Mod
Nebula: Parasites
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Adds parasitic monsters, infection spread, and infestation mechanics.
Features strange, extraterrestrial environments and creatures, often with unique biomes and resources.
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
Centers on surviving in harsh conditions, managing resources, and fending off PvE threats.
Focuses on strategic base fortification and defense against PvE threats. Usually includes traps, turrets, enhanced enemy AI, and automation.
Adds or enhances hostile creatures and enemies.
Adds parasitic or alien creatures with unique behaviors.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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This mod introduces dangerous parasites that seek to consume all living things. It all begins with a meteor crash - soon after, the infection starts spreading around the impact zone. Creatures near the site become twisted, horrifying parasite variants. As time passes, the parasites grow stronger, increase in number, and gradually take over the world.
In the current version of the mod, the following early parasites are available:
- Crudeform Medium
- Crudeform Small – appears when the transformed entity is a child or has 10 or less max health
- Infected Cow
- Infected Pig
- Infected Sheep
- Infected Zombie
- Simulated Player – a test model (planned to inherit the player's skin in future versions)
Mechanics:
- A custom infection system has been added, which takes into account the infection effect level (the higher the level, the greater the chance to transform into a parasite). Infection is spread through world "Warnings" like colonies and meteorite crash sites.
- An airborne infection transfer system: when a parasite is near an uninfected entity, there is a chance to infect it without direct contact.
- Save Zone system: special Purge Fields prevent infection from affecting entities within their radius (without considering direct contact when a parasite attacks the entity)
- Starting from the first day, there is a chance that a meteor shower event will begin (Overworld only). After the event, three meteor impact sites will appear in the world, and within a small radius around each one, entities will begin to become infected with a parasitic infection.
Evolution Phases. There are 9 evolution phases for parasites:
- -2: Parasites do not exist in the world.
- -1: Parasites can exist and spawn naturally, but only in places with no sunlight.
- 0 - 4: Phases when parasites receive a huge bonus (meteorite crash, available only in the Overworld) to their evolution and begin taking over the world.
- 5 - 6: Phases when parasites can spawn naturally at any time of the day.
Custom Phase Spawn:
- A custom spawn system is designed to spawn different parasite lists for each world, making travel to other dimensions more unpredictable. When a certain number of parasite points are reached, parasites will begin to spawn naturally, with increasing difficulty. The mob lists can be customized in the configuration file.
Future Plans:
- Add parasitic versions of all existing vanilla mobs.
- Add advanced custom mobs that will result from merging lower-level parasites.
- Introduce parasites from other planets and solar systems.
- Add compatibility between mods (parasitic versions for other mods).
- Plan to add parasites similar to the Necromorphs from the Dead Space series, along with their abilities and locations. (Nebula: Necromorphs)
- Add a city generator that can be customized using config and structure files. (Nebula: City)
- Develop a standalone mod focused on technology and the industrial revolution. (Nebula: Tech)
- Create a mod that allows interplanetary travel, enabling players to visit various planets inhabited by parasites that have invaded Earth. (Nebula: Space)
This mod is in early development. It can be customized via configuration files to better suit your gameplay.
Feel free to include it in your modpack.
Thank you!
Help/Support/Suggestions:
This mod introduces dangerous parasites that seek to consume all living things. It all begins with a meteor crash - soon after, the infection starts spreading around the impact zone. Creatures near the site become twisted, horrifying parasite variants. As time passes, the parasites grow stronger, increase in number, and gradually take over the world.
In the current version of the mod, the following early parasites are available:
- Crudeform Medium
- Crudeform Small – appears when the transformed entity is a child or has 10 or less max health
- Infected Cow
- Infected Pig
- Infected Sheep
- Infected Zombie
- Simulated Player – a test model (planned to inherit the player's skin in future versions)
Mechanics:
- A custom infection system has been added, which takes into account the infection effect level (the higher the level, the greater the chance to transform into a parasite). Infection is spread through world "Warnings" like colonies and meteorite crash sites.
- An airborne infection transfer system: when a parasite is near an uninfected entity, there is a chance to infect it without direct contact.
- Save Zone system: special Purge Fields prevent infection from affecting entities within their radius (without considering direct contact when a parasite attacks the entity)
- Starting from the first day, there is a chance that a meteor shower event will begin (Overworld only). After the event, three meteor impact sites will appear in the world, and within a small radius around each one, entities will begin to become infected with a parasitic infection.
Evolution Phases. There are 9 evolution phases for parasites:
-2: Parasites do not exist in the world. -1: Parasites can exist and spawn naturally, but only in places with no sunlight. 0 - 4: Phases when parasites receive a huge bonus (meteorite crash, available only in the Overworld) to their evolution and begin taking over the world. 5 - 6: Phases when parasites can spawn naturally at any time of the day.
Custom Phase Spawn:
- A custom spawn system is designed to spawn different parasite lists for each world, making travel to other dimensions more unpredictable. When a certain number of parasite points are reached, parasites will begin to spawn naturally, with increasing difficulty. The mob lists can be customized in the configuration file.
Future Plans:
- Add parasitic versions of all existing vanilla mobs.
- Add advanced custom mobs that will result from merging lower-level parasites.
- Introduce parasites from other planets and solar systems.
- Add compatibility between mods (parasitic versions for other mods).
- Plan to add parasites similar to the Necromorphs from the Dead Space series, along with their abilities and locations. (Nebula: Necromorphs)
- Add a city generator that can be customized using config and structure files. (Nebula: City)
- Develop a standalone mod focused on technology and the industrial revolution. (Nebula: Tech)
- Create a mod that allows interplanetary travel, enabling players to visit various planets inhabited by parasites that have invaded Earth. (Nebula: Space)
This mod is in early development. It can be customized via configuration files to better suit your gameplay.
Feel free to include it in your modpack. Thank you!
Help/Support/Suggestions:
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