(REMAKE SOON) Rise of the khltchlands [Parasite Infection]
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Adds A Radioactive Parasitic Infection To Wreak Havoc On Your Worlds.
Features strange, extraterrestrial environments and creatures, often with unique biomes and resources.
Set in a world after a major catastrophe, focusing on survival, scavenging, and rebuilding in a devastated landscape.
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
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.
General improvements to world generation, such as bug fixes, aesthetic overhauls, or misc additions.
Adds or overhauls bosses to the game.
Adds or enhances hostile creatures and enemies.
Adds parasitic or alien creatures with unique behaviors.
Includes genetic manipulation and biological systems.
Features a progression system with stages or gates that must be unlocked.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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Description
Khltchlands Pronounced - “Glutch-lands/Glitch-lands/klutch/lands”
The word is supposed to sound eldritch, you can put your own twist on it!
Dev Channel: DJ - YouTube
DJ Studios Mod Server: DJ Studios - Discord
Brace Yourself For The Dawn Of Death.![]()
“You find yourself alone within a post apocalyptic earth, still flourishing with life, but at risk- the other side of the planet has been completely colonized by a deadly radioactive infection of mysterious origins, one that's started to appear in your area… it hasn’t gained much power yet- but it can quickly evolve into something horrendous…”
GENERAL DESCRIPTION
ROTK (Rise Of The Khltchlands: Dawn Of Death) Is A Mod That Adds A Violent Force Of Radiation And Parasite Themed Mobs, That Start Out By Attacking Mobs And Converting Them Into Twisted Infection-Bathed Forms Of Their Normal Selves, Covered In A Nasty Green Fungus. These Infected Forms Are Hostile- Attacking The Player, And Oftentimes Other Mobs To Spread The Infection Further.
The Mod Works Off Of A Phase System; That Of Which Has Two Variables, “Evolution Value” And The Phase Itself. When A World Is Created It Will Start At Phase -1 (0, Phase -1 Represents 0, As No “0” Phase Itself Exists.) As Long As Khltchamorphs Are Being Active, They Will Add Around 6000 To The Evolution Value Each Day, And At Certain Milestones Of This Number, The Phase Will Increase. Sleeping Greatly Slows Evolution (Will Be Changed In The Future) The Mod Is Planned To Have 15 Phases, But Only Has 10 As Of Now. Each Of These Phases And Their Required Evolution Value, Along With What They Change is Listed Bellow:
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Phase 1- Dawn - 0 Points
Small Entities Called "Reformers" Will Spawn Naturally, And Begin To Infect Vanilla Mobs, They Will Attack Them And Inflict Them With "Khltchification." Mobs With This Effect That Are Lowered To Almost No Health Will Either Convert Into Their Khltchified Form (If They Have One) Spawn Another Reformer (If They Don't Have A Form), Or Die (Rare Chance, An Infection Failure) These Khltchifed Mobs Can Spawn Unreformed Living Tissue Apon Death. Though This Won't Do Anything Until Later.
Phase 2- Invasion - 12000 Points
Unreformed Living Tissue Will Now Evolve Into A Random "Reformed" Khltchamorph After Acquiring A Random Set Amount Of Kills, Also Tainting Nearby Blocks When Doing So. These Strong, Fleshy Abominations Are Tanky, Each With Their Own Abilities. Some Khltchified Mobs Will Start To Spawn Naturally.
Phase 3- Adaptation - 48000 Points
Block Infection Is Unlocked. First Instar Terminals Will Spawn Naturally But Rarely, They Are An Immobile Mob That Starts Block Infection Under Where They Sit. This Infection Spreads Slowly- But Corrupts Most In It's Path. If Left Alone, First Instar Terminals Evolve Into The Second Tier And Will No Longer Despawn. The Second, Faster But More Limited Type Of Block Infection Can Spawn Too. Ichor Architects Spread This In A Limited Area Around Them. Mutant Ootheca, Eggs Placed By Khltchamorph Corpses, Can Hatch Into The "Mutant" Class Of Khltchamorphs. Acting As Pests, And Not Much More.
Phase 4- Establishment - 108000 Points
Block Infection Speed Takes Off, And Now Spreads A Physical Biome. Third Instar Terminals Can Rarely Spawn Now. They Create A New Class Of Khltchamorphs Called "Eldritch"; They Hunt Down Mobs, Wreck Landscapes, And Spread Block Infection. If Left Alone, Third Instar Terminals Will Evolve Into The Fourth Instar. Fourth Instar Will Surround The Area With A More Reinforced Block Infection, Along With The Old One. Fourth Instar Terminals Can Also Create Niduses, Huge Structures That Summon A New "Sentinel" Class Of Khltchamorphs, More Powerful Than Eldritch, In It's Area. Breaking This Nidus May Summon The Khltchified Ender Dragon. Rarely, Buffed Forms Of Reformeds Called "Completes" Will Spawn.
Destroying Niduses This Early Is A VERY BAD IDEA Because It Has A Chance To Cause A "Khltchastorm"; An Event Where Khltchamorphs From Way Later Phases Can Spawn, And Huge Infection Filled Tornados Ravage The Land. This Event Is Better To Be Done In Globalassimilation Or Higher.
Phase 5- Hyperevolution - 150000 Points
Eldritch Mobs And Khltchified Irongolems Begin To Spawn Naturally. Reformeds Can Evolve Into Complete Khltchamorphs Themselves, And These Completes Can Then Begin Killing Other Mobs To Spawn A "Amalgams" Which Can Also Spawn Naturally In The Khltchlands Biome Without Complete Khltchamorphs.
Phase 6- Globalassimilation - 192000 Points
Weaker Class Sentinels Like Scouts And Amblyscourages Can Spawn Naturally. The Entire World Is Enveloped In A Night That Only Passes When The Player Uses "The Sigil Of The Dying Sun", And Item Made From Nidus Cores. Patches Of Block Infection Will Begin To Spawn Naturally, Without The Death Of Other Khltchamorphs Or The Spreading Of Terminals
Phase 7- Ultramorphisization - 240000 Points
Time Can No Longer Pass And Is Stuck In A Permanent Night, Letting Khltchamorphs Spawn Anywhere Without A Strong Light Source. Stronger Class Sentinels Like Like Bludgebombers And Batteraiders Can Spawn Naturally. A Single Fifth Instar Terminal Will Spawn In The World At Some Point In This Phase, And Another Won't Be Created Untill It Is Dead. It Is A WIP And Doesn't Do Much As Of Now "Progeny Cores" Can Spawn Now, Spreading Block Infection And Adding Evolution Points Faster Than Terminals. Reformeds Will Instantly Evolve Into Completes. Killing Fourth And Fifth Instar Terminals Has A Chance To Summon "Moros"; A Deadly Boss Thats Avoidable But Highly Rewarding.
Phase 8- Xenotransplantation - 288000 Points
Small Natural Events Like Wandering Trader Spawns Won't Happen Anymore. "Ascended" Forms Of Khltchified Mobs Can Spawn, Just Acting As Stronger Variants. Block Infection Will Fully Ignore Spawn Requirements And Show Up Anywhere. Moros Will Spawn Naturally Now, But Rarely, And Will Despawn If Avoided. Moros Will Always Spawn When Stronger Terminals Are Killed.
Phase 9- Hyperextraterrastrial - 330000 Points
Big Events Like Pillager Raids Won't Happen Anymore. Wardens And Phantoms Cannot Spawn, And Plants Will Grow Super Slowly. Khltchamorphs Ignore Spawn Requirements.
Phase 10- Awakening - 360000 Points
Currently Has No Function. Will In The Future, Though.
INFECTION SYSTEM
Unreformed Living Tissue Is A Mass Of Gore That Instantly Tries To Hunt Out Other Mobs And Merge With Them. If It Completes This Task, It Will Create A Reformed Khltchamorphs. There Are Currently 7 Different Types:
- Anelidium - A Large Heavy-Hitting Land Based Worm Khltchamorph That Can Burrow.
- Wendagger - A Super Fast Wendigo-Like Khltchamorph With High HP.
- Arachnidus - A Spider-Like Khltchamorph That Spawns Reformer Larva When It Kills Other Mobs.
- Glomerata - A Flying Khltchamorph That Launches Sludge Balls At A High Speed.
- Propogator - A Stationary Khltchamorph That Buffs It's Allies And Debuffs It's Enemies.
- Canid - A Basic Khltchamorph With Middle-ground Stats Acting As A Basic Infection Offense.
- Surveillance - An Immobile Khltchamorph That Pelts Sludge Balls At A Moderate Speed
Some Of These Reformed Khltchamorphs Can Evolve, Becoming "Complete" Forms. There Are Currently 7 Different Types, Just Like Reformed:
- Anelidium - Stronger, More Armor Points, But Same Speed.
- Wendagger - Faster, Tankier. Breaks Block More Often.
- Arachnidus - Faster, Creates Larva More Often.
- Glomerata - Pelts Mobs In Powerful Infectious Khltchabombs.
- Propogator - Buffs/Debuffs Applied Are More Extreme.
- Canid - Hits Much Harder, And Runs Slightly Faster
- Surveillance - Shoots Heavier Hitting Sludge, Stronger In General.
Another Class Exists Known As Amalgams, Acting As Successors To The Complete Khltchamorphs, Spawned By Them Sometimes When They Deafeat Mobs In Later Phases. There Are Currently 5 Forms
- Spewer - An Immobile Cauldron Like Khltchamorph That Sometimes Births Reformers.
- Maniac - A Fast And Deadly Khltchamorph That Rapidly Infects Surrounding Mobs.
- Turret - Name Says It All, Immobile, Shoots Infectious Bullets.
- Lacerator - A Tall Saw-Weilding Khltchamorph That Acts As A Defense Destroyer.
- Broadcaster - Spreads The Special "Enclave Biome..." A Desolate Area With Little Life.
The Main Class Used To Spread Block Infection- "Terminals", Will Usually Just Spawn Naturally In Later Phases. They Spread A Nasty Green Infection Across The Terrain Around Them, And Spawn Khltchamorphs As Defenses When First Created. Establishment Allows Their Block Infection To Spread The Khltchlands Biome.
- First Instar - Sits In Place, Spreads Infection. May Summon A Few Khltchifieds.
- Second Instar - Tankier, Spawns Khltchified Enderman And Reformeds. Cannot Despawn Now.
- Third Instar - Spreads Way Faster, Spawns Eldritches, Khltchified Irongolems, And Adds Points.
- Fourth Instar - Spawns Practically Anything, Only 3 Can Exist At Once, Builds Niduses. Spreads Hive.
- Fifth Instar - Continues Spread, Eventually It Will Build "Living Cities" (Not Implemented Yet)Sentinels And Eldritch Mob Descriptions Tba...
Review Video By Smercallberg
STRATEGIES
Early game Khltchified Mobs Can Be Countered In Many Ways- But Mainly Water, Stacking, And Boats,; The First And Best Option When Being Chased By A Single Infected Mob, Or Maybe Just A Few, Is A Boat. Smaller Infected Mobs Like Normal Hostiles And Farm Animals Can Easily Get Stuck In Boats, So You Can Trap Them And Safely Attack Them. The Next Option Is To Stack up If You Have Blocks- This Works Great When Being Swarmed, Since The Swarm Won’t Be Able To Reach You Whilst You Can Still Reach Them. The Third Strategy Is To Find A Water Source, A Large One. Most Khltchamorphs Can’t Swim, So They Are Very Slow In Water. This Isn’t A Readily Available Strategy, But In Situations Where It’s Available, It’s A Life Saver.
With Late Game Mobs, The Best Strategy Is To Not Be Noticed At All- Keep Your Distance. Ranged Weapons Are Almost Mandatory In Later Phases. If You Are Noticed, Keep Firing Until Things Get Too Close For Comfort. If You Find Yourself Close To A Powerful Khltchamorph, Running Away Is A Completely Reasonable Option. Most Large Khltchamorphs Will Try To Break Blocks When Hurt, Some Of Which Can Even Destroy Obsidian. Getting Far Enough To No Longer Be Noticed Is A Good Way To Survive. Non-Terminal Mobs Will Usually Despawn After They Are No Longer Loaded Into The World.
Lava Can Slow Early Phase Strong Khltchamorphs Like Reformeds, But This Risks Things Not Only Catching Fire- But Being Destroyed, Because Reformed Mobs Will Destroy Nearby Blocks When Actively Being Hurt.
The Best Strategy Against Block Infection Is To Prevent It From Existing In The First Place. When A Patch Of Block Infection Starts, It Spreads Slowly. It Will Grow Faster Over Time, Rapidly Expanding, Before Slowing Down Again After Covering A Large Enough Area. Block Infection Spread Has No Limit, Block Infection Comes From Terminals And Certain Mobs, And In Later Phases, It Spawns Naturally. This Will Not Happen In Areas With A High Light-Level, So Lighting Up Caves In Earlier Phases Keeps The Area From Turning Into An Infection-Filled Hellscape Until The Latest Phases. Infection Blocks Still Spread Even Without The Presence Of A Terminal. Rotk’s Infection Doesn’t Affect Many Modded Blocks, But As The Mod Updates, More Mods Will Gain Compact. Two Block Guaranteed To Be Uninfectable Are Obsidian And Zeronium Plating. Making An Obsidian Box House With A Single Noxious Plank Door Will Ensure Everything Inside Is Safe, So It’s A Good Option. Blocks Can Only Be Infected If They Are Touching Infected Blocks, So Blocks In The Air Are Also Safe.
This Mod Contains Blood And Gore,- Its Pixelated Immensly, But It Exists...
CREDITS
Whackyaxis - Made A Few Block Textures Like Calcium Chunk, Sludge, And Den Scabs.
LemonStuffedOrgan - Remodeled The Scout And Unreformed Living Tissue. Designed The Transfigurer.
Wikstintomfoolery - Remodeled The Mobs In The Amalgamate Class
TheOneWhoKirbed, Themonox, And TacoBoy - Provided Critical Feedback On The Mods Mechanics
Themonbox And Whackyaxis Also Made Phayriosis And Cave Stuff, They Are Super Epic And Peak Go Play Them.
You Can Support This Mod And It's Future Updates By Simply Downloading It Or Subscribing To The DJ Studios Channel.
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This Mod Takes Inspiration From Some Other Infection Mods And Some Franchises Unrelated To Minecraft Like Tremors, The Thing (John Carpenters The Thing, Not The Marvel Character), Stranger Things, And More.
This Mod Is Very Similar To Scape And Run: Parasites In It's Evolution System. This Mod Does NOT Act As A Modern Replacement For Srp. Do Not Expect This Mod To Play Out The Same As Srp.
SRP Is Playable Here, Please Check It Out: Scape and Run: Parasites - Minecraft Mods - CurseForge
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DJ Studios Does Not Own These Franchises And Simply Took Inspiration From Them.
Vids were removed because they are all extremely outdated. if somebody makes a new vid on the mod, i will put it here!
Thank You For Checking This Page Out, And Stay Tuned For Any Updates For The Mod In The Future!
-DJ Studios
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