player has full hunger. (This item will need to be recrafted.) - **Singularity Enchantment**: Will no longer move Bloodlinks, and will no longer instantly destroy Osiris' Brain.
beta

Crimson Curse 1.21.5 V1.2

1.2
20 июн. 2025 г.58Minecraft: 1.21.5datapack
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## NEW ### CRAFTABLE ITEMS - **Flare Cannon**: A placeable item that when left-clicked, will give all nearby Crimson Invaders the Glowing potion effect. - **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. ### CREATIVE MODE There are now 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, there are some basic commands players can use to get a hold of specific items: - **/function cc_loot:crimson_survival_guide**: gives a chest containing the Crimson Survival Guide - **/function cc_loot:enchantments**: gives a chest containing all the mod's custom enchantments. - **/function cc_loot:intermediate crafting**: gives a chest containing all craftable items that are used for further crafting. - **/function cc_loot:mob_loot_common**: gives a chest with all common mob loot. - **/function cc_loot:mob_loot_evolved**: gives a chest with all evolved mob loot. - **/function cc_loot:mob_loot_special**: gives a chest with all special mob loot. - **/function cc_loot:mob_loot_all**: gives a chest with all mob loot. - **/function cc_loot:primal_gear**: gives a chest with all Primal gear. - **/function cc_loot:special_gear**: gives a chest with all special/miscellaneous gear (Infection Gauge, Mangler Spear, etc.). - **/function cc_loot:purified_gear**: gives a chest with all purified gear. - **/function cc_loot:spawn_eggs**: gives a chest containing the spawn eggs to the mod's mobs. - **/function cc_loot:everything**: gives all chests mentioned above. - **/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 There are now a few commands players can use to alter the current state of the infection and check the infection's progress. - **/function cc_cmd:begin_infection**: If there is no Bloodlink already in the world, this command will force-spawn one, thus starting the infection. - **/function cc_cmd:set_mass {Mass:x}**: Sets the infecion's Mass to the value x. - **/function cc_cmd:set_points {Points:x}**: Sets the infecion's Points to the value x. - **/function cc_cmd:set_phase {Phase:x}**: Sets the infecion's Phase to the value x. Only works with values 0-5. - **/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. - **/function cc_cmd:get_infection_data**: will tell the player who ran the command the infection's current Phase, Points, and Mass. ### CONFIGURATION OPTIONS - **/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. - **/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. - **/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. ## CHANGES ### SYSTEMS - **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; Infection Phase-progression is now much slower. While the infection will still trigger events at roughly the same interval depending on the Phase, more Points are now needed to increase said Phase. ### MOBS (GENERAL) - **Swimming**: Mob swimming mechanics have been reworked to be less buggy. Mobs will no longer end up glitching inside of walls, and mobs like Rusher and Mangler will be able to horizontally dash in water now. ### INFECTING MOBS - **Bloodlink**: Infection-spreading can now be stopped by certain blocks with a high enough hardness-value. Stage 1 Bloodlinks can infect through a hardness of less than 5, Stage 2 less than 10, and Stage 3 Bloodlinks' infection cannot be blocked. ### PRIMAL BIOME MOBS - **Sky Bomber**: Bomb explosions will now destroy blocks with a hardness less than 5, and will only deal damage to allied mobs (Players, Iron Golems, Villagers, etc.). ### EVOLVED BIOME MOBS - **Mangler**: AI has been slightly improved when they dash. They will now be more likely to dash towards their desired target, instead of running back-and-forth. ### CRAFTABLE ITEMS - **Steel Skin Enchantment**: Received a nerf where the invincibility's recharge will reset if the wearer takes any damage. - **Toxic Thorns Enchantment**: The Wither effect duration has been slightly nerfed. - **Mangler Spear**: (Received a complete rework) is no longer a ranged weapon, but is 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. - **Crimson Repeller**: Will now drop itself when destroyed, and has been slightly reworked. To use, place a SINGLE Crimson Essence inside the Blast Furnace at a time. Each Crimson Essence added will increase its runtime by 20 minutes. - **Beacon Purifier**: (Received a complete rework) Now will only alter blocks if the block exists inside of a previously-infected area, meaning that if you have certain blocks that the infection uses, if the block does not exist in an infected biome, it will no longer be destroyed by the Beacon Purifier. Now also has a different, more visually pleasing method of disinfecting. Beacon Purifiers can now easily be destroyed by crouching near one for 3 seconds. - **Purified Sword**: Slowness and Weakness debuff durations nerfed from 5 seconds to 3 seconds. ### TECHNICAL: - **Condition Testing**: Many mobs will now only test for proper conditions to do something (make a sound, activate/charge an ability) only once per second, instead of every tick. Especially in late-game situations, this should noticeably decrease any lag. - **Bow Arrows**: Arrow-tagging to indicate if an arrow has a special ability (EX: one with the Singularity Enchantment, or shot from the Purified Bow) will now be less intrusive, and should be compatible with other custom bow enchantments. ## BUG FIXES ### SYSTEMS: - **Phase/Points/Mass Threshold**: If the infection is brought below 0 Points using Crimson Blighters and Siphoners, the infection will no longer get "frozen," and will now be able to progress back into Phase 1. ### EVOLVED BIOME MOBS - **Mangler**: Mangler's dash will no longer destroy items. - **Napalmer**: Napalmer Demons will no longer have quotation marks around their names. (1.21.5-exclusive issue) ### CRAFTABLE ITEMS - **Crimson Survival Guide**: Now contains the crafting recipes for the Purified Armor set. (You will get a new copy of this book upon loading the world) - **Infection Gauge**: Will no longer not work if the player has full hunger. (This item will need to be recrafted.) - **Singularity Enchantment**: Will no longer move Bloodlinks, and will no longer instantly destroy Osiris' Brain.
beta

Crimson Curse 1.21.1 V1.1.3

1.1.3+mod
12 июн. 2025 г.250Minecraft: 1.21.1fabric, forge, neoforge, quilt
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### Version 1.2 will be releasing shortly with a lots of new content besides just bug fixes. ## BUG FIXES ### COMPATIBILITY: Fixed an issue with raids potentially not spawning without Friends&Foes installed, and fixed an issue with the block tag crimson_curse:purified_axe_destroy sometimes preventing Modrinth-hosted servers from loading.
beta

Crimson Curse 1.21.1 V1.1.3

1.1.3
12 июн. 2025 г.61Minecraft: 1.21.1datapack
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### Version 1.2 will be releasing shortly with a lots of new content besides just bug fixes. ## BUG FIXES ### COMPATIBILITY: Fixed an issue with raids potentially not spawning without Friends&Foes installed, and fixed an issue with the block tag crimson_curse:purified_axe_destroy sometimes preventing Modrinth-hosted servers from loading.
beta

Crimson Curse 1.21.5 V1.1.3

1.1.3+mod
12 июн. 2025 г.178Minecraft: 1.21.5fabric, forge, neoforge, quilt
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### Version 1.2 will be releasing shortly with a lots of new content besides just bug fixes. ## BUG FIXES ### COMPATIBILITY: Fixed an issue with raids potentially not spawning without Friends&Foes installed, and fixed an issue with the block tag crimson_curse:purified_axe_destroy sometimes preventing Modrinth-hosted servers from loading.
beta

Crimson Curse 1.21.5 V1.1.3

1.1.3
12 июн. 2025 г.52Minecraft: 1.21.5datapack
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### Version 1.2 will be releasing shortly with a lots of new content besides just bug fixes. ## BUG FIXES ### COMPATIBILITY: Fixed an issue with raids potentially not spawning without Friends&Foes installed, and fixed an issue with the block tag crimson_curse:purified_axe_destroy sometimes preventing Modrinth-hosted servers from loading.
beta

Crimson Curse 1.21.5 V1.1.2

1.1.2+mod
24 мая 2025 г.415Minecraft: 1.21.5fabric, forge, neoforge, quilt
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## BUG FIXES ### COMPATIBILITY: Fixed a game-breaking issue where almost NOTHING would work as intended if Biomes O' Plenty, Friends&Foes, and Traveler's Backpack weren't installed. Thank you to Eskaaayn on Discord for pointing out this issue.
beta

Crimson Curse 1.21.5 V1.1.2

1.1.2
24 мая 2025 г.97Minecraft: 1.21.5datapack
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## BUG FIXES ### COMPATIBILITY: Fixed a game-breaking issue where almost NOTHING would work as intended if Biomes O' Plenty, Friends&Foes, and Traveler's Backpack weren't installed. Thank you to Eskaaayn on Discord for pointing out this issue.
beta

Crimson Curse 1.21.1 V1.1.2

1.1.2+mod
24 мая 2025 г.233Minecraft: 1.21.1fabric, forge, neoforge, quilt
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## BUG FIXES ### COMPATIBILITY: Fixed a game-breaking issue where almost NOTHING would work as intended if Biomes O' Plenty, Friends&Foes, and Traveler's Backpack weren't installed. Thank you to Eskaaayn on Discord for pointing out this issue.
beta

Crimson Curse 1.21.1 V1.1.2

1.1.2
24 мая 2025 г.42Minecraft: 1.21.1datapack
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## BUG FIXES ### COMPATIBILITY: Fixed a game-breaking issue where almost NOTHING would work as intended if Biomes O' Plenty, Friends&Foes, and Traveler's Backpack weren't installed. Thank you to Eskaaayn on Discord for pointing out this issue.
beta

Crimson Curse 1.21.5 V1.1.1

1.1.1+mod
18 мая 2025 г.170Minecraft: 1.21.5fabric, forge, neoforge, quilt
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## BUG FIXES ### COMPATIBILITY: Fixed a few issues where some block tag lists did not include blocks from the compatible mods listed in V1.1's changelog. ### SYSTEMS: - **Raids**: Raids will now be able to spawn underwater again; Evolved Raid Pods will no longer spawn "hybrid" mobs (I.E. a Harbinger with Pyrobomber's legs); When a raid occurs deep underwater, Raid Pods will no longer spawn directly above the Raidlink (all these issues were 1.21.5 V1.1-exclusive) ### EVOLVED BIOME MOBS: - **Emperor**: will no longer _always_ have a spawn_reinforcement attribute value of 1 - **Napalmer**: Napalmer's projectiles will now explode again in the right conditions (1.21.5 V1.1 exclusive issue); Napalmer will no longer fire projectiles when below half-health if there is an enemy within 5 blocks of it
beta

Crimson Curse 1.21.5 V1.1.1

1.1.1
18 мая 2025 г.65Minecraft: 1.21.5datapack
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## BUG FIXES ### COMPATIBILITY: Fixed a few issues where some block tag lists did not include blocks from the compatible mods listed in V1.1's changelog. ### SYSTEMS: - **Raids**: Raids will now be able to spawn underwater again; Evolved Raid Pods will no longer spawn "hybrid" mobs (I.E. a Harbinger with Pyrobomber's legs); When a raid occurs deep underwater, Raid Pods will no longer spawn directly above the Raidlink (all these issues were 1.21.5 V1.1-exclusive) ### EVOLVED BIOME MOBS: - **Emperor**: will no longer _always_ have a spawn_reinforcement attribute value of 1 - **Napalmer**: Napalmer's projectiles will now explode again in the right conditions (1.21.5 V1.1 exclusive issue); Napalmer will no longer fire projectiles when below half-health if there is an enemy within 5 blocks of it
beta

Crimson Curse 1.21.1 V1.1.1

1.1.1+mod
18 мая 2025 г.110Minecraft: 1.21.1fabric, forge, neoforge, quilt
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## BUG FIXES ### COMPATIBILITY: Fixed a few issues where some block tag lists did not include blocks from the compatible mods listed in V1.1's changelog. ### SYSTEMS: - **Raids**: Raids will now be able to spawn underwater again; Evolved Raid Pods will no longer spawn "hybrid" mobs (I.E. a Harbinger with Pyrobomber's legs); When a raid occurs deep underwater, Raid Pods will no longer spawn directly above the Raidlink (all these issues were 1.21.5 V1.1-exclusive) ### EVOLVED BIOME MOBS: - **Emperor**: will no longer _always_ have a spawn_reinforcement attribute value of 1 - **Napalmer**: Napalmer's projectiles will now explode again in the right conditions (1.21.5 V1.1 exclusive issue); Napalmer will no longer fire projectiles when below half-health if there is an enemy within 5 blocks of it
beta

Crimson Curse 1.21.1 V1.1.1

1.1.1
18 мая 2025 г.52Minecraft: 1.21.1datapack
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## BUG FIXES ### COMPATIBILITY: Fixed a few issues where some block tag lists did not include blocks from the compatible mods listed in V1.1's changelog. ### SYSTEMS: - **Raids**: Raids will now be able to spawn underwater again; Evolved Raid Pods will no longer spawn "hybrid" mobs (I.E. a Harbinger with Pyrobomber's legs); When a raid occurs deep underwater, Raid Pods will no longer spawn directly above the Raidlink (all these issues were 1.21.5 V1.1-exclusive) ### EVOLVED BIOME MOBS: - **Emperor**: will no longer _always_ have a spawn_reinforcement attribute value of 1 - **Napalmer**: Napalmer's projectiles will now explode again in the right conditions (1.21.5 V1.1 exclusive issue); Napalmer will no longer fire projectiles when below half-health if there is an enemy within 5 blocks of it
beta

Crimson Curse 1.21.5 V1.1

1.1+mod
14 мая 2025 г.141Minecraft: 1.21.5fabric, forge, neoforge, quilt
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## NEW ### COMPATIBILITY: This project is now fully compatible with blocks and mobs from [Biomes O' Plenty](https://modrinth.com/mod/biomes-o-plenty/version/zHgtLmUg), [Friends&Foes](https://modrinth.com/mod/friends-and-foes), and [Traveler's Backpack](https://modrinth.com/mod/travelersbackpack). Other mods that add such features are still safe to use with this mod, but may not be able to interact with the infection. ### CRAFTABLE ITEMS - **Infection Gauge**: Right Click to recieve data on the infection's current Phase, Points, and Mass ## CHANGES ### SYSTEMS - **Raids**: Raidlinks will no longer spawn directly on top of an already-existing mob. ### CRIMSONIFIED AND DECAYED MOBS - **Zombies, Husks, and Zombie Villagers**: Received new textures, so they no longer use vanilla armor textures. - **Skeleton**: Both variants received a major Hitpoint nerf. ### BLOODLINK-PROTECTORS - **Bloodlink Mercenary**: Received new textures, so they no longer use vanilla armor textures. ### PRIMAL BIOME MOBS - **Pyrobomber and Rusher**: Received new textures, so they no longer use vanilla armor textures. - **Raid Bomber**: Is now called "Sky Bomber"; Melee and Bomb damage was heavily nerfed; Bomb explosions can no longer destroy items. ### EVOLVED BIOME MOBS All Evolved Biome Mobs will now give more common drops when slain. - **Napalmer**: Received new textures, so they no longer use vanilla armor textures; will no longer shoot projectiles if any enemy is within 5 blocks of it; Can now only shoot out 8 projectiles, instead of 8-24, so it will prioritize the nearest enemy; Projectiles will no longer deal explosion damage if a Napalmer is within 5 blocks of them. (Most of these changes were made to make fighting Napalmers more predictable in multiplayer situations.) - **Drill**: Breaks blocks slightly faster, but moves slower to compensate; death-explosion abilities are now truly random, instead of being based on how far the Drill traveled; Drills will now _completely_ ignore all storage blocks and pass right through without breaking them (other blocks like Beacons are included in this list as well). ### TITANS - **Titan Drill**: Breaks blocks slightly faster, but moves slower to compensate; death-explosion abilities are now truly random, instead of being based on how far the Titan Drill traveled. Titan Drills will now _completely_ ignore all storage blocks and pass right through without breaking them (other blocks like Beacons are included in this list as well). ### CRAFTABLE ITEMS - **Raw Crimsonium**: Received a new crafting recipe requiring fewer Node Cores. - **Scale Armor Set**: Received new textures, so they no longer use vanilla armor textures. - **Bloodlink Marker**: (Received a complete rework) 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. - **Crimson Siphoner**: Removes 5000 Mass and 3 Points from the infection instead of only 1500 Mass and 1 Point. - **Crimson Blighter**: Removes 50000 Mass and 30 Points from the infection instead of only 15000 Mass and 10 Points. - **Purified Sword**: Sweeping Damage Ratio was nerfed. - **Purified Armor Set**: Received new textures, so they no longer use vanilla armor textures. ## BUG FIXES ### SYSTEMS: - **Bloodlink Power**: Titans and Bloodlinks _should_ no longer be able to receive Bloodlink Power from other mobs. - **Raids**: Will no longer spawn in the Nether for lore consistency. ### CRIMSONIFIED AND DECAYED MOBS - **Villager**: Now has custom sounds; gets buffed from receiving Bloodlink Power; Decayed variant now emits particles. - **Decayed Skeleton**: Now shoots the correct withering projectiles. ### BLOODLINK-PROTECTORS - **Bloodlink Pod**: Will now retreat back into the ground after teleporting a mob. - **Bloodlink Sentry**: Will now retreat back into the ground if their associated Bloodlink leaves Attack Mode or is slain; will no longer drop loot if their associated Bloodlink leaves Attack Mode; If moved, its model should no longer disappear. ### RAIDERS - **Raidlink Pod (Primal and Evolved)**: When landing in a fluid, will now sink to the ground and explode instead of chasing after the nearest player.
beta

Crimson Curse 1.21.5 V1.1

1.1
14 мая 2025 г.77Minecraft: 1.21.5datapack
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## NEW ### COMPATIBILITY: This project is now fully compatible with blocks and mobs from [Biomes O' Plenty](https://modrinth.com/mod/biomes-o-plenty/version/zHgtLmUg), [Friends&Foes](https://modrinth.com/mod/friends-and-foes), and [Traveler's Backpack](https://modrinth.com/mod/travelersbackpack). Other mods that add such features are still safe to use with this mod, but may not be able to interact with the infection. ### CRAFTABLE ITEMS - **Infection Gauge**: Right Click to recieve data on the infection's current Phase, Points, and Mass ## CHANGES ### SYSTEMS - **Raids**: Raidlinks will no longer spawn directly on top of an already-existing mob. ### CRIMSONIFIED AND DECAYED MOBS - **Zombies, Husks, and Zombie Villagers**: Received new textures, so they no longer use vanilla armor textures. - **Skeleton**: Both variants received a major Hitpoint nerf. ### BLOODLINK-PROTECTORS - **Bloodlink Mercenary**: Received new textures, so they no longer use vanilla armor textures. ### PRIMAL BIOME MOBS - **Pyrobomber and Rusher**: Received new textures, so they no longer use vanilla armor textures. - **Raid Bomber**: Is now called "Sky Bomber"; Melee and Bomb damage was heavily nerfed; Bomb explosions can no longer destroy items. ### EVOLVED BIOME MOBS All Evolved Biome Mobs will now give more common drops when slain. - **Napalmer**: Received new textures, so they no longer use vanilla armor textures; will no longer shoot projectiles if any enemy is within 5 blocks of it; Can now only shoot out 8 projectiles, instead of 8-24, so it will prioritize the nearest enemy; Projectiles will no longer deal explosion damage if a Napalmer is within 5 blocks of them. (Most of these changes were made to make fighting Napalmers more predictable in multiplayer situations.) - **Drill**: Breaks blocks slightly faster, but moves slower to compensate; death-explosion abilities are now truly random, instead of being based on how far the Drill traveled; Drills will now _completely_ ignore all storage blocks and pass right through without breaking them (other blocks like Beacons are included in this list as well). ### TITANS - **Titan Drill**: Breaks blocks slightly faster, but moves slower to compensate; death-explosion abilities are now truly random, instead of being based on how far the Titan Drill traveled. Titan Drills will now _completely_ ignore all storage blocks and pass right through without breaking them (other blocks like Beacons are included in this list as well). ### CRAFTABLE ITEMS - **Raw Crimsonium**: Received a new crafting recipe requiring fewer Node Cores. - **Scale Armor Set**: Received new textures, so they no longer use vanilla armor textures. - **Bloodlink Marker**: (Received a complete rework) 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. - **Crimson Siphoner**: Removes 5000 Mass and 3 Points from the infection instead of only 1500 Mass and 1 Point. - **Crimson Blighter**: Removes 50000 Mass and 30 Points from the infection instead of only 15000 Mass and 10 Points. - **Purified Sword**: Sweeping Damage Ratio was nerfed. - **Purified Armor Set**: Received new textures, so they no longer use vanilla armor textures. ## BUG FIXES ### SYSTEMS: - **Bloodlink Power**: Titans and Bloodlinks _should_ no longer be able to receive Bloodlink Power from other mobs. - **Raids**: Will no longer spawn in the Nether for lore consistency. ### CRIMSONIFIED AND DECAYED MOBS - **Villager**: Now has custom sounds; gets buffed from receiving Bloodlink Power; Decayed variant now emits particles. - **Decayed Skeleton**: Now shoots the correct withering projectiles. ### BLOODLINK-PROTECTORS - **Bloodlink Pod**: Will now retreat back into the ground after teleporting a mob. - **Bloodlink Sentry**: Will now retreat back into the ground if their associated Bloodlink leaves Attack Mode or is slain; will no longer drop loot if their associated Bloodlink leaves Attack Mode; If moved, its model should no longer disappear. ### RAIDERS - **Raidlink Pod (Primal and Evolved)**: When landing in a fluid, will now sink to the ground and explode instead of chasing after the nearest player.
beta

Crimson Curse 1.21.1 V1.0

1.0+mod
25 апр. 2025 г.424Minecraft: 1.21.1fabric, forge, neoforge, quilt
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## NEW ### SYSTEMS - **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. - **Points**: Control what phase the infection is in. Gained whenever the infection reaches its Mass Threshold. - **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. - **Phase/Points/Mass Threshold**: 1/0-9/1000, 2/10-29/3000, 3/30-59/6000, 4/60-99/8000, 5/100+/7000 - **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. - **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. - **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. ### CRIMSONIFIED MOBS Spawn randomly, or when a regular mob walks into an infected area. - **Crimsonified Human**: Strong melee combatant - **Crimsonified Skeleton**: Shoots poisonous projectiles - **Crimsonified Husk**: Fast melee combatant - **Crimsonified Villager**: Strong melee combatant ### DECAYED MOBS Stronger variants of Crimsonified Mobs, spawning randomly from Phases 3-5 - **Decayed Human**: Stronger variant - **Decayed Skeleton**: Shoots Withering projectiles - **Decayed Husk**: Stronger variant - **Decayed Villager**: Stronger variant ### INFECTING MOBS Mobs that infect blocks and mobs - **Bloodlink**: The root enemy of the infection; after 5 days, 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. 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. ### BLOODLINK-PROTECTORS - **Bloodlink Mercenary**: Weak Melee combatant that passively spawns in infected areas. - **Bloodlink Pod**: Spawned when a Bloodlink entered Attack Mode. Emerges from the ground, and teleports a random Crimson Invader to its location, then retreats. - **Bloodlink Sentry**: Spawned when a Bloodlink entered Attack Mode. Emerges from the ground, and shoots projectiles at enemies that give a series of debuffs. ### RAIDERS Spawned when a Raid happens; Strength scales with Phase - **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. - **Raidlink Pod**: Falls from the sky, and spawns a random Primal Biome Mob. - **Evolved Raidlink Pod**: Falls from the sky, and spawns a random Evolved Biome Mob. ### PRIMAL BIOME MOBS Spawn in the Crimson Decay biome - **Crimson Worm**: Slow, but heavy-hitting melee combatant. - **Rusher**: Fast melee combatant capable of occasionally dashing, dealing increased attack damage. - **Raptor**: Melee combatant that applies Poison and Weakness with each attack. - **Pyrobomber**: Slow Melee Combatant that when it gets to half-health, breaks into a sprint and explodes on a nearby enemy. - **Raid Bomber**: Flying enemy that drops powerful bombs on enemies. Sometimes swoops in for a melee attack. ### EVOLVED BIOME MOBS Spawn in the Crimson Decay biome nearby Stage 2 & 3 Bloodlinks - **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. - **Mangler**: Evolution of Rusher. Occasionally performs Dash-Attacks that rapidly damage nearby enemies, ignoring I-Frames. - **Harbinger**: Evolution of Raptor. Summons Toxic Clouds that chase after enemies, and give them a series of debuffs. - **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. - **Pummeler**: Evolution of Raid Bomber. A Flying mob that rapidly fires explosive charges at distant enemies, but has low hitpoints in comparison to other Evolved Biome Mobs. - **Drill**: A mob periodially 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 cannot break most storage blocks. ### TITANS Mobs spawned from Titan Eggs. Basically the Final Bosses of the Infection. - **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. - **Titan Drill**: A mob periodially 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 cannot break most storage blocks. ### STRUCTURES - **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. - **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. - **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 - **Crimson Survial Guide**: Provides all of the Data Pack’s crafting recipes. Given to each player the 1st time they load a world. - Crimson Essence - Crimson Claw - Armor Plate - Metallic Bone - **Claw Dagger**: Each successive hit increases Attack Speed. - **Scale Armor Set**: Each armor piece provides a boost to a specific attribute. - **Mangling Enchantment**: Every few melee attacks release a Slash Attack that rapidly damages enemies, ignoring I-Frames. - **Steel Skin Enchantment**: Gives wearer invincibility to all damage until they get hurt. - **Toxic Thorns Enchantment**: Upon getting hurt, wearers give all nearby mobs Withering. - **Heavy Hitting Enchantment**: Critical Hits performed near the ground create a series of explosions that damage and launch nearby mobs into the air. - **Singularity Enchantment**: Arrows are able to pierce through enemies, and will drag pierced enemies with them for the next 0.5 seconds. - **Mangler Spear**: Can shoot projectiles that upon contact, will rapidly damages enemies, ignoring I-Frames. - **Bloodlink Marker**: Disables the nearest Bloodlink’s ability to infect and gives it Glowing for 1 day. - **Crimson Repeller**: A block that when fueled with Crimson Essence, will prevent an area from getting infected. - **Crimson Siphoner**: Removes 1500 Mass and 1 Point from the infection. - **Crimson Blighter**: Removes 15000 Mass and 10 Points from the infection. - Raw Crimsonium - Crimsonium Ingot - Corrupted Core - Purified Core - **Beacon Purifier**: When placed on an active Beacon, shoots lasers that purify land around it and attacks Crimson Invaders. - **Purified Sword**: User gains stacking Strength when being near another mob. - **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. - **Purified Axe**: can perform a Dash Attack, launching nearby mobs into the air. - **Purified Scythe**: Can lifesteal at melee and at range. - **Purified Mace**: Smash attacks deal scaling area damage. - **Purified Pickaxe**: Can place Purified Cobblestone, which will destroy nearby Drills without activating them. - **Purified Shovel**: creates a temporary impenetrable dome around the user. - **Purified Armor Set**: Each armor piece provides boosts to specific attributes.
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Crimson Curse 1.21.1 V1.0

1.0
9 апр. 2025 г.132Minecraft: 1.21.1datapack
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## NEW ### SYSTEMS - **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. - **Points**: Control what phase the infection is in. Gained whenever the infection reaches its Mass Threshold. - **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. - **Phase/Points/Mass Threshold**: 1/0-9/1000, 2/10-29/3000, 3/30-59/6000, 4/60-99/8000, 5/100+/7000 - **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. - **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. - **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. ### CRIMSONIFIED MOBS Spawn randomly, or when a regular mob walks into an infected area. - **Crimsonified Human**: Strong melee combatant - **Crimsonified Skeleton**: Shoots poisonous projectiles - **Crimsonified Husk**: Fast melee combatant - **Crimsonified Villager**: Strong melee combatant ### DECAYED MOBS Stronger variants of Crimsonified Mobs, spawning randomly from Phases 3-5 - **Decayed Human**: Stronger variant - **Decayed Skeleton**: Shoots Withering projectiles - **Decayed Husk**: Stronger variant - **Decayed Villager**: Stronger variant ### INFECTING MOBS Mobs that infect blocks and mobs - **Bloodlink**: The root enemy of the infection; after 5 days, 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. 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. ### BLOODLINK-PROTECTORS - **Bloodlink Mercenary**: Weak Melee combatant that passively spawns in infected areas. - **Bloodlink Pod**: Spawned when a Bloodlink entered Attack Mode. Emerges from the ground, and teleports a random Crimson Invader to its location, then retreats. - **Bloodlink Sentry**: Spawned when a Bloodlink entered Attack Mode. Emerges from the ground, and shoots projectiles at enemies that give a series of debuffs. ### RAIDERS Spawned when a Raid happens; Strength scales with Phase - **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. - **Raidlink Pod**: Falls from the sky, and spawns a random Primal Biome Mob. - **Evolved Raidlink Pod**: Falls from the sky, and spawns a random Evolved Biome Mob. ### PRIMAL BIOME MOBS Spawn in the Crimson Decay biome - **Crimson Worm**: Slow, but heavy-hitting melee combatant. - **Rusher**: Fast melee combatant capable of occasionally dashing, dealing increased attack damage. - **Raptor**: Melee combatant that applies Poison and Weakness with each attack. - **Pyrobomber**: Slow Melee Combatant that when it gets to half-health, breaks into a sprint and explodes on a nearby enemy. - **Raid Bomber**: Flying enemy that drops powerful bombs on enemies. Sometimes swoops in for a melee attack. ### EVOLVED BIOME MOBS Spawn in the Crimson Decay biome nearby Stage 2 & 3 Bloodlinks - **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. - **Mangler**: Evolution of Rusher. Occasionally performs Dash-Attacks that rapidly damage nearby enemies, ignoring I-Frames. - **Harbinger**: Evolution of Raptor. Summons Toxic Clouds that chase after enemies, and give them a series of debuffs. - **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. - **Pummeler**: Evolution of Raid Bomber. A Flying mob that rapidly fires explosive charges at distant enemies, but has low hitpoints in comparison to other Evolved Biome Mobs. - **Drill**: A mob periodially 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 cannot break most storage blocks. ### TITANS Mobs spawned from Titan Eggs. Basically the Final Bosses of the Infection. - **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. - **Titan Drill**: A mob periodially 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 cannot break most storage blocks. ### STRUCTURES - **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. - **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. - **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 - **Crimson Survial Guide**: Provides all of the Data Pack’s crafting recipes. Given to each player the 1st time they load a world. - Crimson Essence - Crimson Claw - Armor Plate - Metallic Bone - **Claw Dagger**: Each successive hit increases Attack Speed. - **Scale Armor Set**: Each armor piece provides a boost to a specific attribute. - **Mangling Enchantment**: Every few melee attacks release a Slash Attack that rapidly damages enemies, ignoring I-Frames. - **Steel Skin Enchantment**: Gives wearer invincibility to all damage until they get hurt. - **Toxic Thorns Enchantment**: Upon getting hurt, wearers give all nearby mobs Withering. - **Heavy Hitting Enchantment**: Critical Hits performed near the ground create a series of explosions that damage and launch nearby mobs into the air. - **Singularity Enchantment**: Arrows are able to pierce through enemies, and will drag pierced enemies with them for the next 0.5 seconds. - **Mangler Spear**: Can shoot projectiles that upon contact, will rapidly damages enemies, ignoring I-Frames. - **Bloodlink Marker**: Disables the nearest Bloodlink’s ability to infect and gives it Glowing for 1 day. - **Crimson Repeller**: A block that when fueled with Crimson Essence, will prevent an area from getting infected. - **Crimson Siphoner**: Removes 1500 Mass and 1 Point from the infection. - **Crimson Blighter**: Removes 15000 Mass and 10 Points from the infection. - Raw Crimsonium - Crimsonium Ingot - Corrupted Core - Purified Core - **Beacon Purifier**: When placed on an active Beacon, shoots lasers that purify land around it and attacks Crimson Invaders. - **Purified Sword**: User gains stacking Strength when being near another mob. - **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. - **Purified Axe**: can perform a Dash Attack, launching nearby mobs into the air. - **Purified Scythe**: Can lifesteal at melee and at range. - **Purified Mace**: Smash attacks deal scaling area damage. - **Purified Pickaxe**: Can place Purified Cobblestone, which will destroy nearby Drills without activating them. - **Purified Shovel**: creates a temporary impenetrable dome around the user. - **Purified Armor Set**: Each armor piece provides boosts to specific attributes.