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Dawn of the Flood - "Rising Tides"

Dawn of the Flood - "Rising Tides"

This game changing minecraft mod adds the horrific flood virus from the original halo franchise into the game! Prepare yourself for this, because as experts say: “One single Flood spore can destroy a species.”

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121
Adventure
Cursed
Mobs

Compatibility

Minecraft: Java Edition

1.20.1

Platforms

Forge
NeoForge

Supported environments

Client and server

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Creators

TheASEStefan
TheASEStefan Dev & Author
Betaeta
Betaeta Tester & Photographer

Details

Licensed MIT
Published last year
Updated 4 days ago
DescriptionGalleryChangelogVersions

Dawn of the Flood 0.4.9-R-1.20.1

by TheASEStefan on Jul 18, 2025
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  • Some bug fixes.

Dawn of the Flood 0.4.8-R-1.20.1

by TheASEStefan on Jul 17, 2025
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Here it is guys at last, the version that will hide the planet in shadows and get rid of the sunlight, version 0.4.8-R! "Rising Tides".

To whoever's reading this, this update is not just a "dress to impress", it brings in actual content and it's what the most of you guys wanted, an ideal update if I can say so.

---CHANGES---:

Made all dotf commands begin with /dotf so that youtubers don't get confused anymore.

Added intel setter and getter commands.

Made the flood horde now move towards a random player on the server.

Added the flood theme as a sound to play when the ship arrives on the Minecraft Earth.

Added options to disable the mod structures. THOUGH DO NOTICE: Do not and I mean IT, do NOT disable the structures then try to locate one with the /locate command, it will freeze and eventually crash the game since it can't find that structure.

Added an option to disable the shipcrash.

Disabled the captain keyes cutscene.

Revamped the sulfur textures.

(GAME CHANGING) Fully reworked gun system that reevaluates and fully fleshes out all previous guns we had before whilst still maintaining the animations and old systems, such as camera animations and custom bobbing or third person player animations. This new system allows the official devs to add guns in a way more select and simple way than before, while giving out up to 400% higher quality items. This system also allowed us to add new guns that will hopefully impress the community: Disruptor, Mangler, CQS Bulldog Shotgun, MA5B Assault Rifle, SRS Sniper Rifle and SRSB Sniper Rifle (with bipod) and the Brute Shot. This system also came with a rework for the previous gun animations and scopes. The new gun system also comes with new features, such as headshots, night vision on the snipers, bodyshots with special sounds and special particles for Flood forms, etc. This system also adds new bullet types, bullet models and most importantly, gun and bullet crafting recipes to suit the way the mod works. Now, crafting guns and weapons has become much more complex and more craftables are needed. You'll need plates, pipes, gears, nuts and bolts, screws, triggers and many more from now on!

New muzzle flashes for all guns.

Revamped the AAA Particles explosion particles, using the official ones instead.

Nerfed the damage the pod infector explosion used to inflict.

(BIG) Removed the pod infector's annoying AOE attacks, the poison and the damage.

Removed the halo crosshair that was visible when you were using the weapons or grenades.

Shortened the grenade ignition time needed, since it took too long for it to actually explode, it has been reduced from 5 seconds to 3 seconds.

(BIG) The Plasma Grenade now has a ignition sound when it touches the ground and it also sticks to entities now.

Buffed the damage dealt by the energy sword and the gravity hammer.

Changed and improved the system on behalf of which the Flood uses the mod's guns.

Removed / fixed some config options that didn't have a use.

(BIG) Improved the Juggernaut AI and added one more attack ability to it, originally not planned nor confirmed in Halo, it was present in some mods that added the Flood Juggernaut. The Flood Juggernaut can now occasionally leap into the air really high and land on top of it's target, smashing it's surroundings with his large feet that make the ground and screen of the player tremble, all whilst dealing sweeping range damage with the AOE attack. On top of that, the Juggernaut now, like other keyminds that will appear, has an ability called the "Death Aura", which is an ability to buff nearby flood forms. As we know, keymind forms are great militaristic leaders and so, on a 21x21 block range, the aura will activate and grant buffs to nearby flood forms, attack damage, regeneration and health boost, all up to level 2.

Added multiple placeholder bullets, since we do not and we are sorry for this, have any bullet textures/models we can use for now...

Added an option to let the player decide which guns should the flood forms use. HOWEVER! You can only disable selected ones in the config, you can't add others than the ones that are already there. For example if by default, the marine form doesn't use the disruptor, you can't make him use the gun.

(BIG) Nerfed the Maw Form, Now maw claws are damageable, and instead of directly summoning pod infectors, the maw form will now summon bomber sacks.

(BIG) Changed certain spawn criterias of some Flood enemies, such as the Maw Form, Tyrant Form, and the newly added Bomber Form. Those 3 for now, start spawning differently. Unlike in the past, the Tyrant Form will still need to spawn in a cave but can ONLY and ONLY spawn in a cave when a proto gravemind / gravemind exists and the Tyrant is viably close to it, almost like Blightlands level close, under 140 blocks away from a gravemind, that is the maximum limit distance from the proto gravemind that a tyrant's position needs to meet. Bomber Forms work the same but in a smaller area, only 100 blocks away. And the Maw Form really similar too with an area of 120 blocks with the exception that the Maw Form can only spawn in the Upper (Hive) Blightlands.

(BIG) Improved and reworked the grenades of the mod. Added new logic, models, animations and textures and besides all of that reduced the time needed for a grenade to explode. Both plasma and fragment grenades have changed from 5 seconds needed to 3 seconds needed. Plasma Grenades also stick to living entities now.

Tweaked the brute shot draw animation a little.

Buffed the Tyrant Form. Increased it's health and speed.

Buffed the Juggernaut Form. Increased it's health.

(BIG) Changed some sounds of the mod that were incorrectly sorted from the beginning... The Marine and Sangheili now have new idle sounds, and so does the Carrier Form.

Entities that get killed by the Flood will now not drop items anymore, excluding the player.

Flood Forms now get more health from killing an animal.

Enderman Form now got a sound revamp, thank you Thomas!

---ADDITIONS---:

Added a new block craftable with Tungsten, the Tungsten Door!

Added multiple crafting recipes for the new guns.

Added two new cutscenes which play when the proto gravemind either is spawned or when it dies.

(GAME CHANGING) Added the OFFICIAL Dawn of the Flood Block Infection which comes as a big revolutionizing feature that will hopefully inspire other mods as well, since this is one unique way of doing a block infection. The Dawn of the Flood block infection comes with numerous blocks which fall into two categories: Counterparts, and Above Placeables added and programmed into a mapping system to always get the right counterpart and/or possible above placeable if the circumstances allow something like that. Besides that, the Blightlands come into 2 tremendously big biomes, and therefore it is split into 2, "The Hive Blightlands" and "The Pure Blightlands". The Hive Blightlands are found on levels Y of 30 and upwards, and The Pure Blightlands are the pure ones as the name implies and only generate from levels 30 Y to under that, down to Bedrock. That's why, the mod itself calls these the "upper" and "lower" blightlands, or the "caves" and "surface" blightlands. The biome itself comes with numerous blocks, but also liquids, turning lava and water into what seems like a gooey flood liquid. Apart from the two block categories, two other follow as well, and they depend on which biome's in place, the "hive" or the "pure" blightlands, that's why most blocks have 2 variants, in hive and pure as in which they come. On that matter, a selective detail comes into play as well, the Fog. The Fog of these biomes is different, more dense, more asphixiating and certainly, more colorful. It's color transitions smoothly from green to orange depending on your Y level and distance to the proto gravemind. Note that there can never be a starting blightlands biome without a proto gravemind. A selective foe, like I mentioned, defines this biome and beyond, "The Proto Gravemind", which can consume, grow, develop intelligence, and ultimately, evolve. A Proto Gravemind formation is special and can only happen under certain circumstances. It can only spawn after wave 4 officially strikes, but to spawn, the proto gravemind needs 5 "sacrifices". A new rare base form, called "The Librarian" is considered the most pure basic flood form and has special blood and special callings, hence why it's other name is "Lamb of God". This lamb, like others, needs to get atleast a kill in a cave in levels Y under 30. After that goal is complete, the Librarian will call upon himself nearby Flood Forms to move to itself, within 100 blocks. Once they all come close, they merge and vanish and form the Proto Gravemind I. Now once the proto gravemind I has appeared, certain things will begin to change and certain enemies will get stronger. The Proto Gravemind comes with defense mechanisms, like the bomb sacks which summon pod infectors, but it's main abilities? They're something else. First of all, just barely scratching / damaging the proto gravemind will make all nearby flood forms in a 100 block range get alerted and instantly move towards the Proto Gravemind and start surrounding it like ants surrounding a hive. Why is it so important that the Proto Gravemind stays alive? Well first of all, the blightlands can no longer develop if the proto gravemind is dead and even though intel is not lost with the death of a proto gravemind, evolution stalls and the flood starts to starve for more. Intel capacity is an official aclaimed skill of the proto gravemind. Multiple config options will define intel based on how many intel points should certain actions generate. The basic coefficient of unlocking a new intelligence level is 300 intel points, which means, that at each 300 points that are added for the proto gravemind, the Flood unlocks a new skill, I know, it's SICK. These skills get better and better progressively and it is what the Flood defines as "intelligence", the total number of intel points. To evolve into a Proto Gravemind II, the Proto Gravemind I must reach 1000 intel points. But with intel points growing, the area of the blightlands also grows. A single area spread brings the Flood 20 intel points, whilst there's a 10% chance that if in range, the Flood also give out 5 more intel points. Proto Graveminds also generate wave points and contribute to the Flood environment this way, generating 20.000 wave points each time the blightlands spread via the intelligence cap. If potentially, a Proto Gravemind dies, another will form right after, but be aware that intel points will not be reverted and in such manner, it might be that they directly create a Proto Gravemind II or even something... worse... The list of blocks that the proto gravemind can infect is static and nothing can be removed from it, however you can always add any new blocks in the config option under the form of a list, for example "quark:sturdy_stone". Similar to this however, we have created a special option to beat other infection mods in this criteria, whereas with that option, you just need to insert the mod id of that respective mod. Adding it in that list will make all blocks from those mods become infectable automatically. Intel Levels and which skills do they unlock (for now):

  • 1 : Player Forms learn how to use potions and break blocks.
  • 2 : Marine, Sangheili and Brute forms learn how to use guns and weapons and where to get them from on the minecraft world.
  • 3 : Human and Player Forms learn to use armor and get better armor progressively, Evoker Forms learn how to use spells and Vindicator Forms learn how to throw their axes. Base Forms learn to destroy torches and ensure spawning room for other Flood foes.
  • 4 : Enderman Forms learn how to use mass teleportation and they become immune to water weaknesses.
  • 5 : Hordes composed from base forms can now spawn roaming your world trying to find you. Carrier Forms deal more damage when exploding.
  • 6 : Base Forms learn how to open doors and fence gates. Pod Infectors start to roam the world in packs.
  • 7 : Base Forms learn how to target crops.
  • 8 : Sometimes now, creatures can be turned into flood forms by any flood counterpart.

(HUGE) Added a lot, but not all, blocks that can be placed in the Blightlands.

  • Hives which can be open or closed based on their dormant state which updates each 3 minutes. Open hives spawn pod infectors ocassionally.
  • Hive and Blight Catalysts which act like any sculk catalysts with the difference that it each kill in range will also bring 500 wave points for the Flood, so it's better to destroy these!
  • Hive and Blight Blooms, which give out a new effect called "Flood Fumes".
  • Hive Peduncles which will do the same but grow in time.
  • Hive Luminous Flower block which will do the same, but grow in time exponentially, and also emit light.
  • Blight Dripstones.
  • Hive and Blight Cocoons and Flood eggs, which have multiple growing phases, starting from age 1 all the way up to a big flood egg, which will go off and spawn 1 to 3 pod infectors when close to a target.
  • Hive and Blight Liquids which will give it out swimming debuffs for the player and negative effects.
  • Multiple really detailed decorative placeables.
    • More.

(HUGE) Added a new weapon, the "Energy Stave". Originally not included in the franchise as a player utilisable weapon, Dawn of the Flood takes it upon itself to do the contrary and make the energy stave as an actual weapon to use by the Player. The Energy Stave comes with 3 special attacks with animations and a powerful range to the weapon. It also works differently from the Gravity Hammer and Energy Sword, as it only damages one enemy at once.

(HUGE) Added a new enemy, the "Bomber Form". On par with the carrier form in terms of menacing animations, the Bomber Form comes with more tricks and more powerful attacks. The Bomber form is a big foe with tendril like hands, gliding through the air and charging at it's enemies. He comes in two variants, the normal bomber and the "Wastelander" Bomber. Based on it's colored variant, it throws different bombs onto two the ground with it's ranged attack, bombs that inflict poison, corrosion and many other effects but also summon pod infectors. Rarely, the Bomber Form will reach the player just to grab him and release him once he's already high in the air by demounting the player off.

(HUGE) Added yet another enemy, the "Brute Form". An old archnemesis of the sangheili and in good measures, an analogous rival of the sangheili, now in both their counterparts, he's here and he's here for good reasons. As a new reinforcement and coming from wave 4 on the Minecraft Earth just like the Sangheili, he poses as a strong foe. With a dislocated jaw, a huge arm that has been "flooded", a covered arm that moves unnaturally, a face and eyes and red hypha coming from it's mouth, he challenges the grotesque appearances of the Flood yet again. Just like the marine and sangheili, they come with many attacks and abilities, one of them is them being able to wield guns and weapons. The guns that they use are more powerful and more "brutal", a fine example being the CQS Bulldog, or even the Brute Shot grenade launcher. As a rival of the sangheili, they also come with a signature weapon, the "Gravity Hammer", and a single blow could pose fatal injuries to anybody and it's attack, just like the normal gravity hammer, knockbacks the player, summons lightning bolts and makes the ground and screen tremble. The Brute also comes in 2 texture variants, one which is the blue more common one, and one which is the red variant which is rarer, more noble and certainly more powerful, granting the brute more armor. Like any other base form, the Brute also has more variants, Tough, Spiky, Corsair, etc, which modify it's base attributes. On top of all of this, the Brute also posseses a special "Berserker" attack, in which it lunges into the air and it plunges on the player, similarly to the juggernaut, creating harmful effects to the environment, and most importantly, to it's victim. Unlike other flood forms, the brute form is also faster and more damage resistant.

(HUGE) Added a conceptual flood form which might be controversial, the "Flooded Creeper", but let me explain. The Flooded Creeper comes in as an avangarde exclusive enemy of the Flood, since we know for a fact that the Flood doesn't target creepers. So then how is it "infected"? Or is it even "infected", since it's name implies something else, like the Iron Golem. And that's what it's like, since the creeper doesn't get infected, or atleast doesn't get infected manually. He, like the golem, gets hijacked or plagued, but ONLY by the Proto Gravemind, and that's why, the Flooded Creeper will exclusively spawn when a proto gravemind is alive, since it infects creepers passively, that's the trick. By getting rid of the monotonic mind, the Proto Gravemind takes control of every creeper in the world at some point and makes these spawn instead, they're like a controlled clone. The Flooded Creeper, since it's a clone, is a special type of creeper. Like other flood forms and really unorthodox, it becomes able to melee attack occasionally, dealing low damage, but possessing an ability to damage the Player. It sees the target from far away, 50 blocks minimum and it's speed is better than a normal Creeper by far. When close to the player and low on health, it starts to ignite itself and becomes invulnerable, and just like a creeper explosion, a white overlay appears on him, but his explosion is different... It griefs blocks without damaging flood forms and it sends powerful toxic acids towards it's enemies. It also spawns 3 pod infectors. However, the Flooded Creeper also posseses 2 more abilities, the leap ability in which he just jumps around at it's enemies and the "smart wall breach" ability, which works and makes the flooded crepeer a C4 bomb. Meaning that everytime he's close to some breakable blocks and the player becomes unreachable, he will autodetonate. This will work when reaching the house of the player, when he will autodetonate and breach into the player's home and let other flood forms walk in.

(BIG) Added the Point Defense Gauntlet shields, which are more operable and more efficient than a normal shield. They come in three variants of colors, Blue, Yellow, and a Reddish Pink. Any hit to the shield will be deflected and pushed back more than normal, whilst also playing an energy sound. Besides that, the shields are more resistent and more appealing. TO DO: They're not fully fleshed out and finished in my opinion.

(BIG) Added the Portable Covenant Shields, which are simple shield blocks that hold and prevent projectiles from hitting a target. What differentiates it from a different block is that players cannot destroy it without a pickaxe and hitting them will push them back. Besides that, the shields have custom animations and can be placed wherever, and they hold up to the power of the flood when wanting to destroy blocks.

(BIG) Changed some spawn criterias of the Flood. Flooded Creepers can even spawn in broad daylight if a proto gravemind exists and base forms can now also sometimes spawn in daylight if close to a proto gravemind or in the blightlands.

(BIG) Added a new setting which can be disabled in the config / set to a default value. This system is called the "domain coefficient" and how it works is simple. In order to establish a dominion over the entire planet, modded or not. The Flood will deal extra damage as specified in that setting to mobs from other infection mods. This cheesy mechanic ensures that other mods get contained properly. Within this list there are a few example mods, but feel free to add more!

(HUGE) Added experimental, easy to disable in the config, jumpscares. This jumpscare system comes as a revolutionary dawn of the flood system in which "visions" are presented to the player when an event occurs, for example encountering a proto gravemind or a base form. This Jumpscare system is highly versatile and can easily be used to create a jumpscare at any point in time. It comes with multiple artistical details, a fade in in opacity, a starting sound that plays when the jumpscare is created and most importantly, the jumpscare comes into 2 distinct parts. Jumpscares can either be animated or non animated. The only jumpscares we added so far are both animated and the length of them is represented by the number of animated frames.

(HUGE) Added another enemy, called the "Grenadier Form. Variant of the marine form, this foe brings intelligence to a whole new level and it's spawning criterias are versatile and demanding. A proto gravemind must exist for the grenadier forms to make an appearance. They come in 2 variants, they can use plasma or fragment grenades like a player. With high accuracy and skill, they make sure to meet their targets and expectations. It's abilities don't stop there though, as they can PLANT landmines whenever idle or not targeting stuff. And of course, as a variant of the marine form, they can use melee tactics as well if a target comes too close.

(GAME CHANGING) Added the best in my opinion enemy from this update, in terms of EVERYTHING, down to animations, models and textures. The "Tank Form" is a special form defined under the "Pure Form" class. Originally a lone survivor created by the Proto Gravemind to defend itself., the tank form in dawn of the flood goes into even a deeper level, becoming a "true warrior". As a Warrior, it's roles are plenty and versatile and not once will he hesitate to attack a target. He comes with a unique fighting system to the table, he has good health, damage, armor and very good regeneration, and yet he still prefers to fight hand in hand. However, unlike other enemies, he has "warrior skills" and so, can enter a defensive state in which he will deflect, pary, guard or feint each hit that is thrown against him. Using this technique brought him the ultimate title of being able to defend a gravemind. It's abilities don't stop there, as with defense also comes attack, as the tank form comes with multiple attack phases and skills that dig and break through blocks. Besides those, the Tank Form also has a special spawning criteria. Unlike other mobs that spawn in the blightlands, the tank forms are more common but with a twist. Their spawning range modifies in parallel with the intel cap of the proto gravemind. Therefore, the bigger the proto gravemind intel, the more tank forms you are likely to see in a blightlands biome.

(BIG) Pod Infectors will now start to form packs and follow a leader if the intel of the proto gravemind allows them to do so.

---------- END OF CHANGELOG ----------

Dawn of the Flood 0.3.8-R-1.20.1

by TheASEStefan on Feb 22, 2025
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  • Fixed Mowzie's Mobs being incompatible with the new versions of Dawn of the Flood.
  • Added third person swing sounds for the energy sword.
  • Added one more cutscene called the "Captain Keyes Cutscenes" which plays when you first see a marine combat form named "Keyes". But what could this mean? And whose memories are those? After that, no more marines will be called "Captain Keyes".
  • Improved the cutscene system and added support for tickable sounds that can be added at any point of the animation.

Dawn of the Flood 0.3.7-R-1.20.1

by TheASEStefan on Feb 21, 2025
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  • Fixed mobs being summoned tiny sometimes, screw you my own scaler, you betrayed me lol...
  • Added the remaining corrosion effect we needed to add.
  • Disabled the magnum scope for now...
  • Some more fixes.

Dawn of the Flood 0.3.6-R-1.20.1

by TheASEStefan on Feb 20, 2025
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Dawn of the Flood, major update, as a secondary part of the old update. 0.3.6-R! "Extinction, Part Two".

Here it is guys at last, the version I told you I would be excited about, version 0.3.6-R! Extinction, the part TWO and continuation of the other.

To whoever's reading this, a trailer should come soon after the mod updates as well, to really show and sparkle the potential this mod has and how far it has come.

---CHANGES---:

(HUGE) FINALLY fixed the custom third person player animations playing for all players on multiplayer. Now the movement works just fine and individually :)

Improved the energy shield on the sangheili, now they emit realistic & cool lightning particles when hit.

(BIG) Disabled Fog in the config due to public demand, but you can still enable it in the config. I also found a way to make it progress and make your screen foggier as time goes on and waves grow, so either way, it's a win win situation! :>

(BIG) Disabled all portal spawnings for now, as they are not relevant enough and not ready to be released as full mechanics.

Tweaked the flood tadpole's spawn weight.

Tweaked some more spawn weights...

Endermans will now not convert into enderman forms in wave 1.

Improved screen shake playing, as it now won't cause stacked screen shakes that ruin your camera.

Merged networking to create a smoother gameplay and less lag and messages in the console.

(BIG) Removed all Read / Write setDirty() methods in the getters of the mod's saved data. Thank you Modrome ( SRP dev ) for showing this issue to me that kills ram and lags the game.

Reworked / Tweaked some gun animations.

Planned to rework the energy sword's animations and position.

Improved the plasma grenade as it now doesn't jump too much like the normal frag.

Completely reworked the health pack and gave it a working and not infinite purpose, just like in Halo.

Fixed the ship message and sound appearing only for one player when on multiplayer. Same has happened with the horde message and sound.

Reworked maw forms regarding damage that they take. Now they can be damaged even while burrowing to give the player a higher chance of killing it. They also now feature a better cooldown system for the pod infectors and a smoother digging animation, as to changing it into a bezier interpolation.

The maw claws were also changed, as they now will stay less on the surface and when their time's up, they will burrow in the ground and disappear automatically! They also feature a changed animation to a bezier interpolation based animation.

Fixed broken marine helmet rendering.

Replaced the old gun workbench GUI texture with a new one instead.

Added more configurable crosshair options, that allow you to change the halo texture with the minecraft one and also an option whereas you can disable the minecraft crosshair when aiming with a gun from different gun mod.

Made the marine form and sangheili form be able to use ALL guns.

Visually smoothened and enhanced the vindicator's axe attack with new animation tricks I learned.

Calibrated and enhanced the custom DOTF crosshairs. Now whenever your cursor is over an entity, the crosshair will turn red like in Halo.

Enhanced support for manual interpolation splines.

---ADDITIONS---:

(HUGE) FINALLY made the first steps for the block infection, as I added the first blightlands blocks that are not shown in the creative tab :)

(BIG) Added full support for the GeckoLib Extension Pack I've made, that implements an animatable camera with keyframes, bedrock keyframe implementation, easier method to make manual animations, easy to add armor layers on ANY gecko entity, support for manually integrated geckolib easing types, such as the easeIn, sineIn, etc..., and WAY much more!

Added the gun third person hand positioning back, and also the energy sword hand positioning as well.

Added marine form with or without helmet variant.

(BIG) Added "From the Source" effect which gives all Flood enemies a buff when the effect is active. This buff affects their damage, movement speed, follow range, and attack speed. The effect can only be applied to entities if they meet a certain criteria, as they need to either come out of a "source" or be "infused" in their nervous sytem where the host is sitting with a powerful energyzer that makes them go NUTS. This effect also gives it's target flame particles that spawn while the effect is active.

(BIG) Added "Acid Burns" effect which is an inflammatory effect that damages the player and slowly wears him down. This effect damages and burns the player from time to time, the level of the effect amplifying the time needed for the burn to take effect again. Basically a cooldown in between the burns. While having this effect active, acid like particles erupt from you, showing your health state. This effect is gained by all who touch acid surfaces, such as the Toxic Puddle, or the projectile that the Tyrant Form shoots.

Added "Corsair" variant for all the base forms including the marine form, which basically makes them want to auto-detonate and release pod infectors with from the source and dangerous toxins.

(BIG) Added M7 SMG Gun and another variant of it, called the M7 SMG ODST, which, compared to the normal one, features a sight scope and a silencer. These guns have been added to the marine form and sangheili form too.

(BIG) Added the "Ship Remover Staff" which allows you to remove the ship with the item when right-clicked. But USE this with precaution as it wasn't meant to be able to be removed, but due to public demand we have decided to do something about it quickly so that's that done.

(BIG) Added Flood Tadpole entity which is a tadpole like aquatic creature that spawns from waves 1-4 and that after a few minutes convert into pod infectors automatically. They also are cute and have lil swimming animations :>

(HUGE) Added FIRST official structures of the mod! Two UNSC laboratories that are big and filled with loot. Dare to come and take a look inside?

(BIG) Changed the ENDERMAN FORM'S model, texture and animation and also tweaked it's behaviour and added teleportation sounds.

(HUGE) Added Maw Form entity and Maw Claw entity. The lore behind this entity is very special, as it is a custom flood enemy. When first landing, the Flood saw the trees on the Minecraft Earth, and with the stacked and unused biomass they tried to replicate them by forming an amalgamation of all kinds, the Maw Form. In fact, the branches and the rest of the body are not made from wood like you’d think, in fact they’re just biomass parts that replicate wood. This entity was formed to serve a purpose of watching and targeting scheme, all whilst disguising itself to look as a “tree”. It cannot move any other way than burrowing into the ground and getting closer, and closer to you, until it can use the maw claws and pod infector eggs that are both thrown consequently because of the distance, both used to pin you down then kill you, kinda like how a spider uses it’s web to catch insects. Once the maw claws catch you, the sharp shrapnel like tendrils with the Flood hypha stab you, pinning you down, and slowly but surely, these damage and poison you. Once you’re caught it will be very hard to escape and the pod infectors thrown will come at you having the from the source effect and whilst you’re pinned, they’ll come and burrow onto you, like a spider as I said. The name “maw” is foreshadowing the Halo CE mission, “The Maw”. The appearence of the Maw in your world just shows that the Flood is getting stronger and more resourceful. For the future, the Maw will spawn only in upper blightlands biomes, where he’ll act as a guardian to the soil and feeding the soil that was already biomass made with more dead bodies, those caught with the claws. The claws though are special, as they need no owner for them to move around and catch players. For they have their own set of mind and intelligence and the great journey shall wait for no one'. They also disappear after some time, burrowing into the ground to do so. They can't be damaged unlike the maw and will disappear automatically, burrowing in the ground and never back to the surface after some time. It is worth mentioning that the maw form can spawn at later waves and it takes less damage from projectiles as it’s outside is being protected by a layer of hardened biomass.

(HUGE) Added an animatable CAMERA entity which is still a WIP, but this allows you to animate the camera freely in blockbench as with cutscenes. It can also be animated with math or manually in the model as with any other geo model. The camera addition also comes with the flexible ability to attach it to the player at any point in game to create epic scenes. With it, you can also hide the HUD, lets you be invulnerable while the animation is playing and also makes it so that you're unable to look around or move the camera when an animation / scene is playing. This camera is responsible for the camera movement that's played when the Covenant Cruiser arrives on the Minecraft Earth, so thanks the camera!

(HUGE) Added Flooded Golem which is the hijacked and controlled version of a normal golem that's being taken over by a living parasite, in our case, the Pod Infector. In this case, the iron golem can only be infected and controlled by the POD INFECTOR which sends direct commands to attack, destroy, and dominate every living thing that's not an ally. The flooded golem has a strong layer of armor that the Flood calls the "Shell" or "Carcass" of the golem. This shell gives the golem an impenetrable and solid as steel armor, a great armor, and you can barely damage him while he's in his first layer of armor. However, as you damage him and more and more, the shell cracks and he reveals more biomass and vulnerable spots. As the shell cracks, his armor decreases as well and you can see that visually, with more biomass appearing. Therefore, he gets easier to defeat. He features two exclusive attacks, one where he slaps it's target while moving, and one where he stops to charge a fist that's then launched at the player. That fist is so powerful that it can break blocks, so BE careful! He can also destroy blocks when chasing the player, that's worth mentioning. Upon dying, he has the chance to die normally, or... spawn an empty carcass that's the flooded golem in the lowest state of power and armor. This carcass, if not destroyed, will be left as a prize for the pod infectors that can come, climb on it, and reanimate it / revive it. It is worth mentioning that the unarmed flooded golem showcases no red eye, as there isn't anyone inside piloting, call it an attention detail if you will :) If left for long enough without being animated, it will disappear automatically. Now, the unarmed flooded golem can't actually be destroyed like normally, nor pushed, damaged, or go through him. To destroy him, you can only use a pickaxe and once you use it, he will get damaged like normally and drop iron ingots and biomass leftovers. The Flooded Golem spawns somewhat rarely, but only after wave 5 hits.

(HUGE) Added Juggernaut Form, which is an exclusively CUT Halo 2 Flood enemy and has never been showed in the games. The Juggernaut presents 3 types of attacks, a push / bash which is the basic attack, a stab or a lunge attack which is a more disastrous attack and deals FULL true damage, and another which is a special one which I'm gonna get to right immediately. But before that, it's needed to be mentioned that the juggernaut can break your shield with each attack. His last attack only comes into play when he gets damaged enough and gets angry, with angry cap active, but he calms as time goes on. If the angry cap gets to 10, he stops, roars powerfully, and slams the ground releasing multiple slashes for a few times, in which, blocks around him fly and hurdle, the terrain shakes and trembles, and he damages creatures around him powerfully.

(BIG) Added Limb System to dotf, whereas some marines and sangheilis can get their limbs chopped off and fall to the ground as they get damaged. As they fall, the form that has the features suffer many changes, they get slower and for all limbs missing, even get their walk animation changed. If both hands and the head are missing from a form, they are unable to damage the player anymore and just walk around funkily, like in Halo. Looks really good in game by the way!

(HUGE) Added EXTERNAL Cutscene system with the Watermedia API being used as a library that allows me to add youtube videos to Minecraft as cutscenes with cool and smooth fading effects! ( Has unoficially been set to not happening, because the API is unreliable and the links break every now and then. So unfortunately this remains out of the game :( (I will though show in the video how it used to look like when it worked))

Made some decisions regarding the soundtrack of the mod, or in particular, which songs from Halo will be added in the mod.

(HUGE) Added the Gravity Hammer into DOTF. This powerful brute wielded tool is dangerous and releases powerful blows and slashes to nearby foes! It's craftable at the gun workbench in the miscellaneous tab and let's just say... it's one of my FAVORITES. It has 2 attacks, two swings, right and left which deal TONS of damage and also knock the enemies back. But besides those two, the hammer also has one more attack, the VERTICAL swing which is deadly and can send enemies flying. It causes the earth to shake and tremble, blocks to fly and move out of place and lightning bolts to come out of this powerful weapon. One single blow from this weapon can be fatal and this attack comes with extra damage and knockback for everybody standing in it's way! It's stronger and has a better reach than the energy sword, but it is slow and can't one shot floods under 100 HP, so choose your weapon wisely! Besides all of that, it comes with a first person draw animation AND 3 third person animations, each representing an axe blow!

(HUGE) Reworked the Energy Sword, regarding it's model, texture, ANIMATED texture, animations and the drawing sound. The sword is now smooter than ever, capable of slashing enemies easily. It has also been buffed in damage but nerfed in range. Now it also comes with an ANIMATED texture that represents it more the way it was supposed to be like!

(HUGE) Added the Tyrant Form into DOTF, a concept Flood form that for us means more than that clearly, and it will see it's justice! The Tyrant form presents many abilities and powers, and he's also a the wielder of the acid. He has 3 base attacks, 2 bites which deal FULL true damage and one more attack which is a weak left hand swing, that he uses because of his hand mutation. He can also roar from time to time when a target is present, AND the coolest thing ever yet, is that his 4th attack is him stopping and spitting acid all around the place. If the acid pustule hits you, it gives you poison, weakness and acid burns effects with level 2 for 10 seconds. Even if you manage to dodge it, the place hit will experience acid grief and in a 3x3 space add toxic puddles which give you the same effects as above if you walk on them. These toxic puddles disappear after 30 seconds and generate particles. Besides ALL of that and if it wasn't enough.. sometimes marine forms can spawn riding these tyrant forms! Of course, there's also an Alex's Caves Compatibility with them, whereas tremorsaurus can get infected by the Flood. The Tyrant spawns after wave 5 officially hits and can ONLY spawn in caves.

(BIG) Added Sulfur ore, and sulfur related blocks, an ore that can be found in caves not too rarely but not too commonly either. It's main purpose, is to serve as a gunpowder crafting item, since creepers are overwhelmed in late waves by the Flood.

(BIG) Mod also has been marked as working on NeoForge on 1.20.1

---------- END OF CHANGELOG ----------

Dawn of the Flood 0.2.6-R-1.20.1

by TheASEStefan on Dec 24, 2024
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IT'S ONLY A BETA OF WHAT THIS UPDATE SHOULD BE, BECAUSE IT'S CHRISTMAS AND I WANTED THIS TO BE A GIFT! THANKS!

NO TIME TO WRITE CHANGELOG RN, DISCOVER IT YOURSELF!

Dawn of the Flood 0.1.6-R-1.20.1

by TheASEStefan on Nov 1, 2024
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CHANGELOG FOR HOTFIX VERSION 0.1.6-R

Fixed Point Blank crashing with DOTF.

Fixed gun aiming animation being stuck when a player is holding the gun and then leaving and joining the game.

Scaled the SHIP accordingly, and also left it to rotate itself depending on it's position, if it's on ground or in the sky.

Scaled the enderman head a bit.

Made the sensibility to water weakness actually work for the enderman forms, and now they will actually overcome it in wave 5.

Made the pod infector not instakill it's target when bursting ( configurable ).

Dawn of the Flood 0.1.5-R-1.20.1

by TheASEStefan on Oct 31, 2024
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First big update of Dawn of the Flood! 0.1.5 version!

Made the mod work on servers now, which is a HUGE addition / upgrade.

When a horde spawns, it will also add wave points to the wave system itself, with more points depending on the wave.

The Flood Base Forms are now capable of going around and destroying crops. This happens after wave 4 officially hits and it is part of their intelligence system. They will rarely perform this ability with a 32 block range.

Fixed and smoothened the animations of the guns.

The Flood will get extra wave points if the entity they kill is a player. ( This is linked to the mod being able to work on servers, as more players will be have a slight disadvantage to the server ).

Fixed forms attacking while roaring.

Fixed forms using guns and items when roaring.

The forms will now perform the sweep attacks like normally, with the addition of breaking light blocks like grass that sit around the sweep area. It would be a bad idea to fight them in your farm, just saying.

Reworked the Energy Sword completely, now it's as great as it can get.

Made ALL animations of this mod smoother by making the transition timer between them have a SINE_IN_OUT ( Sinusoidal ) Easing and not a LINEAR one. This will exist for almost every form there is.

Added a new variant to the base forms, the "Fearless" variant which has more armor, health and knockback resistance.

Made the horde spawn a bit more commonly.

Made the wave system progress a little bit faster in wave 3 and above and a little bit slower in waves 0 to 2.

Removed unecessary files and resources.

Fixed Carrier Form not dealing damage when exploding.

Fixed Pod Infectors and Carrier Forms not dealing damage to the player if he is shielding.

Made knockback mechanics more efficient and realistic, now depending on the knockback resistance of every target.

Fixed Player & Villager Forms going poof when dying and not dropping a body. Why was this still an issue??? And why did nobody tell me???

Improved Swimming AI ( Intelligence ) for the forms when swimming. Now they will be able to dive for you in the radest way possible, whilst still maintaining there speed when swimming at the surface which is 2.2x faster than the speed they have when diving. Also made it so that swimming is no longer a knowledge depending ability. No matter which wave would there be, they would still swim the same, dive and etc. Depending on the mobs weight and marine capabilities, some can swim faster or slower, pod infector and carrier forms are only some examples.

Added new names to the Player Form.

Added draw animations for all of the guns!

Added cool AAA Particles dependency integration that lets us add a ton of cool new looking particles through Effekseer!

Made the guns not play weird animations in the GUI anymore.

Made the guns not BREAK when dropped by the sangheilis or other Flood creatures and then used by the player, weird issue tbh.

Given the fact that we now have cool new particles, AAA particles and Architectury API will be needed for the mod to run now as well. 5 dependencies, damn.

Made the Flood smarter and eccentric by not making them get stuck into a boat! That trick won't work!

Added a new entity, the Pillager Form, which can spawn with a crossbow most of the time and use it in almost all circumstances. It's crossbow arrows move faster than the player ones and also their effects will last double compared to the player form tipped arrows.

Made the Flood more lorewise like, not needing to learn how to leap / jump anymore, them being born with that ability already.

Added a new entity, the Vindicator Form that can spawn with an axe and use it to perform both melee attacks and ranged attacks, the latter being when he will drop below half health and ditch his axe, throwing it at the player like a master, skill only happening if the wave is about 2, 3 at minimum. Unlike others, all attacks of the Vindicator Form disable shields if he has an axe. The Iron axe he throws can be picked up the ground within some minutes before it despawns.

Fixed almost all bugs related to the gun system, hopefully they are good enough now!

Added a new sound and client message that both alert the player that he has no ammo left.

The Duration in ticks of Combat Forms turning into Carrier Forms has been halved, from 20.000 ticks to only 10.000, so players can sometimes see that happen.

Fixed muzzle flash moving from one side to another when shooting.

Fixed variants of mobs spawning with less than a 100% health. This was more of a preference rather than a fix because they would have regenerated anyway.

Added custom bobbing animation / effect that will replace the sprinting one to make it look more realistic.

Added custom crosshair types to match the halo style for the guns!

Added camera animation support for all the guns + energy sword!

Added small improvements regarding guns and burst types, as a helper for the battle rifle!

Added various mixins and interfaces.

Improved the needler since now it will cause explosions js like in the game after 7 needles stick on a target ( not visually though ).

Added sensitivity modifier for when a gun is aiming.

Changed the muzzle flash to something cooler and more realistic, also fixed some issues regarding it.

Made the Magnum more powerful than the MK50 Sidekick.

The Flood is now immune to drowning, so they will basically never drown and can patrol the waters as long as they want.

Made the flood smarter and faster in water.

Made the Pod Infector more lore like as it will not instakill it's target whenever it latches onto it. Besides that, it will also prioritize reanimating over targeting, which is a thing I finally got to make.

Added a new awesome entity, the Evoker Form, which is a smart combatant of the Flood. It can use totems of undyings sometimes, when they spawn with them, and if the wave is strictly bigger than 2, it will be able to cast a magic spell that summons pod infectors, but he won't be able to cast this spell if there's pod infectors nearby already, which is 4 at maximum. To etalate their intelligence even more, these guys will be able to perform this spell even when it's target is not around? How? Well it will seek for dead bodies and if he finds anything, he will summon pod infectors to revive those forms, pretty smart, ey?

Added a new config option that stands out as it's own setting, the PERFORMANCE setting which will basically do what it's name says, improve performance with the cost of reducing quality, basically decreasing screen shake radius, particle amount, preventing effekseer to load any particles and also prevent the sangheilis to render a glowing layer.

Added a fantastic and useful block, which is the Gun Workbench! And as it's name says, you can use it to craft guns and ammo, and it's also obtainable in vanilla, with gray concrete and iron ingots being the main ingredients!

Added reentrant values that help locking / unlocking a boolean or integer by preference.

Decreased the resources that are being consumed when entities are spawned.

Made the first steps into the player body health damage mechanic.

Removed all instances of the "plague of the flood effect", since it had little to no use, but the effect will make it's comeback someday :)

Added PLAYER ANIMATIONS. It's like I'm forging my empire woah! With the help of some mowzie's mobs code, I have created my very own player animating system that is indeed very similar to the mowzie one, but geckolib animations are handled differently, and also some vanilla animations are handled differently as well as adding new / reworked event classes to make this work :3.

AS WELL as adding player animations, I have also completed my very own geckolib animation template, which basically allows me or others that use this code to add geckolib animations to their models but manually, and the template features vanilla animations, like crossbow, swimming, spellcasting, etc.

Added ARMOR ON FORMS compatibility. In the past I've said that I cannot render armor on gecko entities, but even back then I knew I was wrong, because I did it before with rotted. However... with the knowledge I got since then, I was able to ACTUALLY IMPROVE and finish that old system of mine. And here I present yet another system, which is basically custom armor rendering on entities, but unfortunately, our flood forms don't have a literal "torso" or "body" model part added to them so making the chestplate and animating it was a PAIN and it still doesn't look as expected so I decided to disable the option of the forms spawning with chestplates :( But you can always modify that option by going into the config :).

FINALLY finished the player manual animations, now the player will play ALL vanilla animations, crossbow, bow, horn, etc.

Added FIRST player third person animations, which were the energy sword ones.

The player form can now use way more items, ranging from ender pearls to totems and flint and steels, while still keeping the crossbow as an option.

Added an ORE to the mod that can be found in caves rarely, called "Tungsten Ore". One block drops more raw pieces, and smelting the raw pieces will give you the tungsten ingots, which are VERY useful for crafting guns, bullets + more.

Added a new UNSC banner pattern.

Added new items, like a Flood TONGUE.

Changed the horde spawning sound as well as it's message color.

Added date / calendaristic references and selective days.

Added new blood splash variants and improved the old ones. Also made the blood generation better, being shot from a single class rather than using big chunks of code.

Added new CROSSHAIRS for the guns and also replaced the vanilla one by one in halo style.

The MOB cap and also the SPAWNWEIGHTS of the FLOOD will change as waves keep on growing.

WAVE 6 has been added to the mod, that basically makes the FLOOD immune to cold and fire, since they have now adapted to that.

Added Enderman Form, which can tp basic base forms from time to time, or tp itself! It's weak to water until wave 5. Spawns from wave 3 and upwards.

Added Marine Form which can wield multiple guns and IS A MASTER at combat. Spawns from wave 3 and upwards.

Added a new gun, the M90 shotgun which uses new bullets, shotgun bullets and can be crafted like the other guns at the gun workbench.

Added a much more chillier atmosphere, kinda like with shaders, made the game more foggier.

Added energy shields for the sangheilis that glow and change in color.

Added ORS Covenant Cruiser that was infected by the flood and it falls from the sky when the flood arrives on earth.

Overall fixes and improvements...

---------- END OF CHANGELOG ----------

Dawn of the Flood 0.0.5-B-1.20.1

by TheASEStefan on Jul 25, 2024
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Changelog:

  • Smoothened the gun animations and made it so that the sound made when guns are shooting is less realistic but atleast it will prevent the world from crashing.

  • The mod was marked as being incompatible with servers for now.

Dawn of the Flood 0.0.4-B-1.20.1

by TheASEStefan on Jul 19, 2024
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Changelog:

  • Added energy sword swing animation for the sangheili.

  • Fixed the bug where a gun was aiming even after the right-click button is released.

  • Optimized the mod a little bit.

  • Pod Infector can now sometimes prioritize reanimating bodies instead of attacking entities, rarely even the player.

  • Added more config options regarding the recoil and shake effects of the guns.

Last small update of the mod. I won't release any other small bug fixes updates, since the mod is stable now.

Dawn of the Flood 0.0.3-B-1.20.1

by TheASEStefan on Jul 18, 2024
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Changelog:

  • Improved mod resources, optimization.

  • Renamed the "needler crystals" to "blamite crystals"

  • Fixed the bug where a pod infector would not explode

  • Fixed the entities going poof when dying, not spawning a body therefore.

  • Improved the burning mechanic of the corpses. Now you can right click with a flint and steel or lava bucket on the body to get rid of it.

  • Added realistic breaking when a form is attacking and weak blocks are in his way

  • Improved mixin efficiency.

  • Improved user interface regarding the dependencies of the mod.

  • Mod was marked as being incompatible with Quark most of the time.

  • Fixed bugs where blocks couldn't be broken properly.

  • Confirmed recipes for the blocks.

  • Added multiple screen shake config options.

  • Tweaked some config values, like the horde spawning time.

Dawn of the Flood 0.0.2-B-1.20.1

by TheASEStefan on Jul 17, 2024
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Changelog:

Fix big issue where blocks couldn't be broken. I hope this will do for now...

Dawn of the Flood 0.0.1-B-1.20.1

by TheASEStefan on Jul 17, 2024
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Changelog: Fight or Die: Mutations was officially rebranded and changed with Dawn of the Flood instead. It will now have updates and Dawn of the Flood will be worked on constantly. For the reason why I abandoned FDM, you can watch this video: https://www.youtube.com/watch?v=ccF-_ImnaUQ&t=1s.

Fight or Die: Mutations_1.20.1_1.1.4

by TheASEStefan on Apr 4, 2024
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Fight or Die: Mutations_1.20.1_1.1.3

by TheASEStefan on Apr 2, 2024
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--- VERSION: 1.1.3 ---

  • Added new blocks that beautifully match the FDM style. They are still WIP but they are already matching the mod perfectly:

    • Two blocks that represent blood splashes, these can be washed with water and they appear on the ground when entities explode.
    • Hive Bloom = A block that represents a flower, a hive flower! It doesn't have any special properties yet.
  • Added sounds for these blocks and also made our own block sound library of the mod within a Java class.

  • Changed the textures of the old blocks, Hive Block and Hive Tunnel Block to match the new style!

  • Model of the Mutated Cow has been changed.

  • Mutated Cow Head has been added as well.

  • Reworked and mastered the mutated explosions. Now, when a mutation dies, it has a chance to drop blood around itself. As I said, this can be cleared with water or destroyed manually. They can also drop some form of guts representing particles which drop to the ground.

  • Added a new system: The Horde. The Horde is an army of many mobs ( up to 30 which is configurable ) that spawns after stage 3 officially hits. It contains Mutated Humans, Villagers and Players. This horde will spawn each 30 to 120 minutes ( this is also configurable ). The Horde usually spawns 20-30 blocks away and you will be alerted when they come with the message "They're coming." in the action bar, as well as a new creepy sound playing.

  • This horde knows your location and other mutations can join it as well, and they all follow a leader, Hail Mutations!

  • Many textures of the mod have been lightened due to public opinions.

  • Added a new Item: The Mutated Ender Pearl. The Mutated Ender Pearl will teleport some if not all nearby mutations in random locations when right clicking it near one or more. This item can be useful because it can get you out of cornered situations, although remember that it can also tp other mutations to you! It's dropped by the Mutated Enderman and they can stack up to 16 and have a cooldown of 1 second.

  • Reworked and Improved Phase Systems. Now, depending on the phase you are in, the passive point gaining changes. This way, it can offer a more balanced and fun experience! It also now variates with the mod difficulty, from NORMAL to HARD. Passive point gaining still doesn't exist in EASY or PEACEFUL.

  • Now when a mutation dies, it's guaranteed (100%) they will lose points, even though they are small or big, this way, it makes it worth killing them and also makes the game more balanced.

  • Added more Player names.

  • Mutated Enderman's spawn system has been changed. From 5 to 3 spawnweight and from 75% to 65% assimilation chance.

  • Tweaked the Melded Flesh texture.

  • Changed the Springer Infection duration and particles.

  • Added a lot of new particles.

  • Added three new commands:

    • /horde spawn = spawns a horde at your position.
    • /score show = shows the evolution score value at the respective moment.
    • /phase show = shows the phase of evolution at the respective moment.
  • Tweaked the Config.

  • Changed the particle effect and visual effect that occurs when an infected animal is hit, it looks stunning now!

Fight or Die: Mutations_1.20.1_1.1.2

by TheASEStefan on Mar 24, 2024
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Changelog:

  • Fixed the crash that occured when mutations would target a falling block.

  • Changed config names finally.

  • Changed evolution milestones showing in chat from letters to number, example: Second -> 2.

Fight or Die: Mutations_1.20.1_1.1.1

by TheASEStefan on Mar 23, 2024
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Changelog:

  • Removed some stuff.

  • Renamed most of the mod's mobs due to copyright issues.

  • Improved The Mutated Player. He can now use certain items (pickaxes, swords and axes). These tools improve their damage attack and also each of them have a special ability. Mutated Players with Pickaxes can often break blocks if near their target. They have improved damage and attack speed with a sword and they can break shields with the axe. These are the only items they can use.

  • Fixed the Mutated Player not spawning with names, is your name there?

  • Fixed the crash with the creeper and player heads.

  • Changed and improved certain textures, especially effects!

  • Added a new effect called Germilis that is an explosion given effect that deals extra damage. Is it contagious?

  • Infections given by the Springer will last more.

  • Improved Enderman Tp Again...

Special thanks to Renovated Studios, Beta, Nightfox, Kronoz and other people that contribute to the team!

Fight or Die: Mutations_1.20.1_1.0.1

by TheASEStefan on Mar 14, 2024
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  • Improved Assimilated Enderman Tp.
  • Added Assimilated Creeper Head.
  • Repaired the texture on the assimilated creeper.
  • Removed some unecessary code.
  • Fixed a visual glitch.

Fight or Die: Mutations_1.20.1_1.0.0

by TheASEStefan on Mar 12, 2024
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Official release of the long awaited mutationcraft rework, Fight or Die: Mutations (FDM).

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