Swarm Origins

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Swarm Origins

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Adds 16 new races themed around your typical insectoid hivemind. Intended for PvP and roleplay.

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Client and Server

Must be installed on both the client and the server.

About

Project Details

Type
Mod
License
zlib License
Latest Version
SwarmOrigins 1.0.3

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CurseForge ID
Modrinth ID

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About

Description

More content is planned! And your feedback is welcome.

Status: Development will be delayed. Unfortunately, real life calls, so the mod is a lower priority for the rest of 2025. The discord and ko-fi are being closed as well. The next update, v1.1.1, will add a lot of properly modded content on top of a doubling the total origin count, so hopefully the wait will be worth it. A preview beta for the update might be released in the summer as a sneak-peek. Until then, thanks for the support.

Playing the mod in singleplayer will be less enjoyable/more difficult, as it was designed with PvP or roleplay servers in mind.

This mod adds many origins with an insectoid hivemind theme. Think ants, xenomorphs or tyranids. They all have a crippling weakness to fire, inability to regenerate health through food, permanent and severe hunger and an inability to use items, wear armor or interact with blocks. But on the other hand, they are physically superior to an human in every way. They can also climb on walls and ceilings.

The starter origins are:

=Stunner: A fast specialist in halting enemies.

=Scout: A fast specialist in distraction and harassment.

=Soldier: Jack of all trades. No gimmicks, no weaknesses.

=Sentry: A decently mobile tank capable of healing independently.

=Specter: A stealth specialist with decent enough damage to be useful.

=Spitter: A ranged specialist that can rain down fire while dodging retaliation.

=Support: A medic, mostly incapable of combat but essential in keeping it's allies alive.

There are another 7 Tier 2 and 2 Tier 3 origins which you can evolve into after some time . Each origin has 3 active abilities and 1 or 2 passives. Evolving takes 15 minutes, and you can see your progress by holding shift. You can also change between each caste in your current Tier every 10 minutes and downgrade to the previous Tier too.

On top of castes, you can pick between 6 variants:

Variants can change a lot how you play the game or a specific origin, even removing some of their weakpoints.

=Natural: The default. No pros nor cons.

=Acrobatic: Higher jump and faster run. -5 hearts and blindness when in water.

=Aquatic: Very high swim speed. -5 hearts and blindness when on land.

=Alate: Can fly with an elytra. -5 hearts and generally slower in both water and land.

=Stalker: Radar-like detection of mobs through walls. -10 hearts and permanent darkness.

=Haunter: Can phase through walls. -10 Hearts and permanent darkness.

Controls:

Primary ability: Primary ability.

Secondary ability: Secondary ability.

Tertiary ability: Tertiary ability.

Quartenary ability: Evolution.

Quinary ability: Sidegrade.

Senary ability: Downgrade.

Septenary ability: Change variant.

Octonary ability: Toggle Haunter's phasing.

Nonary ability: Toggle climbing.

Requires: Extra Keybinds(Forge)

More content is planned! And your feedback is welcome.

Status: Development will be delayed. Unfortunately, real life calls, so the mod is a lower priority for the rest of 2025. The discord and ko-fi are being closed as well. The next update, v1.1.1, will add a lot of properly modded content on top of a doubling the total origin count, so hopefully the wait will be worth it. A preview beta for the update might be released in the summer as a sneak-peek. Until then, thanks for the support.

Playing the mod in singleplayer will be less enjoyable/more difficult, as it was designed with PvP or roleplay servers in mind.

This mod adds many origins with an insectoid hivemind theme. Think ants, xenomorphs or tyranids. They all have a crippling weakness to fire, inability to regenerate health through food, permanent and severe hunger and an inability to use items, wear armor or interact with blocks. But on the other hand, they are physically superior to an human in every way. They can also climb on walls and ceilings.

The starter origins are:

=Stunner: A fast specialist in halting enemies.

=Scout: A fast specialist in distraction and harassment.

=Soldier: Jack of all trades. No gimmicks, no weaknesses.

=Sentry: A decently mobile tank capable of healing independently.

=Specter: A stealth specialist with decent enough damage to be useful.

=Spitter: A ranged specialist that can rain down fire while dodging retaliation.

=Support: A medic, mostly incapable of combat but essential in keeping it's allies alive.

There are another 7 Tier 2 and 2 Tier 3 origins which you can evolve into after some time . Each origin has 3 active abilities and 1 or 2 passives. Evolving takes 15 minutes, and you can see your progress by holding shift. You can also change between each caste in your current Tier every 10 minutes and downgrade to the previous Tier too.

On top of castes, you can pick between 6 variants:

Variants can change a lot how you play the game or a specific origin, even removing some of their weakpoints.

=Natural: The default. No pros nor cons.

=Acrobatic: Higher jump and faster run. -5 hearts and blindness when in water.

=Aquatic: Very high swim speed. -5 hearts and blindness when on land.

=Alate: Can fly with an elytra. -5 hearts and generally slower in both water and land.

=Stalker: Radar-like detection of mobs through walls. -10 hearts and permanent darkness.

=Haunter: Can phase through walls. -10 Hearts and permanent darkness.

Controls:

Primary ability: Primary ability. Secondary ability: Secondary ability.

Tertiary ability: Tertiary ability.

Quartenary ability: Evolution.

Quinary ability: Sidegrade.

Senary ability: Downgrade.

Septenary ability: Change variant.

Octonary ability: Toggle Haunter's phasing.

Nonary ability: Toggle climbing.

Screenshots

Gallery

  • modsbars.png
    modsbars.png 2nd, 3rd and 5th bars are cooldown bars for the abilities. Top bar is energy, required to use abilities, forth bar is the counter towards the next evolution and the last is the variant change cooldown bar.
  • specter.png
    specter.png specter.png
  • scout.png
    scout.png scout.png
  • sentry.png
    sentry.png sentry.png
  • spitter.png
    spitter.png spitter.png
  • stunner.png
    stunner.png stunner.png
  • soldier.png
    soldier.png soldier.png
  • support.png
    support.png support.png
  • Guide to the bars:
    Guide to the bars: 2nd, 3rd and 5th bars are cooldown bars for the abilities. Top bar is energy, required to use abilities, forth bar is the counter towards the next evolution and the last is the variant change cooldown bar.

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