Infection/invasion mods that can support 1.20.1: Sculk Horde Fungal Infection: Spore From Another World The Flesh that Hates Withering Away: Reborn _(The port is unfinished.)_ Phayriosis Infection Abominations Infection Prion Infection Dawn of the Flood Infection/invasion mods that are planning to port to 1.20.1 The Mi Alliance: Invasion! Scape and Run: Parasites _(Dhanantry said he wants to finish SRP first in 1.12.2.)_
Damm that's a lot more then I expected the only one that ive heard of besides the ones I used is the prion mod.well once I get my Mi Alliance video out I will do another one of these videos with all of the infection mods
Yeah I rewatched the video and Mi Alliance should have got the point but the reason I didn't give Spore a point is that it was starting to get taken over by the sculk
I've seeing infection battles done before, but it's so cool seeing such a big one. I also like how you do team sculk, i didnt think about sculk losing mass being a possible lose condition, other battles ive seen give them extra mass to start and sculk often wins the war of attrition. The mis could be buffed with phase 2, if you ever wanted to do them again. They can't naturally get phase 2, in survival the player has to activate something in the world, but for creative you can just turn on phase 2 in the config.
Yeah, I've always thought the videos showing them fight were cool and I thought why not do them all but yeah I didn't mess with anything too much like giving an advantage to one cus i wanted to see what would happen myself. I didn't know that i'll have to show phase 2 when I record the 100 days of mi alliance builders level 3 after I'm done with builders level 1 that I'm recording right now. Thanks for the info and if you want to see the mi 100 days just wait and there's a small surprise in the video that I won't say just yet.
That green stone structure from mi alliance you found is a tubian redoubt. Basically an old base of tubians, who were enemies of mi, but got wiped out. Only robots called relicoids remain, but they are somewhat tough in guarding the place.
Ah ik it was som to do with the tubians due to the green color just not what it was. Also does it have something to do with making your own colony i was thinking maybe in the future I wanted to record myself playing mi alliance in Survival. Let me know if you would be interested in that.
@TheTrueOneBeyond mi alliance is one of my favorite mods but lesser known of all the infection mods so I am quite interested in almost any content of it lol. The structure basically has materials you can get for tubian tech which can do some stuff mi tech can't and some items specifically counter mis. I can't remember how to capture a colony since I haven't played in a while, but I know you have to right click a colony core with an item and I swear it's related to a memory item you get by finding a tubian spirit (or it's also called a Legacian Monk)
Yeah I've always liked the mods where they slowly build up over time or that you can control like mine colonies and stuff like that. That's cool I love how like in-depth the mi alliance is and not just a basic invasion mod. I'll have to check out the mi alliance in Survival and see if it is som that would be interesting
@TheTrueOneBeyond I welcome you to give it a shot! With how the mod works compared to other invasion/infection stuff, there's quite a bit of stuff that the mis do only against players.
sounds interesting I've noticed a bit of it while recording the 100 days mi Alliance video but what I've mostly notice had to do with the diplomacy building
The prion infection started after a nuclear war broke out. It brought an ancient radioactive element called unneminium to the surface, it made normal proteins turn into prions. Soon the radiation got so strong it made tumors form into new beings. The first one was the so called "Deathworm". The root of the infection. It isn't aggressive towards humans but don't let that fool you. Soon it will evolve and become stronger. Kill everything in sight. The more the infected kill other beings the higher the phase gets. You can decrease the phase by killing the infected. Try to survive for as long as you can while the infection phase increases, the infected adapt, mutate, evolve, starve and become stronger than ever. The infected may even resort to cannibalism if they become starved. When the phase is high enough, animals and humans have a chance to spawn with the infection, as the overall healthy population becomes smaller, and more and more food is contaminated with prions.
Mechanics: Phases - Each time an infected does something that benefits the infection the phase is increased. Some of the beneficial things are: evolving, fusing, infecting, spawning other infected etc. Killing the infected decreases the phase. All mechanics in the mod have a phase threshold for when they can start happening. Also, every infected has a threshold for when they can start spawning. The stronger the infected, the higher the phase needs to be. At the start there is not much. Just deathworms. They will run away from you and try to evolve into vile entities (they are the only infected that evolves on a timer and not on a kill count). When that happens the infection really starts big. It will gradually get worse and worse and worse and worse and worse and worse and worse... you get the point. Stop the infection before its too late. Agression and Cannibalism - The infected become very agressive, the prion infection makes them unable to function, gather food etc, so they resort to cannibalism and agression to get ahold of food. Starvation - Cannibals are atracted to lures. When they hit a lure they get turned into starved variants. They also starve 3 minutes after spawning, or if a failed human infection entity eats them. Infection - Infection sometimes happens when an entity dies with the infection effect (if the entity has no infected variant an egg is placed instead). If an infection fails and the dead entity has a failed variant it may spawn. Infected Blocks - Under a lure, roots are placed. These roots spread and convert into living blocks as time passes. The defender class infected try to protect this land at all costs. More on this later. Whispers From Within - A vile entity literaly crawls inside the infected animal (or human hehe [watch out]) when they have this effect, and eats said being from the inside out, and exits the body as a lacerator. Evolution - If an infected has an evolved variant it evolves into that variant after a certian number of kills (or once a certian time passes). Fusion - Very specific interaction betwen some entities and infected resulting in a very strong infected that holds the best traits of all the entities. Overkill - One hitting infected has consequences. They will now spawn a cloud of the wither effect when they get dealt more damage then their max health. Defense - There are some defender class infected that are stationary and try to protect the infected land. They all descend from the lure. Last stand - some infected spawn less powerful infected (or place roots) when they die. One mind - Infected are quite smart and try to go in hordes and work together. Noxious Gas - Smokers are full of noxious gas so when they target you they give you the infection effect, and damage you by half a heart every 0.5s no matter what armor you have. Infection Effect - Makes the victim shake like crazy, if an entity dies with this effect active it has a chance to turn into their infected variants. Weakness - The infected are weak to fire. When they are on fire they any damage dealt to them is multiplied by 1.5. _(Taken from CurseForge page)_
The one thing I hate about infection mods is that they all almost always have the same weakness with that being fire. I like how with the spore at least being in the cold makes them weaker
The sport may look weak at 1st but It just needs 1 thing the proto hive mind that's what makes it so strong when you give it enough time it becomes the strongest i
I understand that it might be able to grow the strongest but this was to see which infection mod grow the fastest and will outgrow and beat the other mods first
You're going to love my next two mc videos then. One is a longer formatted video and the other is exactly what you want, the latest version of the mods. Yeah sadly the Mi isn't updated hopefully it does eventually
Sorry about the frame rate. I rendered it in 30Fps by accident and I couldn't change it so I just kept it and will make sure it doesn't happened again
Infection/invasion mods that can support 1.20.1:
Sculk Horde
Fungal Infection: Spore
From Another World
The Flesh that Hates
Withering Away: Reborn _(The port is unfinished.)_
Phayriosis Infection
Abominations Infection
Prion Infection
Dawn of the Flood
Infection/invasion mods that are planning to port to 1.20.1
The Mi Alliance: Invasion!
Scape and Run: Parasites _(Dhanantry said he wants to finish SRP first in 1.12.2.)_
Damm that's a lot more then I expected the only one that ive heard of besides the ones I used is the prion mod.well once I get my Mi Alliance video out I will do another one of these videos with all of the infection mods
In the final round i would have consider a flesh that hates, spore and mi alliance point but it was still cool to watch
Yeah I rewatched the video and Mi Alliance should have got the point but the reason I didn't give Spore a point is that it was starting to get taken over by the sculk
Ah ok
I've seeing infection battles done before, but it's so cool seeing such a big one. I also like how you do team sculk, i didnt think about sculk losing mass being a possible lose condition, other battles ive seen give them extra mass to start and sculk often wins the war of attrition.
The mis could be buffed with phase 2, if you ever wanted to do them again. They can't naturally get phase 2, in survival the player has to activate something in the world, but for creative you can just turn on phase 2 in the config.
Yeah, I've always thought the videos showing them fight were cool and I thought why not do them all but yeah I didn't mess with anything too much like giving an advantage to one cus i wanted to see what would happen myself. I didn't know that i'll have to show phase 2 when I record the 100 days of mi alliance builders level 3 after I'm done with builders level 1 that I'm recording right now. Thanks for the info and if you want to see the mi 100 days just wait and there's a small surprise in the video that I won't say just yet.
@TheTrueOneBeyond oooo cool stuff
yeah im hoping to have it ready sometime next week and have it upload in like two ish weeks
The old Flesh Incubator looks like a blob
Yeah ik it's so ugly the newer one looks so much better
That green stone structure from mi alliance you found is a tubian redoubt. Basically an old base of tubians, who were enemies of mi, but got wiped out. Only robots called relicoids remain, but they are somewhat tough in guarding the place.
Ah ik it was som to do with the tubians due to the green color just not what it was. Also does it have something to do with making your own colony i was thinking maybe in the future I wanted to record myself playing mi alliance in Survival. Let me know if you would be interested in that.
@TheTrueOneBeyond mi alliance is one of my favorite mods but lesser known of all the infection mods so I am quite interested in almost any content of it lol.
The structure basically has materials you can get for tubian tech which can do some stuff mi tech can't and some items specifically counter mis.
I can't remember how to capture a colony since I haven't played in a while, but I know you have to right click a colony core with an item and I swear it's related to a memory item you get by finding a tubian spirit (or it's also called a Legacian Monk)
Yeah I've always liked the mods where they slowly build up over time or that you can control like mine colonies and stuff like that. That's cool I love how like in-depth the mi alliance is and not just a basic invasion mod. I'll have to check out the mi alliance in Survival and see if it is som that would be interesting
@TheTrueOneBeyond I welcome you to give it a shot! With how the mod works compared to other invasion/infection stuff, there's quite a bit of stuff that the mis do only against players.
sounds interesting I've noticed a bit of it while recording the 100 days mi Alliance video but what I've mostly notice had to do with the diplomacy building
The MIs are planning to invade 1.20.1 and attack 1.20.1 infection mods like Prion Infection
Oh shit are they actually that's dope.whats prion infection tho
The prion infection started after a nuclear war broke out. It brought an ancient radioactive element called unneminium to the surface, it made normal proteins turn into prions. Soon the radiation got so strong it made tumors form into new beings. The first one was the so called "Deathworm". The root of the infection. It isn't aggressive towards humans but don't let that fool you. Soon it will evolve and become stronger. Kill everything in sight. The more the infected kill other beings the higher the phase gets. You can decrease the phase by killing the infected. Try to survive for as long as you can while the infection phase increases, the infected adapt, mutate, evolve, starve and become stronger than ever. The infected may even resort to cannibalism if they become starved. When the phase is high enough, animals and humans have a chance to spawn with the infection, as the overall healthy population becomes smaller, and more and more food is contaminated with prions.
Mechanics:
Phases - Each time an infected does something that benefits the infection the phase is increased. Some of the beneficial things are: evolving, fusing, infecting, spawning other infected etc. Killing the infected decreases the phase. All mechanics in the mod have a phase threshold for when they can start happening. Also, every infected has a threshold for when they can start spawning. The stronger the infected, the higher the phase needs to be. At the start there is not much. Just deathworms. They will run away from you and try to evolve into vile entities (they are the only infected that evolves on a timer and not on a kill count). When that happens the infection really starts big. It will gradually get worse and worse and worse and worse and worse and worse and worse... you get the point. Stop the infection before its too late.
Agression and Cannibalism - The infected become very agressive, the prion infection makes them unable to function, gather food etc, so they resort to cannibalism and agression to get ahold of food.
Starvation - Cannibals are atracted to lures. When they hit a lure they get turned into starved variants. They also starve 3 minutes after spawning, or if a failed human infection entity eats them.
Infection - Infection sometimes happens when an entity dies with the infection effect (if the entity has no infected variant an egg is placed instead). If an infection fails and the dead entity has a failed variant it may spawn.
Infected Blocks - Under a lure, roots are placed. These roots spread and convert into living blocks as time passes. The defender class infected try to protect this land at all costs. More on this later.
Whispers From Within - A vile entity literaly crawls inside the infected animal (or human hehe [watch out]) when they have this effect, and eats said being from the inside out, and exits the body as a lacerator.
Evolution - If an infected has an evolved variant it evolves into that variant after a certian number of kills (or once a certian time passes).
Fusion - Very specific interaction betwen some entities and infected resulting in a very strong infected that holds the best traits of all the entities.
Overkill - One hitting infected has consequences. They will now spawn a cloud of the wither effect when they get dealt more damage then their max health.
Defense - There are some defender class infected that are stationary and try to protect the infected land. They all descend from the lure.
Last stand - some infected spawn less powerful infected (or place roots) when they die.
One mind - Infected are quite smart and try to go in hordes and work together.
Noxious Gas - Smokers are full of noxious gas so when they target you they give you the infection effect, and damage you by half a heart every 0.5s no matter what armor you have.
Infection Effect - Makes the victim shake like crazy, if an entity dies with this effect active it has a chance to turn into their infected variants.
Weakness - The infected are weak to fire. When they are on fire they any damage dealt to them is multiplied by 1.5.
_(Taken from CurseForge page)_
The one thing I hate about infection mods is that they all almost always have the same weakness with that being fire. I like how with the spore at least being in the cold makes them weaker
You should update Spore since it includes new things like Gastgebers
Was that recently I didn't see that when I was making the video. I'll check it out after I get the new mi Infection video out
You should have used /effect command to get rid of the Lure effect
Yeah tbh I just didn't think of it hadn't played creative mc in a long ass time so I forgot all the commands. I'm used to playing survival
The sport may look weak at 1st but It just needs 1 thing the proto hive mind that's what makes it so strong when you give it enough time it becomes the strongest i
I understand that it might be able to grow the strongest but this was to see which infection mod grow the fastest and will outgrow and beat the other mods first
This, but on the latest version, would be awesome since they're all stronger by a lot, but the Mi Alliance's isn't available for 1.20.1, sadly.
You're going to love my next two mc videos then. One is a longer formatted video and the other is exactly what you want, the latest version of the mods. Yeah sadly the Mi isn't updated hopefully it does eventually